Пример #1
0
    /**
     * @brief Updates player animations and movements.
     **/
    public override void OnSyncedUpdate()
    {
        // Set a velocity based on player's speed and inputs
        TSVector velocity = tsRigidBody.velocity;



        if (TrueSyncInput.GetByte(INPUT_KEY_JUMP) > 0 && log)
        {
            startPosition = TrueSyncInput.GetTSVector(INPUT_MOUSE_POS);
            move          = true;
            log           = false;
        }
        if (TrueSyncInput.GetByte(INPUT_KEY_JUMP) < 1 && move)
        {
            endPosition = TrueSyncInput.GetTSVector(INPUT_MOUSE_POS);
            direction   = endPosition - startPosition;

            velocity = direction / 10;
            move     = false;
            log      = true;
        }

        // Assigns this velocity as new player's linear velocity
        tsRigidBody.velocity = velocity;
    }
Пример #2
0
    void Movement()
    {
        TSVector movement = TrueSyncInput.GetTSVector(INPUT_MOVE);

        TSVector velocity = rigidBody.velocity;

        velocity.y = 0;

        rigidBody.velocity = movement * MovementSpeed;

        //rigidBody.AddForce (movement * MovementSpeed - velocity, ForceMode.Impulse);
    }
Пример #3
0
    /**
     * @brief Updates ball's movements and instantiates new ball objects when player press space.
     **/
    public override void OnSyncedUpdate()
    {
        TSVector tapLocation = TrueSyncInput.GetTSVector(INPUT_TAP_LOCATION);

        // Take tapLocation and calculate what to do
        if (tapLocation != TSVector.zero)
        {
            OnTapLocation(tapLocation);
        }

        UpdatePlayerPosition();
    }
Пример #4
0
    public override void OnSyncedUpdate()
    {
        Movement();

        Gravity();

        tsTransform.LookAt(TrueSyncInput.GetTSVector(INPUT_LOOKAT));

        if (TrueSyncInput.GetInt(INPUT_FIRE) == 1 && canFire)
        {
            Fire();
        }
    }
Пример #5
0
    /// <summary>
    /// The function to recieve and act upon input given in the onsyncedInput function.
    /// </summary>
    public override void OnSyncedUpdate()
    {
        if (running && unitcomscript.output == true)
        {
            foreach (AIController gam in aicontrollers)
            {
                gam.SpecUpdate();
            }
        }
        if (unitcomscript)
        {
            unitcomscript.Timeleft -= TrueSyncManager.DeltaTime;
        }
        if (TrueSyncInput.GetInt(100) == 1)
        {
            if (running == false)
            {
                Debug.Log("start");
                // running = true;
                managerstart();
            }
        }
        int      photon       = 3000;
        TSVector pos          = new TSVector(0, 0, 0);
        int      target       = 3000;
        FP       averagespeed = 1;
        int      check        = TrueSyncInput.GetInt(0);
        bool     waypoints    = false;

        if (check == 0)
        {
            int limit = TrueSyncInput.GetInt(1);
            if (limit > 0)
            {
                for (int a = 2; a < limit;)
                {
                    photon = TrueSyncInput.GetInt((byte)a);
                    a++;
                    Debug.Log(photon + " out of " + a);
                    pos = TrueSyncInput.GetTSVector((byte)a);
                    a++;
                    target = TrueSyncInput.GetInt((byte)a);
                    a++;
                    averagespeed = TrueSyncInput.GetFP((byte)a);
                    a++;
                    waypoints = TrueSyncInput.GetBool((byte)a);
                    a++;
                    if (photon != 3000)
                    {
                        GameObject gam = null;
                        if (PhotonView.Find(photon))
                        {
                            gam = PhotonView.Find(photon).gameObject;
                        }
                        GameObject targetgam = null;
                        if (target != 3000 && PhotonView.Find(target) != null)
                        {
                            targetgam = PhotonView.Find(target).gameObject;
                        }
                        if (gam)
                        {
                            gam.GetComponent <_Ship>().asignMoveOrder(pos, targetgam, averagespeed, waypoints);
                        }
                    }
                }
            }
        }
        else if (check == 1)
        {
            int b = TrueSyncInput.GetInt(1);
            if (b != 0)
            {
                spawnshipfun(b, TrueSyncInput.GetTSVector(2), TrueSyncInput.GetInt(3), TrueSyncInput.GetInt(4));
            }
        }
    }