Beispiel #1
0
 public override void BeginExport()
 {
     rot   = transform.rotation;
     rnd   = new Random(seed);
     pos   = transform.position;
     sc    = transform.localScale;
     count = 0;
 }
Beispiel #2
0
 private void Start()
 {
     bodySnapPointPosition = bodySnapPoint.transform.position;
     originalHeadPosition  = head.transform.position;
     originalHeadRotation  = head.transform.rotation;
     headRigidbody         = head.GetComponent <Rigidbody>();
     headRigidbodySript    = head.GetComponent <oxRigidbody>();
     _customThrowable      = head.GetComponent <CustomThrowable>();
     rightHand             = GameObject.Find("RightHand");
     leftHand        = GameObject.Find("LeftHand");
     _oxEventManager = head.GetComponent <oxEventManager>();
     vibration       = vibrationManager.GetComponent <ControlerVibration>();
 }
Beispiel #3
0
    public override UnityEngine.Quaternion Rotate(Vector2 current)
    {
        if (attackTarget)
        {
            UnityEngine.Quaternion newRotation = UnityEngine.Quaternion.LookRotation((Vector2)attackTarget.transform.position - current, Vector3.up);
            newRotation.x = 0.0f;
            newRotation.y = 0.0f;

            return(newRotation);
        }
        else
        {
            return(UnityEngine.Quaternion.identity);
        }
    }
Beispiel #4
0
        public override void UpdateAnimation()
        {
            count++;
            if ((count % frequency) == 0)
            {
                float x = (float)rnd.NextDouble() * powerT - powerT * .5f;
                float y = (float)rnd.NextDouble() * powerT - powerT * .5f;
                transform.position = pos + (new Vector3(x, y, 0));

                x = (float)rnd.NextDouble() * powerS - powerS * .5f;
                y = (float)rnd.NextDouble() * powerS - powerS * .5f;
                transform.localScale = sc + (new Vector3(x, x, 0));


                x = (float)rnd.NextDouble() * powerR - powerR * .5f;
                UnityEngine.Quaternion q = UnityEngine.Quaternion.AngleAxis(x, Vector3.forward);
                transform.rotation = rot * q;
            }
        }