Пример #1
0
    private Vector3 getThrust(PlayerMoveEnum direction)
    {
        float sideThrust   = 600 * Time.deltaTime;
        float bottomThrust = 2000 * Time.deltaTime;

        switch (direction)
        {
        case PlayerMoveEnum.LeftThruster:
            ThrusterBottom.Emit(0);
            ThrusterLeft.Emit(1);
            ThrusterRight.Emit(0);
            return(new Vector3(sideThrust, 0, 0));

        case PlayerMoveEnum.RightThruster:
            ThrusterBottom.Emit(0);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(1);
            return(new Vector3(-sideThrust, 0, 0));

        case PlayerMoveEnum.LeftBottomThruster:
            ThrusterBottom.Emit(1);
            ThrusterLeft.Emit(1);
            ThrusterRight.Emit(0);
            return(new Vector3(sideThrust, bottomThrust, 0));

        case PlayerMoveEnum.BottomThruster:
            ThrusterBottom.Emit(1);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(0);
            return(new Vector3(0, 30, 0));

        case PlayerMoveEnum.RightBottomThruster:
            ThrusterBottom.Emit(1);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(1);
            return(new Vector3(-sideThrust, bottomThrust, 0));

        case PlayerMoveEnum.Undetermined:
        default:
            ThrusterBottom.Emit(0);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(0);
            return(new Vector3(0, 0, 0));
        }
    }
Пример #2
0
    public Vector3 ThrustOn(PlayerMoveEnum direction)
    {
        if (Thrusters.HaveFuel == false)
        {
            return(new Vector3(0, 0, 0));
        }

        //update fuel usage
        if (direction != PlayerMoveEnum.Undetermined)
        {
            float fuelRemaining = Globals.Game.FuelRemaining;
            fuelRemaining -= fuelBurnSpeed * Time.deltaTime;
            if (fuelRemaining <= State.FuelMinimum) //we ran out of fuel
            {
                fuelRemaining = State.FuelMinimum;  //uses 0.01 because a value of 0 causes trouble in handling division by zero

                ThrusterBottom.Emit(0);
                ThrusterLeft.Emit(0);
                ThrusterRight.Emit(0);
                Globals.Game.FuelRemaining = fuelRemaining;

                return(new Vector3(0, 0, 0));
            }

            Globals.Game.FuelRemaining = fuelRemaining;
        }

        float sideThrust   = 600 * Time.deltaTime;
        float bottomThrust = 2000 * Time.deltaTime;

        switch (direction)
        {
        case PlayerMoveEnum.LeftThruster:
            ThrusterBottom.Emit(0);
            ThrusterLeft.Emit(1);
            ThrusterRight.Emit(0);
            return(new Vector3(sideThrust, 0, 0));

        case PlayerMoveEnum.RightThruster:
            ThrusterBottom.Emit(0);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(1);
            return(new Vector3(-sideThrust, 0, 0));

        case PlayerMoveEnum.LeftBottomThruster:
            ThrusterBottom.Emit(1);
            ThrusterLeft.Emit(1);
            ThrusterRight.Emit(0);
            return(new Vector3(sideThrust, bottomThrust, 0));

        case PlayerMoveEnum.BottomThruster:
            ThrusterBottom.Emit(1);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(0);
            return(new Vector3(0, bottomThrust, 0));

        case PlayerMoveEnum.RightBottomThruster:
            ThrusterBottom.Emit(1);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(1);
            return(new Vector3(-sideThrust, bottomThrust, 0));

        case PlayerMoveEnum.Undetermined:
        default:
            ThrusterBottom.Emit(0);
            ThrusterLeft.Emit(0);
            ThrusterRight.Emit(0);
            return(new Vector3(0, 0, 0));
        }
    }