public override void action(IUsersInput input, ObjectMotionController obj) { float dv = Mathf.Sin(angles[input.nActual - 1] - Mathf.Atan2(input.GetVertical(), input.GetHorizontal())) * input.speed; angles[input.nActual - 1] = Mathf.Atan2(input.GetVertical(), input.GetHorizontal()); obj.velocity.x += dv; }
protected float dv(IUsersInput input) { float dv = Mathf.Sin(angles[input.nActual - 1] - Mathf.Atan2(input.GetVertical(), input.GetHorizontal())) * input.speed; angles[input.nActual - 1] = Mathf.Atan2(input.GetVertical(), input.GetHorizontal()); return(dv); }
public override void actionNull(IUsersInput input, ObjectMotionController obj) { if (indicationScript != null) { indicationScript.disableOrX(input); } obj.rotation.x = 0; }
public override void action(IUsersInput input, ObjectMotionController obj) { if (indicationScript != null) { indicationScript.enableFrontBack(input, -input.GetVertical()); } obj.velocity.z += -input.GetVertical() * input.speed; }
public override void actionNull(IUsersInput input, ObjectMotionController obj) { if (indicationScript != null) { indicationScript.disableFrontBack(input); } obj.velocity.z = 0; }
public override void action(IUsersInput input, ObjectMotionController obj) { if (indicationScript != null) { indicationScript.enableLeftRight(input, input.GetHorizontal()); } obj.velocity.x += input.GetHorizontal() * input.speed; }
public override void action(IUsersInput input, ObjectMotionController obj) { if (indicationScript != null) { indicationScript.enableOrY(input, input.GetVertical() * input.speed); } obj.rotation.z += input.GetVertical() * input.speed; }
public override void changeAction(IUsersInput user, int d) { user.action = level.actionsCollab[GameManager.mod(level.actionsCollab.IndexOf(user.action) + d, level.actionsCollab.Count)]; if (eventC != null) { eventC(user); } }
public override void action(IUsersInput input, ObjectMotionController obj) { float dvv = dv(input); if (indicationScript != null) { indicationScript.enableFrontBack(input, dvv); } obj.velocity.z += dvv; }
public override void action(IUsersInput input, ObjectMotionController obj) { float dvv = dv(input); if (indicationScript != null) { indicationScript.enableOrZ(input, dvv); } obj.rotation.y += dvv; }
public override void changeAction(IUsersInput user, int d) { user.action = nextActions[user.nActual - 1][0]; nextActions[user.nActual - 1].RemoveAt(0); nextActions[user.nActual - 1].Add(level.actionsCollab[Random.Range(0, (level.actionsCollab.Count))]); if (eventC != null) { eventC(user); } }
public void enableOrZ(IUsersInput input, float v) { if (Mathf.Abs(v) > 0.02f) { OrZ[input.nActual - 1].enabled = true; } if (Mathf.Abs(v) <= 0.02f) { OrZ[input.nActual - 1].enabled = false; } }
public override void changeAction(IUsersInput user, int d) { if (user.nActual == saboter) { user.action = level.actions3v1[GameManager.mod(level.actions3v1.IndexOf(user.action) + d, level.actions3v1.Count)]; } else { user.action = level.actionsCollab[GameManager.mod(level.actionsCollab.IndexOf(user.action) + d, level.actionsCollab.Count)]; } if (eventC != null) { eventC(user); } }
public override void changeAction(IUsersInput user, int d) { if (team1.Contains(user.nActual)) { user.action = level.actions2v2[GameManager.mod(level.actions2v2.IndexOf(user.action) + d, level.actions2v2.Count)]; } else { user.action = level.actions2v2[GameManager.mod(level.actions2v2.IndexOf(user.action) + d, level.actions2v2.Count)]; } if (eventC != null) { eventC(user); } }
public void enableFrontBack(IUsersInput input, float v) { if (v > 0.02f) { Back[input.nActual - 1].enabled = true; Front[input.nActual - 1].enabled = false; } else if (v < -0.02f) { Front[input.nActual - 1].enabled = true; Back[input.nActual - 1].enabled = false; } else { Front[input.nActual - 1].enabled = false; Back[input.nActual - 1].enabled = false; } }
public void enableLeftRight(IUsersInput input, float v) { if (v > 0.02f) { Left[input.nActual - 1].enabled = true; Right[input.nActual - 1].enabled = false; } else if (v < -0.02f) { Right[input.nActual - 1].enabled = true; Left[input.nActual - 1].enabled = false; } else { Left[input.nActual - 1].enabled = false; Right[input.nActual - 1].enabled = false; } }
public void enableUpDown(IUsersInput input, float v) { if (v > 0.02f) { Up[input.nActual - 1].enabled = true; Down[input.nActual - 1].enabled = false; } else if (v < -0.02f) { Up[input.nActual - 1].enabled = false; Down[input.nActual - 1].enabled = true; } else { Down[input.nActual - 1].enabled = false; Up[input.nActual - 1].enabled = false; } }
public abstract void changeAction(IUsersInput user, int d);
public void disableUpDown(IUsersInput input) { Up[input.nActual - 1].enabled = false; Down[input.nActual - 1].enabled = false; }
public void disableLeftRight(IUsersInput input) { Left[input.nActual - 1].enabled = false; Right[input.nActual - 1].enabled = false; }
public void disableOrZ(IUsersInput input) { OrZ[input.nActual - 1].enabled = false; }
public void disableFrontBack(IUsersInput input) { Front[input.nActual - 1].enabled = false; Back[input.nActual - 1].enabled = false; }
public override void actionNull(IUsersInput input, ObjectMotionController obj) { }
public abstract void chooseAction(IUsersInput user, int d, GameMode.IGameMode gameMode);
public override void chooseAction(IUsersInput user, int d, GameMode.IGameMode gameMode) { }
public virtual void actionCam(IUsersInput input, CameraMotionController obj) { }
public virtual void action(IUsersInput input, ObjectMotionController obj) { }
public override void actionCam(IUsersInput input, CameraMotionController obj) { obj.MoveDistanceFromObject(input.GetButtonX() - input.GetButtonY()); obj.MoveDown(input.GetVertical() * input.speed); obj.MoveRight(input.GetHorizontal() * input.speed); }