boosts
This commit is contained in:
1 parent
c2e97d9187
commit
d508773b38
7 files changed
+258
-98
No files matched your search
@@ -354,7 +354,7 @@
|
||||
"name": "",
|
||||
"id": "448824b6-c8b3-47ec-b7f7-0123f90cf5f6",
|
||||
"path": "<Keyboard>/1",
|
||||
"interactions": "",
|
||||
"interactions": "Press",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "powerUnit1",
|
||||
@@ -365,7 +365,7 @@
|
||||
"name": "",
|
||||
"id": "18e2e44e-8735-45ce-aad2-b75c212fc4dc",
|
||||
"path": "<Keyboard>/2",
|
||||
"interactions": "",
|
||||
"interactions": "Press",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "powerUnit2",
|
||||
@@ -376,7 +376,7 @@
|
||||
"name": "",
|
||||
"id": "46351ee7-55d7-428d-9778-6ffd51bc663c",
|
||||
"path": "<Keyboard>/3",
|
||||
"interactions": "",
|
||||
"interactions": "Press",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "powerUnit3",
|
||||
@@ -387,7 +387,7 @@
|
||||
"name": "",
|
||||
"id": "e36dc262-5e19-467b-9153-98f8795b3752",
|
||||
"path": "<Keyboard>/4",
|
||||
"interactions": "",
|
||||
"interactions": "Press",
|
||||
"processors": "",
|
||||
"groups": "",
|
||||
"action": "powerUnit4",
|
||||
|
||||
@@ -232,6 +232,46 @@ PrefabInstance:
|
||||
propertyPath: m_IsActive
|
||||
value: 1
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_NotificationBehavior
|
||||
value: 2
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.size
|
||||
value: 11
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[7].m_ActionId
|
||||
value: 7871c83b-4bda-4ee4-8128-ed5cd975ff95
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[8].m_ActionId
|
||||
value: e82aecf6-6941-44ee-b67e-fc4e55837abe
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[9].m_ActionId
|
||||
value: 09c2221d-dc0e-46d0-9bdf-8e66b25b0e83
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[10].m_ActionId
|
||||
value: 49bf2fe6-f03b-4dec-9dd9-e571a9ae3e90
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[7].m_ActionName
|
||||
value: ship/powerUnit1[/Keyboard/1]
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[8].m_ActionName
|
||||
value: ship/powerUnit2[/Keyboard/2]
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[9].m_ActionName
|
||||
value: ship/powerUnit3[/Keyboard/3]
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 5993260185458565267, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_ActionEvents.Array.data[10].m_ActionName
|
||||
value: ship/powerUnit4[/Keyboard/4]
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8925193253056788144, guid: 217f9c8f922f2d41cac52c3699bde478, type: 3}
|
||||
propertyPath: m_Name
|
||||
value: Ship
|
||||
|
||||
+95
-22
@@ -1,45 +1,118 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public enum Output {
|
||||
Acceleration,
|
||||
Deceleration,
|
||||
Strafing,
|
||||
Shield,
|
||||
}
|
||||
|
||||
public class PowerUnit {
|
||||
static float baseOutput = 25.0f;
|
||||
static float initialAcceleration = 2f * baseOutput;
|
||||
static float initialDeceleration = 4f * baseOutput;
|
||||
static float initialStrafing = 1f * baseOutput;
|
||||
|
||||
float acceleration = 2f * baseOutput;
|
||||
float deceleration = 4f * baseOutput;
|
||||
float strafing = 1f * baseOutput;
|
||||
float stablisation = 75f;
|
||||
float acceleration = initialAcceleration;
|
||||
float deceleration = initialDeceleration;
|
||||
float strafing = initialStrafing;
|
||||
|
||||
float shieldsCurrent = 5000f;
|
||||
float shieldsMax = 5000f;
|
||||
float shieldsRegen = 10f; // * 100 ticks per second = 5s fully recharge
|
||||
static float initialShieldMax = 5000f;
|
||||
float shieldCurrent = initialShieldMax;
|
||||
float shieldMax = initialShieldMax;
|
||||
float shieldRegen = 10f; // * 100 ticks per second = 5s fully recharge
|
||||
|
||||
int boostMax = 2;
|
||||
int boostCharges = 0;
|
||||
|
||||
static float stablisation = 75f;
|
||||
|
||||
public float Acceleration => acceleration;
|
||||
public float Deceleration => deceleration;
|
||||
public float Strafing => strafing;
|
||||
public float Shields => shieldsCurrent;
|
||||
public float ShieldsMax => shieldsMax;
|
||||
public float Shield => shieldCurrent;
|
||||
public float ShieldMax => shieldMax;
|
||||
public float Stabilisation => stablisation;
|
||||
|
||||
public string ShieldsPct => $"{((shieldsCurrent / shieldsMax) * 100f):0}";
|
||||
public string ShieldPct => $"{((shieldCurrent / shieldMax) * 100f):0}";
|
||||
public string BoostsAvailable => $"{boostCharges}";
|
||||
|
||||
public void Init() {
|
||||
shieldsCurrent = shieldsMax;
|
||||
shieldsRegen = (shieldsMax / 5f) * Time.fixedDeltaTime;
|
||||
boostCharges = 0;
|
||||
shieldCurrent = initialShieldMax;
|
||||
acceleration = initialAcceleration;
|
||||
deceleration = initialDeceleration;
|
||||
strafing = initialStrafing;
|
||||
}
|
||||
|
||||
public void Reassign(float accel, float decel, float strafe) {
|
||||
acceleration = baseOutput * accel;
|
||||
deceleration = baseOutput * decel;
|
||||
strafing = baseOutput * strafe;
|
||||
// Regeneration of boosts is tracked by the ShipControls
|
||||
// it has to handle tracking the coroutines etc
|
||||
public void BoostRegenerate() {
|
||||
boostCharges = Math.Min(boostCharges + 1, boostMax);
|
||||
Debug.Log($"Boosts available {boostCharges}");
|
||||
}
|
||||
|
||||
// returns whether shields depleted
|
||||
public bool ShieldsReduce(float amt) {
|
||||
shieldsCurrent = shieldsCurrent - amt;
|
||||
return shieldsCurrent < 0f;
|
||||
public bool BoostUse(Output output) {
|
||||
if (boostCharges < 1)
|
||||
return false;
|
||||
|
||||
float newOutput = output switch {
|
||||
Output.Acceleration => BoostUseAcceleration(),
|
||||
Output.Deceleration => BoostUseDeceleration(),
|
||||
Output.Strafing => BoostUseStrafing(),
|
||||
Output.Shield => BoostUseShields(),
|
||||
_ => 0f,
|
||||
};
|
||||
|
||||
// Boosts are immediately used and tracked here
|
||||
boostCharges--;
|
||||
|
||||
Debug.Log($"Set {output} to {newOutput}");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ShieldsRegenerate() {
|
||||
shieldsCurrent = Math.Min(shieldsCurrent + shieldsRegen, shieldsMax);
|
||||
float BoostUseAcceleration() => acceleration += baseOutput;
|
||||
float BoostUseDeceleration() => deceleration += baseOutput;
|
||||
float BoostUseStrafing() => strafing += baseOutput;
|
||||
float BoostUseShields() {
|
||||
float shieldFrac = shieldMax / shieldCurrent;
|
||||
shieldMax = 7000f;
|
||||
shieldCurrent = shieldMax * shieldFrac;
|
||||
ShieldRegenRecalculate();
|
||||
return shieldMax;
|
||||
}
|
||||
|
||||
public void BoostEnd(Output output) {
|
||||
float newOutput = output switch {
|
||||
Output.Acceleration => BoostEndAcceleration(),
|
||||
Output.Deceleration => BoostEndDeceleration(),
|
||||
Output.Strafing => BoostEndStrafing(),
|
||||
Output.Shield => BoostEndShields(),
|
||||
_ => 0f,
|
||||
};
|
||||
|
||||
Debug.Log($"Set {output} to {newOutput}");
|
||||
}
|
||||
|
||||
float BoostEndAcceleration() => acceleration -= baseOutput;
|
||||
float BoostEndDeceleration() => deceleration -= baseOutput;
|
||||
float BoostEndStrafing() => strafing -= baseOutput;
|
||||
float BoostEndShields() {
|
||||
float shieldFrac = shieldMax / shieldCurrent;
|
||||
shieldMax = 5000f;
|
||||
shieldCurrent = shieldMax * shieldFrac;
|
||||
ShieldRegenRecalculate();
|
||||
return shieldMax;
|
||||
}
|
||||
|
||||
// returns whether shield depleted
|
||||
public bool ShieldReduce(float amt) {
|
||||
shieldCurrent = shieldCurrent - amt;
|
||||
return shieldCurrent < 0f;
|
||||
}
|
||||
|
||||
public void ShieldRegenerate() => shieldCurrent = Math.Min(shieldCurrent + shieldRegen, shieldMax);
|
||||
void ShieldRegenRecalculate() => shieldRegen = (shieldMax / 5f) * Time.fixedDeltaTime;
|
||||
}
|
||||
+106
-66
@@ -1,16 +1,15 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
public class ShipControls : MonoBehaviour {
|
||||
public Camera aim;
|
||||
public Timing timing;
|
||||
public PowerUnit powerUnit = new();
|
||||
|
||||
SpaceRaceInput input;
|
||||
InputAction lookAction;
|
||||
InputAction accelerateAction;
|
||||
InputAction decelerateAction;
|
||||
|
||||
Rigidbody rigidBody;
|
||||
|
||||
@@ -22,12 +21,16 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
Vector3 thrust;
|
||||
Vector3 strafe;
|
||||
|
||||
|
||||
// Camera Controls
|
||||
float camPitch;
|
||||
float camYaw;
|
||||
float clampAngle = 90.0f;
|
||||
|
||||
public PowerUnit powerUnit = new();
|
||||
List<IEnumerator> boostLifecycles = new();
|
||||
int boostDurationSeconds = 2;
|
||||
int boostCooldownSeconds = 5;
|
||||
|
||||
void Start() {
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
rigidBody = GetComponent<Rigidbody>();
|
||||
@@ -47,23 +50,10 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
camYaw = initialAim.eulerAngles.y;
|
||||
forceMode = ForceMode.Acceleration;
|
||||
|
||||
if (input == null) {
|
||||
input = new SpaceRaceInput();
|
||||
input.ship.SetCallbacks(this);
|
||||
}
|
||||
input.ship.Enable();
|
||||
|
||||
lookAction = input.FindAction("look");
|
||||
accelerateAction = input.FindAction("accelerate");
|
||||
decelerateAction = input.FindAction("decelerate");
|
||||
|
||||
SetupActions();
|
||||
Respawn();
|
||||
}
|
||||
|
||||
void OnDestroy() {
|
||||
input.ship.RemoveCallbacks(this);
|
||||
}
|
||||
|
||||
// to minimise input lag we poll for the thrust vector every frame and set it
|
||||
// same with the camera, we always look around
|
||||
void Update() {
|
||||
@@ -76,9 +66,8 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
// needs to be done here in fixedUpdate because otherwise the input is checked on every frame
|
||||
// so they will have already hit the button before this tick and they actually start moving
|
||||
// aka ripoff
|
||||
bool shouldStartTimer = !timing.timerEnabled && (thrust != Vector3.zero || strafe != Vector3.zero);
|
||||
if (shouldStartTimer)
|
||||
timing.StartTimer();
|
||||
bool shouldBegin = !timing.timerEnabled && (thrust != Vector3.zero || strafe != Vector3.zero);
|
||||
if (shouldBegin) Begin();
|
||||
|
||||
// the ship being propelled forward
|
||||
// this is in world space because of the xform from the camera pos
|
||||
@@ -98,7 +87,7 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
if (Quaternion.Angle(aim.transform.rotation, rigidBody.rotation) > 1f)
|
||||
rigidBody.rotation = Quaternion.RotateTowards(transform.rotation, aim.transform.rotation, step);
|
||||
|
||||
powerUnit.ShieldsRegenerate();
|
||||
powerUnit.ShieldRegenerate();
|
||||
}
|
||||
|
||||
void UpdateCamera() {
|
||||
@@ -110,25 +99,20 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
// delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
|
||||
// def needs to be configurable
|
||||
|
||||
Vector2 lookDelta = lookAction.ReadValue<Vector2>();
|
||||
Vector2 lookDelta = input.ship.look.ReadValue<Vector2>();
|
||||
camYaw += lookDelta.x;
|
||||
camPitch -= lookDelta.y;
|
||||
camPitch = Mathf.Clamp(camPitch, -clampAngle, clampAngle);
|
||||
aim.transform.eulerAngles = new Vector3(camPitch, camYaw, 0.0f);
|
||||
}
|
||||
|
||||
public void OnStrafe(InputAction.CallbackContext ctx) {
|
||||
Vector2 str = ctx.ReadValue<Vector2>();
|
||||
strafe = new Vector3(str.x, str.y, 0f) * powerUnit.Strafing;
|
||||
}
|
||||
|
||||
// if you are decelerating you can't accelerate as well
|
||||
// otherwise you can flip the ship around and
|
||||
// decelerate + accelerate against the velocity vector
|
||||
// aka cheating?
|
||||
Vector3 getThrust() {
|
||||
float accelerateInput = accelerateAction.ReadValue<float>();
|
||||
float decelerateInput = decelerateAction.ReadValue<float>();
|
||||
float accelerateInput = input.ship.accelerate.ReadValue<float>();
|
||||
float decelerateInput = input.ship.decelerate.ReadValue<float>();
|
||||
|
||||
// decelerates the ship against the direction it is moving
|
||||
if (decelerateInput > 0f) {
|
||||
@@ -144,14 +128,6 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
public void OnQuit(InputAction.CallbackContext ctx) {
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void OnRespawn(InputAction.CallbackContext ctx) {
|
||||
Respawn();
|
||||
}
|
||||
|
||||
public void Respawn() {
|
||||
// IMPORTANT
|
||||
// stop the timer before we move the ship or anything
|
||||
@@ -170,9 +146,99 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
camPitch = initialAim.eulerAngles.x;
|
||||
camYaw = initialAim.eulerAngles.y;
|
||||
|
||||
foreach (var cd in boostLifecycles) {
|
||||
StopCoroutine(cd);
|
||||
}
|
||||
|
||||
powerUnit.Init();
|
||||
}
|
||||
|
||||
// stuff we have to do right as they come off the line
|
||||
void Begin() {
|
||||
timing.StartTimer();
|
||||
|
||||
// start with 0 cooldowns and regen them
|
||||
var cd = BoostCdLifecycle();
|
||||
boostLifecycles.Add(cd);
|
||||
StartCoroutine(cd);
|
||||
}
|
||||
|
||||
public float Speed() {
|
||||
return rigidBody.velocity.magnitude;
|
||||
}
|
||||
|
||||
public void Damage(float amt, string src) {
|
||||
Debug.Log($"Damage {amt} from {src}");
|
||||
|
||||
bool destroyed = powerUnit.ShieldReduce(amt);
|
||||
if (destroyed) {
|
||||
Debug.Log($"Ddddestroyed by {src}");
|
||||
Respawn();
|
||||
}
|
||||
}
|
||||
|
||||
void BoostUse(Output output) {
|
||||
bool used = powerUnit.BoostUse(output);
|
||||
if (!used) return;
|
||||
|
||||
var boost = BoostLifecycle(output);
|
||||
boostLifecycles.Add(boost);
|
||||
StartCoroutine(boost);
|
||||
}
|
||||
|
||||
void BoostEnd(Output output) {
|
||||
powerUnit.BoostEnd(output);
|
||||
var cd = BoostCdLifecycle();
|
||||
boostLifecycles.Add(cd);
|
||||
StartCoroutine(cd);
|
||||
}
|
||||
|
||||
IEnumerator BoostLifecycle(Output output) {
|
||||
yield return new WaitForSeconds(boostDurationSeconds);
|
||||
BoostEnd(output);
|
||||
}
|
||||
|
||||
IEnumerator BoostCdLifecycle() {
|
||||
yield return new WaitForSeconds(boostCooldownSeconds);
|
||||
powerUnit.BoostRegenerate();
|
||||
}
|
||||
|
||||
// I prefer doing it this way than registering the callbacks etc
|
||||
// the control of the actions is more granular
|
||||
// plus the callbacks don't have to be public, bonus
|
||||
void SetupActions() {
|
||||
if (input == null)
|
||||
input = new SpaceRaceInput();
|
||||
|
||||
input.ship.Enable();
|
||||
|
||||
// we have to update strafe the whole time it's being pressed
|
||||
// including setting it back to zero when released
|
||||
input.ship.strafe.started += OnStrafe;
|
||||
input.ship.strafe.performed += OnStrafe;
|
||||
input.ship.strafe.canceled += OnStrafe;
|
||||
|
||||
// these we only care about the initial press
|
||||
input.ship.respawn.started += OnRespawn;
|
||||
input.ship.quit.started += OnQuit;
|
||||
input.ship.powerUnit1.started += OnPowerUnit1;
|
||||
input.ship.powerUnit2.started += OnPowerUnit2;
|
||||
input.ship.powerUnit3.started += OnPowerUnit3;
|
||||
input.ship.powerUnit4.started += OnPowerUnit4;
|
||||
}
|
||||
|
||||
void OnStrafe(InputAction.CallbackContext ctx) {
|
||||
Vector2 str = ctx.ReadValue<Vector2>();
|
||||
strafe = new Vector3(str.x, str.y, 0f) * powerUnit.Strafing;
|
||||
}
|
||||
|
||||
void OnQuit(InputAction.CallbackContext ctx) => Application.Quit();
|
||||
void OnRespawn(InputAction.CallbackContext ctx) => Respawn();
|
||||
void OnPowerUnit1 (InputAction.CallbackContext ctx) => BoostUse(Output.Acceleration);
|
||||
void OnPowerUnit2 (InputAction.CallbackContext ctx) => BoostUse(Output.Deceleration);
|
||||
void OnPowerUnit3 (InputAction.CallbackContext ctx) => BoostUse(Output.Strafing);
|
||||
void OnPowerUnit4 (InputAction.CallbackContext ctx) => BoostUse(Output.Shield);
|
||||
|
||||
void OnDrawGizmosSelected() {
|
||||
if (Application.isPlaying == false)
|
||||
return;
|
||||
@@ -196,30 +262,4 @@ public class ShipControls : MonoBehaviour, SpaceRaceInput.IShipActions {
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawRay(transform.position, thrust);
|
||||
}
|
||||
|
||||
public float Speed() {
|
||||
return rigidBody.velocity.magnitude;
|
||||
}
|
||||
|
||||
public void Damage(float amt, string src) {
|
||||
Debug.Log($"Damage {amt} from {src}");
|
||||
|
||||
bool destroyed = powerUnit.ShieldsReduce(amt);
|
||||
if (destroyed) {
|
||||
Debug.Log($"Ddddestroyed by {src}");
|
||||
Respawn();
|
||||
}
|
||||
}
|
||||
|
||||
// We don't use these because we poll instead
|
||||
// the callbacks are only invoked when the value changes
|
||||
// aka if you hold accelerate it doesn't do what you expect
|
||||
public void OnAccelerate(InputAction.CallbackContext ctx) { }
|
||||
public void OnDecelerate(InputAction.CallbackContext ctx) { }
|
||||
public void OnLook(InputAction.CallbackContext ctx) { }
|
||||
|
||||
public void OnPowerUnit1 (InputAction.CallbackContext ctx) => powerUnit.Reassign(2f, 4f, 1f);
|
||||
public void OnPowerUnit2 (InputAction.CallbackContext ctx) => powerUnit.Reassign(2f, 4f, 3f);
|
||||
public void OnPowerUnit4 (InputAction.CallbackContext ctx) => powerUnit.Reassign(2f, 5f, 0f);
|
||||
public void OnPowerUnit3 (InputAction.CallbackContext ctx) => powerUnit.Reassign(1f, 3f, 3f);
|
||||
}
|
||||
@@ -376,7 +376,7 @@ public partial class @SpaceRaceInput: IInputActionCollection2, IDisposable
|
||||
""name"": """",
|
||||
""id"": ""448824b6-c8b3-47ec-b7f7-0123f90cf5f6"",
|
||||
""path"": ""<Keyboard>/1"",
|
||||
""interactions"": """",
|
||||
""interactions"": ""Press"",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""powerUnit1"",
|
||||
@@ -387,7 +387,7 @@ public partial class @SpaceRaceInput: IInputActionCollection2, IDisposable
|
||||
""name"": """",
|
||||
""id"": ""18e2e44e-8735-45ce-aad2-b75c212fc4dc"",
|
||||
""path"": ""<Keyboard>/2"",
|
||||
""interactions"": """",
|
||||
""interactions"": ""Press"",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""powerUnit2"",
|
||||
@@ -398,7 +398,7 @@ public partial class @SpaceRaceInput: IInputActionCollection2, IDisposable
|
||||
""name"": """",
|
||||
""id"": ""46351ee7-55d7-428d-9778-6ffd51bc663c"",
|
||||
""path"": ""<Keyboard>/3"",
|
||||
""interactions"": """",
|
||||
""interactions"": ""Press"",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""powerUnit3"",
|
||||
@@ -409,7 +409,7 @@ public partial class @SpaceRaceInput: IInputActionCollection2, IDisposable
|
||||
""name"": """",
|
||||
""id"": ""e36dc262-5e19-467b-9153-98f8795b3752"",
|
||||
""path"": ""<Keyboard>/4"",
|
||||
""interactions"": """",
|
||||
""interactions"": ""Press"",
|
||||
""processors"": """",
|
||||
""groups"": """",
|
||||
""action"": ""powerUnit4"",
|
||||
|
||||
@@ -11,6 +11,10 @@
|
||||
<ui:Label tabindex="-1" display-tooltip-when-elided="true" name="shields" text="100" style="min-width: 5%; -unity-text-align: upper-right; flex-basis: 10%;" />
|
||||
<ui:Label tabindex="-1" text="%" display-tooltip-when-elided="true" name="units" style="flex-basis: 10%; -unity-text-align: upper-left;" />
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement name="boostCtr" style="align-items: center; flex-direction: row; justify-content: center;">
|
||||
<ui:Label tabindex="-1" display-tooltip-when-elided="true" name="boosts" text="1" style="min-width: 5%; -unity-text-align: upper-right; flex-basis: 10%;" />
|
||||
<ui:Label tabindex="-1" text="Boosts" display-tooltip-when-elided="true" name="units" style="flex-basis: 10%; -unity-text-align: upper-left;" />
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement name="puCtr" style="flex-direction: row;">
|
||||
<ui:Label tabindex="-1" display-tooltip-when-elided="true" name="puAccel" text="100" />
|
||||
<ui:Label tabindex="-1" text="100" display-tooltip-when-elided="true" name="puDecel" />
|
||||
|
||||
@@ -12,6 +12,7 @@ public class ControlsUI : MonoBehaviour {
|
||||
UIDocument uiDocument;
|
||||
Label speed;
|
||||
Label shields;
|
||||
Label boosts;
|
||||
Label puAccel;
|
||||
Label puDecel;
|
||||
Label puStrafe;
|
||||
@@ -27,6 +28,7 @@ public class ControlsUI : MonoBehaviour {
|
||||
shields = uiDocument.rootVisualElement.Q<Label>("shields");
|
||||
|
||||
// PowerUnit
|
||||
boosts = uiDocument.rootVisualElement.Q<Label>("boosts");
|
||||
puAccel = uiDocument.rootVisualElement.Q<Label>("puAccel");
|
||||
puDecel = uiDocument.rootVisualElement.Q<Label>("puDecel");
|
||||
puStrafe = uiDocument.rootVisualElement.Q<Label>("puStrafe");
|
||||
@@ -41,11 +43,12 @@ public class ControlsUI : MonoBehaviour {
|
||||
}
|
||||
|
||||
speed.text = $"{ship.Speed():0}";
|
||||
shields.text = ship.powerUnit.ShieldsPct;
|
||||
shields.text = ship.powerUnit.ShieldPct;
|
||||
|
||||
boosts.text = ship.powerUnit.BoostsAvailable;
|
||||
puAccel.text = ship.powerUnit.Acceleration.ToString();
|
||||
puDecel.text = ship.powerUnit.Deceleration.ToString();
|
||||
puStrafe.text = ship.powerUnit.Strafing.ToString();
|
||||
puShield.text = ship.powerUnit.ShieldsMax.ToString();
|
||||
puShield.text = ship.powerUnit.ShieldMax.ToString();
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user