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1 | using UnityEngine; | |
2 | using System.Collections; | |
3 | using System.Collections.Generic; | |
4 | ||
5 | public class movement : MonoBehaviour { | |
6 | ||
7 | public float rotationSpeed = (1.0f * Time.deltaTime); | |
8 | public float bankSpeed = (1.0f * Time.deltaTime); | |
9 | public float slideSpeed = (1.0f * Time.deltaTime); | |
10 | public float boostSpeed = (2.0f * Time.deltaTime); | |
11 | ||
12 | void Start () { | |
13 | - | if !networkView.IsMine(): |
13 | + | if ((gameObject.GetComponent<of NetworkView>()).isMine == false){ |
14 | - | gameObject.enable = false; |
14 | + | gameObject.enabled = false; |
15 | } | |
16 | } | |
17 | ||
18 | void Update() { | |
19 | rotH(); | |
20 | rotP(); | |
21 | } | |
22 | ||
23 | ||
24 | void FixedUpdate () { | |
25 | rotB(); | |
26 | slideX(); | |
27 | slideY(); | |
28 | slideZ(); | |
29 | boost(); | |
30 | ||
31 | Screen.showCursor = false; | |
32 | Screen.lockCursor = true; | |
33 | } | |
34 | ||
35 | private void rotH() { | |
36 | float yaw = rotationSpeed * Input.GetAxis ("Mouse X"); | |
37 | transform.Rotate(0,yaw,0); | |
38 | } | |
39 | ||
40 | private void rotP() { | |
41 | float pitch = rotationSpeed * Input.GetAxis ("Mouse Y"); | |
42 | transform.Rotate(-pitch,0,0); | |
43 | } | |
44 | ||
45 | private void rotB() { | |
46 | float bank = bankSpeed * Input.GetAxis ("Bank"); | |
47 | transform.Rotate(0,0,bank); | |
48 | } | |
49 | ||
50 | private void slideX() { | |
51 | float slideH = slideSpeed * Input.GetAxis ("Horizontal"); | |
52 | transform.Translate(slideH,0,0); | |
53 | } | |
54 | ||
55 | private void slideY() { | |
56 | float slideV = slideSpeed * Input.GetAxis ("Vertical"); | |
57 | transform.Translate(0,-slideV,0); | |
58 | } | |
59 | ||
60 | private void slideZ() { | |
61 | float throttle = slideSpeed * Input.GetAxis ("Throttle"); | |
62 | transform.Translate(0,0,throttle); | |
63 | } | |
64 | ||
65 | private void boost() { | |
66 | float boost = boostSpeed * Input.GetAxis ("Boost"); | |
67 | transform.Translate(0,0,boost); | |
68 | } | |
69 | } |