Ejemplo n.º 1
0
    private void Update()
    {
        //看板を動かす
        switch (RotateState)
        {
        case ERotateState.InX:
        case ERotateState.InY:
        case ERotateState.InZ:
            if (NearPillar)
            {
                NearPillar.transform.parent.GetComponent <Pillar>().IsIndicate = true;
            }

            break;

        default:
            break;
        }


        //Debug.Log(rotateRad);
        //回転
        if (InputUtil.IsPushButton(KeyCode.Space))
        {
            //共通処理
            switch (RotateState)
            {
            case ERotateState.InX:
            case ERotateState.InY:
            case ERotateState.InZ:
                if (!isStartedRotate)
                {
                    StartRotate();
                }

                rotateRad += rotateSpeed * (Time.fixedDeltaTime * 60);
                break;

            default:
                break;
            }

            //位置制御
            switch (RotateState)
            {
            case ERotateState.InX:
                _rigidbody.position = new Vector3(
                    prevRotatePos.x,
                    NearPillar.transform.position.y + (prevRotatePos.y - NearPillar.transform.position.y) * Mathf.Cos(rotateRad * Mathf.Deg2Rad),
                    (prevRotatePos.y - NearPillar.transform.position.y) * Mathf.Sin(rotateRad * Mathf.Deg2Rad)
                    );
                break;

            case ERotateState.InY:
                _rigidbody.position = new Vector3(
                    NearPillar.transform.position.x + (prevRotatePos.x - NearPillar.transform.position.x) * Mathf.Cos(rotateRad * Mathf.Deg2Rad),
                    prevRotatePos.y,
                    (prevRotatePos.x - NearPillar.transform.position.x) * Mathf.Sin(rotateRad * Mathf.Deg2Rad)
                    );
                break;

            case ERotateState.InZ:
                float mag = (prevRotatePos - NearPillar.transform.position).magnitude;
                float x   = prevRotatePos.x - NearPillar.transform.position.x;
                float y   = prevRotatePos.y - NearPillar.transform.position.y;
                _rigidbody.position = new Vector3(
                    NearPillar.transform.position.x + mag * Mathf.Cos(Mathf.Atan2(y, x) + rotateRad * Mathf.Deg2Rad),
                    NearPillar.transform.position.y + mag * Mathf.Sin(Mathf.Atan2(y, x) + rotateRad * Mathf.Deg2Rad),
                    0
                    );
                break;

            default:
                break;
            }
        }
        else
        {
            if (!isEndedRotate)
            {
                switch (RotateState)
                {
                case ERotateState.InX:
                case ERotateState.InY:
                case ERotateState.InZ:
                    _rigidbody.useGravity = true;
                    isStartedRotate       = false;
                    isEndedRotate         = true;
                    break;

                default:
                    break;
                }

                switch (RotateState)
                {
                case ERotateState.InX:
                    if (IsFrontArea())
                    {
                        _rigidbody.position = new Vector3(
                            prevRotatePos.x,
                            NearPillar.transform.position.y + (prevRotatePos.y - NearPillar.transform.position.y) * Mathf.Cos(0),
                            0
                            );
                    }
                    else
                    {
                        _rigidbody.position = new Vector3(
                            prevRotatePos.x,
                            NearPillar.transform.position.y + (prevRotatePos.y - NearPillar.transform.position.y) * Mathf.Cos(180),
                            0
                            );
                    }
                    break;

                case ERotateState.InY:
                    if (IsFrontArea())
                    {
                        _rigidbody.position = new Vector3(
                            NearPillar.transform.position.x + (prevRotatePos.x - NearPillar.transform.position.x) * Mathf.Cos(0),
                            prevRotatePos.y,
                            0
                            );
                    }
                    else
                    {
                        _rigidbody.position = new Vector3(
                            NearPillar.transform.position.x + (prevRotatePos.x - NearPillar.transform.position.x) * Mathf.Cos(180),
                            prevRotatePos.y,
                            0
                            );
                    }
                    break;

                case ERotateState.InZ:
                    //補正必要なし
                    break;

                default:
                    break;
                }

                AddCentifugalForce(RotateState, IsFrontArea());
            }

            //左移動
            if (InputUtil.IsPushButton(KeyCode.LeftArrow))
            {
                _rigidbody.velocity -= speed;
            }

            //右移動
            if (InputUtil.IsPushButton(KeyCode.RightArrow))
            {
                _rigidbody.velocity += speed;
            }

            //上移動
            if (InputUtil.IsPushButtonDown(KeyCode.UpArrow))
            {
                _rigidbody.velocity += jumpPower;
            }

            //z軸固定
            if (_rigidbody.position.z != 0)
            {
                Vector3 tmp = _rigidbody.position;
                _rigidbody.position = new Vector3(tmp.x, tmp.y, 0);
            }
        }
    }