private void init() { wrap = GetComponent <ScreenWrap>(); if (!wrap) { wrap = gameObject.AddComponent <ScreenWrap>(); } move = GetComponent <ForwardMovement>(); if (!move) { move = gameObject.AddComponent <ForwardMovement>(); } move.Speed = speed; rotate = GetComponent <Rotator>(); if (!rotate) { rotate = gameObject.AddComponent <Rotator>(); } rotate.deltaAngle = angleSpeed; mouse = GetComponent <MouseMovement>(); if (!mouse) { mouse = gameObject.AddComponent <MouseMovement>(); } sound = GetComponent <AudioSource>(); flames = GetComponentInChildren <SpriteAnimator>(); }
void Update() { if (Input.GetKeyDown(KeyCode.DownArrow)) { this.direction = -1; } if (Input.GetKeyDown(KeyCode.UpArrow)) { this.direction = 1; } float diff = (acceleration * Time.deltaTime); if (Input.GetAxis("Vertical") != 0) { velocity += (Input.GetAxis("Vertical") * 5) * diff; } if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.DownArrow)) { velocity += direction * diff; } else { velocity = velocity < 0 ? velocity + diff : velocity - diff < 0 ? 0 : velocity - diff; } velocity = Mathf.Clamp(velocity, -maxSpeed, maxSpeed); lerpSpeed = ((velocity + maxSpeed) / 2) / maxSpeed; lerpAngle = Utils.lerp(minAngle, maxAngle, lerpSpeed); Debug.Log("Pitch -velocity: " + velocity + " -lerpSpeed: " + lerpSpeed + " -lerpAngle: " + lerpAngle); ForwardMovement.Process(velocity); }
void Awake() { acceleration = maxSpeed / timeZeroToMax; // acceleration = 0.1f; velocity = 0f; ForwardMovement.Init(gameObject); }
public void ForwardMovementTest(int startX, int startY, OrientationEnum startOrientation, int expectedX, int expectedY, OrientationEnum expectedOrientation) { var movement = new ForwardMovement(); var(x, y, orientation) = movement.Move(startX, startY, startOrientation); x.Should().Be(expectedX); y.Should().Be(expectedY); orientation.Should().Be(expectedOrientation); }
private void init() { move = GetComponent <ForwardMovement>(); if (!move) { move = gameObject.AddComponent <ForwardMovement>(); } move.Speed = 40; gameObject.AddComponent <Cleaner>(); }
private void Start() { scooter_rb = scooter.GetComponent <Rigidbody>(); rag = GetComponentInChildren <Ragdoll>(); movement = GetComponent <Movement>(); movement_M = GetComponent <Movement_Mobile>(); groundCheck = GetComponentInChildren <GroundCheck>(); stateManager = GetComponent <PlayerStateManager>(); forwardMovement = GetComponent <ForwardMovement>(); horizontalMovement = GetComponent <HorizontalMovement>(); horizontalMovementMobile = GetComponent <HorizontalMovement_Mobile>(); jump = GetComponent <Jump>(); jumpMobile = GetComponent <Jump_Mobile>(); gameOver = gameOverObject.GetComponent <GameOver>(); }
void Update() { //If the player dies if (!collideManager.playerIsAlive) { cameraMovement = Camera.main.GetComponent <ForwardMovement>(); cameraMovement.enabled = false; StartCoroutine(restartGame()); } //If the player finishes the level if (collideManager.finishStage) { StartCoroutine(finishStage()); } }
private void Start() { movement = GetComponent <ForwardMovement>(); //StartCoroutine(GameOverDelay()); }
void Start() { enemyMaterial = GameObject.FindWithTag("ColorController").GetComponent <ColorManager>().enemyMat; forwardMovement = GameObject.FindWithTag("Player").GetComponent <ForwardMovement>(); }
public void SetUp() { forwardMovement = new ForwardMovement(); }
public override void shoot() { base.shoot(); missile = m.GetComponent <ForwardMovement>(); missile.dir = shootPoint.transform.position - canonPart.transform.position; }