Beispiel #1
0
    public void FixedUpdate()
    {
        _originalPos = transform.parent.position;

        _mousePosition = Input.mousePosition;
        _mousePosition = Camera.main.ScreenToWorldPoint(_mousePosition);

        float distance   = (_mousePosition - _originalPos).magnitude;
        float pivotToObj = ((Vector2)transform.position - _originalPos).magnitude;

        // When dragging
        if (_move)
        {
            // If is in circle
            Vector3 newPosition = _mousePosition;

            if (distance > _range)
            {
                // Move towards the place of the mouse, but stay in the bounds
                Vector2 step = _mousePosition - _originalPos;
                step.Normalize();
                step *= _range;

                newPosition = _originalPos + step;
            }

            // Apply it
            transform.position = newPosition;
        }
        else
        {
            // When drag is released, lerp back to original position
            transform.position = Vector2.Lerp(transform.position, _originalPos, moveSpeed * 2);
        }

        // This will prevent the values from going crazy when trying to return to it's original position
        if (pivotToObj > 0.01f)
        {
            pivotToObj = ((Vector2)transform.position - _originalPos).magnitude;
            _offsetX   = (transform.position.x - _originalPos.x) / _range;
        }
        else
        {
            pivotToObj = 0;
            _offsetX   = 0;
        }

        //Debug.Log("OffsetX: " + _offsetX);

        // Send the info to the PlayerTools which then sets it, I don't want this script to know who's the current target
        _playerTools.UpdateMovement(_offsetX);
    }