Пример #1
0
    // Use this for initialization
    protected override void Start()
    {
        base.Start();

        target    = transform.Find("Target");
        targetArm = target.gameObject.GetComponent <SpringArm>();

        gun = transform.Find("Gun");

        canon = gun.Find("Canon");

        enemyTarget = new List <Transform>();

        canShoot = true;

        targetArm.setUseRotationLimits(false, false, false);

        //switch that determines the initial orientation of the turret
        switch (_orientation)
        {
        case orientation.North:
            targetArm.addRotation(0, 180, 0);
            targetArm.setMinLimits(-30, 150, 0);
            targetArm.setMaxLimits(30, 210, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;

        case orientation.West:
            targetArm.addRotation(0, 90, 0);
            targetArm.setMinLimits(-30, 60, 0);
            targetArm.setMaxLimits(30, 120, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;

        case orientation.South:
            targetArm.setMinLimits(-30, -30, 0);
            targetArm.setMaxLimits(30, 30, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;

        case orientation.East:
            targetArm.addRotation(0, 270, 0);
            targetArm.setMinLimits(-30, 240, 0);
            targetArm.setMaxLimits(30, 300, 0);
            targetArm.setUseRotationLimits(true, true, true);
            break;
        }


        posses = canvas.transform.GetChild(0).Find("Posses").GetComponent <Button>();
        if (gameMode is GameModeManager)
        {
            posses.onClick.AddListener((gameMode as GameModeManager).enableShootMode);
        }

        aimReticle = Instantiate(aimReticleObj, GameObject.Find("LocalUI").transform);
        aimReticle = aimReticle.transform.GetChild(0).gameObject;
        aimReticle.SetActive(false);
    }
Пример #2
0
 /// <summary>
 /// Rotates the camera by the desired inputs.
 /// </summary>
 private void cameraRotation()
 {
     if (Input.GetButton("Fire2"))
     {
         camera.addRotation(-Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X"), 0);
     }
 }
Пример #3
0
    //automatic gameplay
    #region

    /// <summary>
    /// Called once per update controls the activity of the turret.
    /// </summary>
    private void play()
    {
        if (isShooting)
        {
            if (enemyTarget.Count > 0)
            {
                Vector3 aux  = enemyTarget[0].position - gun.position;
                float   dirY = AngleDir(-target.forward, aux, target.up);
                float   dirX = AngleDir(target.forward, aux, -target.right);
                targetArm.addRotation(dirX, dirY, 0);
                if (canShoot)
                {
                    StartCoroutine(pressTrigger());
                }
            }
            else
            {
                isShooting = false;
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Q))
        {
            int index = cameras.IndexOf(currentTarget) + 1;
            if (index >= targetList.Count)
            {
                index = 0;
            }
            currentTarget = cameras[index];
            camera.changeTarget(currentTarget);
        }

        if (cameras.IndexOf(currentTarget) > 0)
        {
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                camera.changeTarget(cameras[1]);
                currentTarget = cameras[1];
            }

            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                camera.changeTarget(cameras[2]);
                currentTarget = cameras[2];
            }
            if (Input.GetKeyDown(KeyCode.Alpha3))
            {
                camera.changeTarget(cameras[3]);
                currentTarget = cameras[3];
            }
            if (Input.GetKeyDown(KeyCode.Alpha4))
            {
                camera.changeTarget(cameras[4]);
                currentTarget = cameras[4];
            }
            if (Input.GetKeyDown(KeyCode.Alpha5))
            {
                camera.changeTarget(cameras[5]);
                currentTarget = cameras[5];
            }
            if (Input.GetKeyDown(KeyCode.Alpha6))
            {
                camera.changeTarget(cameras[6]);
                currentTarget = cameras[6];
            }

            if (cameras.IndexOf(currentTarget) > cameras.Count - 3)
            {
                if (Input.GetKey(KeyCode.W))
                {
                    camera.addRotation(1, 0, 0);
                }
                if (Input.GetKey(KeyCode.S))
                {
                    camera.addRotation(-1, 0, 0);
                }
                if (Input.GetKey(KeyCode.D))
                {
                    camera.addRotation(0, -1, 0);
                }
                if (Input.GetKey(KeyCode.A))
                {
                    camera.addRotation(0, 1, 0);
                }
            }
        }
    }