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Rocket.cs
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Rocket.cs
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using UnityEngine;
using UnityEngine.SceneManagement;
public class Rocket : MonoBehaviour {
// todo fix lighting bug
[SerializeField] float rcsThrust = 100f;
[SerializeField] float mainThrust = 100f;
Rigidbody rigidBody;
AudioSource audioSource;
// Use this for initialization
void Start () {
rigidBody = GetComponent<Rigidbody>();
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update () {
Thrust();
Rotate();
}
void OnCollisionEnter(Collision collision)
{
switch (collision.gameObject.tag)
{
case "Friendly":
// do nothing
break;
case "Finish":
print("Hit finish"); //todo remove
SceneManager.LoadScene(1);
break;
default:
print("Dead");
SceneManager.LoadScene(0);
break;
}
}
private void Thrust()
{
if (Input.GetKey(KeyCode.Space)) // can thrust while rotating
{
rigidBody.AddRelativeForce(Vector3.up * mainThrust);
if (!audioSource.isPlaying) // so it doesn't layer
{
audioSource.Play();
}
}
else
{
audioSource.Stop();
}
}
private void Rotate()
{
rigidBody.freezeRotation = true; // take manual control of rotation
float rotationThisFrame = rcsThrust * Time.deltaTime;
if (Input.GetKey(KeyCode.A))
{
transform.Rotate(Vector3.forward * rotationThisFrame);
}
else if (Input.GetKey(KeyCode.D))
{
transform.Rotate(-Vector3.forward * rotationThisFrame);
}
rigidBody.freezeRotation = false; // resume physics control of rotation
}
}