// Update is called once per frame void Update() { armRotation.y += Input.GetAxis("RHoriz") * panSpeed; armRotation.x += Input.GetAxis("RVert") * panSpeed; transform.position = player.transform.position; transform.rotation = Quaterion.Euler(armRotation); }
public MoveToData( Vector3 pos, Vector3 scale, Quaterion rot, bool flip, bool instant, float ttt = 0.0f, bool smooth = false) { NewPos = pos; NewScale = scale; NewRot = rot; this.flip = flip; this.instant = instant; this.ttt = ttt; this.originalTTT = ttt; }
public MoveToData (Vector3 pos, Vector3 scale, Quaterion rot, bool flip, bool instant, float ttt = 0.0f, bool smooth = false) { NewPos = pos; NewScale = scale; NewRot = rot; this.flip = flip; this.instant = instant; this.ttt = ttt; this.originalTTT = ttt; }
void OnTriggerEnter(Collider hit) { //player has hit the collider if (hit.gameObject.tag == Constants.PlayerTag) { //find whether the next path will be straight, left or right int pathChoice = Random.Range(1, Paths.Length); var path = Paths[pathChoice - 1]; //Get offset between new path and old path int offset = (int)PreviousPath.transform.position.y - (int)path.transform.position.y; //Create Path Instantiate(path, path.transform.position, Quaterion.Euler(path.transform.rotation)); //REduce offset to acceptable range while (offset > 360) { offset -= 360; } //Straight if (offset == 0) { //Add to queue GameManager.getManager().getDirection().Enqueue(GameManager.turnDirection.Straight); return; } //Generate left border if (offset == -90 || offset == 270) { var border = BorderSpawnPoints[0]; Instantiate(border, border.position, border.rotation); GameManager.getManager().getDirection().Enqueue(GameManager.turnDirection.Left); return; } //Generate right border if (offset == 90) { var border = BorderSpawnPoints[1]; Instantiate(border, border.position, border.rotation); //Add to direction queue GameManager.getManager().getDirection().Enqueue(GameManager.turnDirection.right); return; } } }