public void OnTeleport(Collider other) { if (other.CompareTag("Player")) { VncEventSystem.Trigger(new GameEvent { Event = GameEventType.TrackRestart }); } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { VncEventSystem.Trigger(new GameEvent { Event = GameEventType.TrackEnd }); } }
public void CheckFire(GameObject target = null) { if (Input.GetButtonDown("Fire1")) { m_MouseLook.Kick(10); //m_Gun.LookAt(gunHitpoint); Bullet bullet = Instantiate(m_bulletPrefab, m_Gun.position, m_Gun.rotation); bullet.SetTarget(gunHitpoint, m_bulletSpeed); if (target) { VncEventSystem.Trigger(new ButtonPressedEvent { target = target }); } } }
void Update() { if (IsAlive && !GameManager.Instance.Paused) { m_View.gameObject.SetActive(true); body.useGravity = true; UpdateView(); UpdateGun(); // get input FacingDirection = transform.forward; FowardInput = (Input.GetButton("Forward") ? 1 : 0) - (Input.GetButton("Backwards") ? 1 : 0); float strafe = (Input.GetButton("Right") ? 1 : 0) - (Input.GetButton("Left") ? 1 : 0); // body rotation float aimSpeed = aimAssist ? m_Settings.m_aimAssistSpeed : 1f; Yaw = Input.GetAxis("LookHorizontal") * m_MouseLook.m_HorizontalSpeed * aimSpeed; if (Input.GetButtonDown("Crouch")) { CrouchInput = true; } if (Input.GetButtonDown("Jump") && OnGround) { JumpInput = true; } RecoverInput = Input.GetButtonDown("Recover"); wishDir = transform.TransformDirection(Vector3.forward) * FowardInput; wishDir += transform.TransformDirection(Vector3.right) * strafe; wishDir.Normalize(); if (Input.GetButtonDown("Restart")) { VncEventSystem.Trigger(new GameEvent { Event = GameEventType.TrackRestart }); } } }
void Start() { GameManager.Instance.playerInstance = FindObjectOfType <SkatingController>(); if (GameManager.Instance.playerInstance == null) { GameManager.Instance.playerInstance = Instantiate(m_playerPrefab, transform.position, transform.rotation); } else { GameManager.Instance.playerInstance.transform.position = transform.position; GameManager.Instance.playerInstance.transform.rotation = transform.rotation; } ownCamera.gameObject.SetActive(false); GameManager.Instance.currentStartPoint = this; VncEventSystem.Trigger(new GameEvent { Event = GameEventType.TrackStart }); }
private void Update() { if (Input.GetButtonDown("Pause")) { if (Paused) { VncEventSystem.Trigger(new GameEvent { Event = GameEventType.Resume }); Paused = false; } else { VncEventSystem.Trigger(new GameEvent { Event = GameEventType.Pause }); Paused = true; } } }
public void Restart() { VncEventSystem.Trigger(new GameEvent { Event = GameEventType.TrackRestart }); }