// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.UpArrow) && snail.isItThisSnailTurn()) { transform.Rotate(0, 0, -1f); } if (Input.GetKey(KeyCode.DownArrow) && snail.isItThisSnailTurn()) { transform.Rotate(0, 0, 1f); } if (transform.rotation == Quaternion.Euler(0f, 0f, -90f)) { transform.rotation = Quaternion.Euler(0f, 0f, -89f); if (transform.rotation == Quaternion.Euler(0f, 0f, 90f)) { transform.rotation = Quaternion.Euler(0f, 0f, 89f); } /* * if (transform.rotation == Quaternion.Euler(0f,0,-90f)) * { * transform.rotation = Quaternion.Euler(0f, 0f, -89f); * } * * if (transform.rotation == Quaternion.Euler(0f,0,90f) ) * { * transform.rotation = Quaternion.Euler(0f, 0, 89f); * } */ } }
void Update() { if (Input.GetKey(KeyCode.X) && snail.isItThisSnailTurn() && TimerScript.afterShootingTurn == false) { tempSpeed += 0.2f; } if (Input.GetKeyUp(KeyCode.X) == true && snail.isItThisSnailTurn() && TimerScript.afterShootingTurn == false) { Shoot(); tempSpeed = 1; TimerScript.afterShootingTurn = true; } if (Input.GetKeyDown(KeyCode.Keypad1) && snail.isItThisSnailTurn()) { weaponSprite.sprite = rifle; } if (Input.GetKeyDown(KeyCode.Keypad2) && snail.isItThisSnailTurn()) { weaponSprite.sprite = rocketLauncher; } }