Пример #1
0
 public void FixedUpdate()   // Physics and movement
 {
     if (isLocalPlayer)
     {
         float t = HP / MaxHP;
         if (t == 0.0f)
         {
             t = 1.0f;
         }
         float k = Mathf.Lerp(SpeedMultiplyEnd, SpeedMultiplyStart, t); // Lower our health, more coffee we have, faster we are
         k *= (Energy > 0.0f) ? 4 : 1;                                  // Quad speed under energetic
         if (!Dead)
         {
             // Fetch controls
             movementMagnitude = MovementTouch.GetMagnitude();
             if (movementMagnitude > 0.0f)
             {
                 movementDir = MovementTouch.GetDirection();
             }
             movementAngle   = Vector2.SignedAngle(new Vector2(movementDir.x, movementDir.y), Vector2.up);
             aimingMagnitude = ShootingTouch.GetMagnitude();
             aimingDir       = ShootingTouch.GetDirection();
             aimingAngle     = Vector2.SignedAngle(new Vector2(aimingDir.x, aimingDir.y), Vector2.up);
             // Simple movement
             Controller.SimpleMove(CharacterSpeed * (new Vector3(movementDir.x, 0, movementDir.y)) * movementMagnitude * k);
             // Anamation control
             bool animator_running  = Animator.GetBool("running");
             bool animator_shooting = Animator.GetBool("shooting");
             Animator.SetFloat("speed", k);
             if (movementMagnitude > 0 && !animator_running)
             {
                 Animator.SetBool("running", true);
             }
             else if (animator_running && movementMagnitude == 0)
             {
                 Animator.SetBool("running", false);
             }
             if (!animator_shooting)
             {
                 if (aimingMagnitude >= 0.8)   // Manually aim
                 {
                     CmdShoot(new Vector3(aimingDir.x, 0, aimingDir.y));
                     Animator.SetBool("shooting", true);
                 }
                 else if (ShootingTouch.GetReleased() && ShootingTouch.GetCaptured())     // Auto aim nearest player
                 {
                     var colliders = Physics.OverlapSphere(transform.position, 8, LayerMask.GetMask("Character"));
                     var nearest   = float.MaxValue;
                     aimingDir = movementDir;
                     foreach (var c in colliders)   // Scan for game objects of player character
                     {
                         var go = c.gameObject;
                         if (go == gameObject)
                         {
                             continue; // Not me!
                         }
                         var dist = (go.transform.position - transform.position).magnitude;
                         if (nearest > dist)
                         {
                             var character = go.GetComponent <PlayerController>();
                             if (character.GetVisible())
                             {
                                 nearest     = dist;
                                 aimingDir   = (go.transform.position - transform.position).normalized;
                                 aimingDir   = new Vector3(aimingDir.x, aimingDir.z, 0);
                                 aimingAngle = Vector2.SignedAngle(new Vector2(aimingDir.x, aimingDir.y), Vector2.up);
                                 VisibleBody.transform.rotation = Quaternion.AngleAxis(aimingAngle, Vector3.up);
                             }
                         }
                     }
                     CmdShoot(new Vector3(aimingDir.x, 0, aimingDir.y));
                     Animator.SetBool("shooting", true);
                 }
             }
             if (aimingMagnitude == 0.0 && movementMagnitude > 0.0)
             {
                 VisibleBody.transform.rotation = Quaternion.AngleAxis(movementAngle, Vector3.up); // If we move, face towards movement
             }
             else if (aimingMagnitude > 0.3)
             {
                 VisibleBody.transform.rotation = Quaternion.AngleAxis(aimingAngle, Vector3.up); // If we shoot, face towards aim
             }
         }
         else if (Animator.GetBool("died") && !respawning)
         {
             respawning = true;
             StartCoroutine(WaitForRespawn());
         }
     }
     if (isServer)
     {
         if (Energy > 0.0f)
         {
             Energy -= Time.deltaTime;
             if (Energy < 0.0f)
             {
                 Energy = 0.0f;
             }
         }
         if (Invuln > 0.0f)
         {
             Invuln -= Time.deltaTime;
             if (Invuln < 0.0f)
             {
                 Invuln = 0.0f;
             }
         }
         if (Quad > 0.0f)
         {
             Quad -= Time.deltaTime;
             if (Quad < 0.0f)
             {
                 Quad = 0.0f;
             }
         }
     }
 }