示例#1
0
    // Use this for initialization
    void Start()
    {
        rigidbody2D.fixedAngle = false; // Workaround for missing torque (was intentially set to true before)

        numPlayers = System.Math.Min(maxNumPlayers, (uint)Input.GetJoystickNames().Length);
        // TODO: 3 player not allowed

        lightController = GameObject.Find("Spot").AddComponent<GamepadPlayerController>();
        lightController.JoystickIndex = 0;

        float angleStep = Mathf.PI * 2 / (numPlayers-1);
        float currentAngle = 0.0f;
        for(uint i=1; i<numPlayers; ++i)
        {
            var wheelInstance = (Transform)Instantiate(wheel);
            wheelInstance.parent = transform;
            wheelInstance.position = transform.position +
                                     new Vector3(Mathf.Sin(currentAngle), Mathf.Cos(currentAngle), 0.0f) * wheelBodyDistance;

            GamepadPlayerController player = wheelInstance.gameObject.AddComponent<GamepadPlayerController>();
            player.JoystickIndex = i;
            wheelController.Add(player);

            currentAngle += angleStep;
        }
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        rigidbody2D.fixedAngle = false;         // Workaround for missing torque (was intentially set to true before)

        numPlayers = System.Math.Min(maxNumPlayers, (uint)Input.GetJoystickNames().Length);
        // TODO: 3 player not allowed

        lightController = GameObject.Find("Spot").AddComponent <GamepadPlayerController>();
        lightController.JoystickIndex = 0;

        float angleStep    = Mathf.PI * 2 / (numPlayers - 1);
        float currentAngle = 0.0f;

        for (uint i = 1; i < numPlayers; ++i)
        {
            var wheelInstance = (Transform)Instantiate(wheel);
            wheelInstance.parent   = transform;
            wheelInstance.position = transform.position +
                                     new Vector3(Mathf.Sin(currentAngle), Mathf.Cos(currentAngle), 0.0f) * wheelBodyDistance;

            GamepadPlayerController player = wheelInstance.gameObject.AddComponent <GamepadPlayerController>();
            player.JoystickIndex = i;
            wheelController.Add(player);

            currentAngle += angleStep;
        }
    }