// Update is called once per frame void Update() { if (!isLocalPlayer) { return; } if (myShoot == null) { myShoot = this.GetComponent <shoot>(); if (myShoot == null) { Debug.Log("myShoot in controlls is null!"); return; } } if (myMovement == null) { myMovement = this.GetComponent <movement>(); if (myMovement == null) { Debug.Log("myMovement in controlls is null!"); return; } } if (Input.GetAxis("Horizontal") > 0) { myMovement.right(); } else if (Input.GetAxis("Horizontal") < 0) { myMovement.left(); } if (Input.GetAxis("Vertical") > 0) { myMovement.forward(); } else if (Input.GetAxis("Vertical") < 0) { myMovement.backward(); } if (Input.GetButtonDown("Fire1")) { //Debug.Log("Peng Peng"); myShoot.CmdFire(); } }
public void turnTowards(Vector3 v3) { Vector3 deltaPosition = v3 - transform.position; //new Vector2(v3.x - transform.position.x, v3.z - transform.position.z); float targetRotation = Vector2.SignedAngle(new Vector2(transform.forward.x, transform.forward.z), new Vector2(deltaPosition.x, deltaPosition.z)); //Debug.Log("trying to turn towards: " + v3.ToString() + " , deltaPosition: " + deltaPosition + " , targetRotation: " + targetRotation); if (targetRotation < 0) { myMovement.right(); } else if (targetRotation > 0) { myMovement.left(); } }