// Update is called once per frame void Update() { shipControls = gameManager.prefabManager.currentPrefab.GetComponent <ShipControls>(); tankControls = gameManager.prefabManager.currentPrefab.GetComponent <SimpleTankController>(); //if (currentDialog == null) showDialog = false; if (Input.GetKeyDown(KeyCode.Space) && showDialog) { // nextDialog = currentDialog.nextDialog; previousDialog = currentDialog; if (currentDialog.keepParentSize) { parentRect = new Rect(currentDialog.position.x, currentDialog.position.y, currentDialog.size.x, currentDialog.size.y); } currentDialog = nextDialog; if (nextDialog == null || currentDialog == null) { showDialog = false; } } }
// Update is called once per frame void Update() { ShipControls shipControls = prefabManager.currentPrefab.GetComponent <ShipControls>(); SimpleTankController tankController = prefabManager.currentPrefab.GetComponent <SimpleTankController>(); if (shipControls != null) { projectileData = shipControls.shipWeapon.projectile.GetComponent <Projectile>(); } if (tankController != null) { projectileData = tankController.groundWeapon.projectile.GetComponent <Projectile>(); } /*if (Input.GetKeyDown (KeyCode.Q)) { * shoot = !shoot; * GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target = null; * }*/ //if (GameObject.Find("UIManager").GetComponent<SelectionUI>().target != null) //{ //float _angle = myGetAngle (frontMount.position, GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform.position); //projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); //if (GameObject.Find("UIManager").GetComponent<SelectionUI>().target){ // facingFront = IsFacingObject(frontMount, GameObject.Find("UIManager").GetComponent<SelectionUI>().target.transform); // facingRear = IsFacingObject(rearMount, GameObject.Find("UIManager").GetComponent<SelectionUI>().target.transform); //bool facingLeft = IsFacingObject (leftMount, GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); //bool facingRight = IsFacingObject (rightMount, GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); //shoot = false; // if (facingFront) // { // projectileOrigin = frontMount; // // projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); // direction = projectileOrigin.forward; //facingFront = false; //shoot = true; // } // if (facingRear) // { // projectileOrigin = rearMount; // projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); // direction = projectileOrigin.forward; // facingRear = false; // //shoot = true; // } // } else { projectileOrigin = frontMount; //projectileOrigin.rotation = new Quaternion(0, 0, 0, 0); //facingFront = false; //facingRear = false; direction = projectileOrigin.forward; //} //if (GameObject.Find ("GameManager").GetComponent<GameManager> ().playerLocation == GameDataTypes.locationType.Air) direction = Vector3.down; //} if (Input.GetKeyDown(KeyCode.Period)) { //if (GameObject.Find("UIManager").GetComponent<SelectionUI>().target != null) //{ //Transform temp = projectileOrigin; //temp.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); GameObject bullet = Instantiate(weapon.projectile.gameObject, projectileOrigin.position + direction, projectileOrigin.rotation) as GameObject; //bullet.GetComponent<Rigidbody> ().velocity = transform.TransformDirection (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform.position) * projectileData.speed; //projectileOrigin.LookAt (GameObject.Find ("UIManager").GetComponent<SelectionUI> ().target.transform); bullet.GetComponent <Rigidbody>().AddForce(projectileOrigin.forward * projectileData.speed); //facingRear = false; //facingFront = false; //projectileOrigin.transform.rotation = Quaternion.identity; Destroy(bullet.gameObject, 25f); //} /* else { * projectileOrigin.LookAt (Vector3.up); * bullet.GetComponent<Rigidbody> ().AddForce (transform.forward * projectileData.speed); * }*/ } }