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- //
- Quiero que shotSpawnL y shotSpawnR se disparen a la vez :/ Con el mismo botón o con Fire1 el L y Fire2 el R
- //
- using UnityEngine;
- using System.Collections;
- [System.Serializable]
- public class Boundary
- {
- public float xMin, xMax, zMin, zMax;
- }
- public class PlayerController : MonoBehaviour
- {
- public float speed;
- public float tilt;
- public Boundary boundary;
- public GameObject shot;
- public Transform shotSpawnL;
- public Transform shotSpawnR;
- public float fireRate;
- private float nextFire;
- void Update ()
- {
- if (Input.GetButton("Fire1") && Time.time > nextFire)
- {
- nextFire = Time.time + fireRate;
- GameObject clone = Instantiate(shot, shotSpawnL.position, shotSpawnL.rotation) as GameObject;
- audio.Play ();
- }
- if (Input.GetButton("Fire2") && Time.time > nextFire)
- {
- nextFire = Time.time + fireRate;
- GameObject clone = Instantiate(shot, shotSpawnR.position, shotSpawnR.rotation) as GameObject;
- audio.Play ();
- }
- }
- void FixedUpdate()
- {
- float moveHorizontal = Input.GetAxis ("Horizontal");
- float moveVertical = Input.GetAxis ("Vertical");
- Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
- rigidbody.velocity = movement * speed;
- rigidbody.position = new Vector3
- (
- Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
- 0.0f,
- Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
- );
- rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
- }
- }
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