/// <summary> /// Make the character rotate to face diection they will move in /// </summary> /// <param name="direction">Direction will the character will face</param> private void turn(directionFacing direction) { //throw new System.NotImplementedException(); if (direction == directionFacing.up) { transform.eulerAngles = new Vector3(transform.rotation.x, 0, transform.rotation.z); thisDirection = directionFacing.up; } if (direction == directionFacing.right) { transform.eulerAngles = new Vector3(transform.rotation.x, 90, transform.rotation.z); thisDirection = directionFacing.right; } if (direction == directionFacing.down) { transform.eulerAngles = new Vector3(transform.rotation.x, 180, transform.rotation.z); thisDirection = directionFacing.down; } if (direction == directionFacing.left) { transform.eulerAngles = new Vector3(transform.rotation.x, 270, transform.rotation.z); thisDirection = directionFacing.left; } }
private IEnumerator turnLeft(int item_number) { yield return(new WaitForSeconds(item_number * speed)); transform.Rotate(new Vector3(0, 0, 90)); if (direction == directionFacing.facingEast) { direction = directionFacing.facingNorth; } else if (direction == directionFacing.facingNorth) { direction = directionFacing.facingWest; } else if (direction == directionFacing.facingWest) { direction = directionFacing.facingSouth; } else if (direction == directionFacing.facingSouth) { direction = directionFacing.facingEast; } else { Debug.LogError("I don't seem to be facing a direction. Karel.cs:turnLeft"); } }
public void startKarel() { if (!custom_karel_mode) { custom_karel_mode = true; start_position = transform.position; beepers_in_bag_start = beepers_in_bag; start_direction = direction; is_karel_dead = false; } }
public void GoLeft() { if (!isLocalPlayer) { return; } if (playerDirection != directionFacing.Right) { playerDirection = directionFacing.Left; SetDirection(directionLeft); } }
public void GoDown() { if (!isLocalPlayer) { return; } if (playerDirection != directionFacing.Up) { playerDirection = directionFacing.Down; SetDirection(directionDown); } }
/* * turnLeft * rotate Karel 90 degrees then keep track of what direction karel is facing */ public void turnLeft() { if (!custom_karel_mode && is_karel_dead) { is_karel_dead = false; } if (!is_karel_dead) { transform.Rotate(new Vector3(0, 0, 90)); if (direction == directionFacing.facingEast) { direction = directionFacing.facingNorth; } else if (direction == directionFacing.facingNorth) { direction = directionFacing.facingWest; } else if (direction == directionFacing.facingWest) { direction = directionFacing.facingSouth; } else if (direction == directionFacing.facingSouth) { direction = directionFacing.facingEast; } else { Debug.LogError("I don't seem to be facing a direction. Karel.cs:turnLeft"); } if (custom_karel_mode) { instructions.Add(Instructions.turnLeft); } } }
void Start() { DirectionFacing = directionFacing.down; attackCollider = attackSprt.GetComponent <Collider2D>(); }