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Question by
crs17 · Jun 18, 2015 at 06:22 AM ·
inputruntimeinheritance
Attaching player control script at runtime
I need to attach a player controller script to a prefab at and have it be able to communicate with all of the other scripts attached to that prefab. The problem I am having is that (for example) the player could select any plane but each plane could have a different way to fire projectiles. So the player controller needs to be as generalized as possible. This is the start I had:
public class Player_Controller : MonoBehaviour {
void Update () {
gameObject.SendMessage ("set_thrust", Input.GetAxis ("Throttle"));
}
}
public class Ship_Controller : MonoBehaviour {
public float max_Speed;
public float cur_Speed;
public float rotation_Speed;
public float max_Accel;
public Quaternion add_Rotation;
public float thrust;
public float pitch_Axis;
public float roll_Axis;
public float thrust_Axis;
protected Rigidbody _rb;
public void Start() {
cur_Speed = 10.0f;
max_Speed = 500.0f;
max_Accel = 50.0f;
// Rotation
rotation_Speed = 100.0f;
add_Rotation = Quaternion.identity;
pitch_Axis = 0f;
roll_Axis = 0f;
thrust_Axis = 0f;
// Componenets
_rb = GetComponent<Rigidbody> ();
}
void Update() {
thrust_Axis *= max_Accel;
cur_Speed += thrust;
if (cur_Speed > max_Speed) {
cur_Speed = max_Speed;
}
}
protected void set_thrust(float num) {
thrust_Axis = num;
}
}
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