// Update is called once per frame void Update() { Targeting(); while (!target.GetComponent <Check>().active) { Targeting(); } if (state == PlayerState.Playing && target) { //transform.LookAt(target.transform); Vector3 pos = target.transform.position - transform.position; transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(pos), 10f * Time.deltaTime); LaserCannon.CheckTime(); MissileCannon.CheckTime(); LaserCannon.Shoot(); MissileCannon.Shoot(target.transform); } }
// Update is called once per frame void Update() { if (myController.GetButtonDown(2) && PlayerNumber == 0) { Application.LoadLevel(0); } if (state == PlayerState.Playing) { myController.CheckSlidersTurners(); myController.CheckAccelerator(); myController.CheckButtons(); if (SeekerList.Count > 0) { targetNumber = (int)(myController.GetTurner(0) * SeekerList.Count); targetNumber %= SeekerList.Count; target = (GameObject)SeekerList[targetNumber]; if (target.transform) { indicator.GetComponent <Crosshair>().SetTarget(target.transform); } } if (myController.GetTurner(1) == 1f) { weaponState = Weaponstate.Missile; } else if (myController.GetTurner(1) == 0f) { weaponState = Weaponstate.Laser; } LeftThruster = myController.GetSlider(0); RightThruster = myController.GetSlider(1); yRot = (myController.yAcc) * RotationAngle; xRot = myController.xAcc * RotationAngle; transform.Rotate(Vector3.forward, Time.deltaTime * yRot * RotationSpeed / 2); transform.Rotate(Vector3.right, Time.deltaTime * xRot * RotationSpeed); LaserCannon.CheckTime(); MissileCannon.CheckTime(); if ((myController.GetButton(5) || myController.GetButton(6)) && weaponState == Weaponstate.Laser) { if (LaserCannon.Shoot()) { audio.PlayOneShot(laserSound); } } else if ((myController.GetButton(5) || myController.GetButton(6)) && weaponState == Weaponstate.Missile) { if (target != null) { if (MissileCannon.Shoot(target.transform)) { audio.PlayOneShot(missileSound); } } if (target == null) { if (MissileCannon.Shoot(null)) { audio.PlayOneShot(missileSound); } } } if (weaponState == Weaponstate.Laser) { if (!LaserCannon.overheated) { HUDWeapon.Animate(1); } else if (LaserCannon.overheated) { HUDWeapon.Animate(0.75f); } } else if (weaponState == Weaponstate.Missile) { if (!MissileCannon.overheated) { HUDWeapon.Animate(0.4f); } else if (MissileCannon.overheated) { HUDWeapon.Animate(0f); } } /* * Mathf.Clamp(TurnerSimulatorLeft, 0f, 1f); * Mathf.Clamp(TurnerSimulatorRight, 0f, 1f); * if (Input.GetKey(KeyCode.O)) * TurnerSimulatorRight += 0.1f; * if (Input.GetKey(KeyCode.L)) * TurnerSimulatorRight -= 0.1f; * if (Input.GetKey(KeyCode.I)) * TurnerSimulatorLeft += 0.1f; * if (Input.GetKey(KeyCode.K)) * TurnerSimulatorLeft -= 0.1f; * * if (SeekerList.Count > 0) * { * targetNumber = (int)(TurnerSimulatorLeft * SeekerList.Count); * targetNumber %= SeekerList.Count; * target = (GameObject)SeekerList[targetNumber]; * if(target.transform) * indicator.GetComponent<Crosshair>().SetTarget(target.transform); * } * * * if (TurnerSimulatorRight > 0.5f) * { * weaponState = Weaponstate.Missile; * } * else if (TurnerSimulatorRight <= 0.5f) * { * weaponState = Weaponstate.Laser; * } * * xRot = Input.GetAxisRaw("Vertical") * RotationAngle; * transform.Rotate(Vector3.right, Time.deltaTime * xRot * RotationSpeed); * yRot = Input.GetAxisRaw("Horizontal") * RotationAngle; * transform.Rotate(Vector3.up, Time.deltaTime * yRot * RotationSpeed / 2); * * LaserCannon.CheckTime(); * MissileCannon.CheckTime(); * LeftThruster = Input.GetAxisRaw("Vertical2"); * RightThruster = Input.GetAxisRaw("Vertical2"); * * if (Input.GetKey(KeyCode.Space) && weaponState == Weaponstate.Laser) * { * if (LaserCannon.Shoot()) * { * audio.PlayOneShot(laserSound); * } * } * * * else if (Input.GetKey(KeyCode.Space) && weaponState == Weaponstate.Missile) * { * if (MissileCannon.Shoot(target.transform)) * { * audio.PlayOneShot(missileSound); * } * * } * * if (weaponState == Weaponstate.Laser) { * if(!LaserCannon.overheated) * HUDWeapon.Animate(1); * else if (LaserCannon.overheated) * HUDWeapon.Animate(0.75f); * } * * else if (weaponState == Weaponstate.Missile) * { * if(!MissileCannon.overheated) * HUDWeapon.Animate(0.4f); * else if (MissileCannon.overheated) * HUDWeapon.Animate(0f); * } * */ /* * if (myController.GetButton(5) || myController.GetButton(6)) * { * LaserCannon.Shoot(); * } */ } }