/// <summary> /// Calibrates the specified movement using current positions. /// </summary> /// /// <param name="movement">The movement to be calibrated.</param> /// public virtual void Calibrate(FaceMovement movement) { switch (movement) { case FaceMovement.Left: XAxisMin = rawX; break; case FaceMovement.Right: XAxisMax = rawX; break; case FaceMovement.Up: YAxisMax = rawY; break; case FaceMovement.Down: YAxisMin = rawY; break; } }
public void CreateFace() { //Create faces in the "wings" for (int i = 0; i < 1; i++) { pos = Random.Range(0, 2); if (pos == 0) { Debug.Log("Left"); person = GameObject.Instantiate(people[Random.Range(0, people.Length)], new Vector3(spawnLeft.transform.position.x, spawnLeft.transform.position.y, spawnLeft.transform.position.z), transform.rotation); movementScript = person.GetComponent <FaceMovement>(); StartCoroutine(movementScript.moveRight(person)); } else { Debug.Log("Right"); person = GameObject.Instantiate(people[Random.Range(0, people.Length)], new Vector3(spawnRight.transform.position.x, spawnRight.transform.position.y, spawnRight.transform.position.z), transform.rotation); movementScript = person.GetComponent <FaceMovement>(); StartCoroutine(movementScript.moveLeft(person)); } } }
void Start() { faceMovement = GetComponent <FaceMovement>(); rb = GetComponent <Rigidbody>(); }
/// <summary> /// Calibrates the specified movement using current positions. /// </summary> /// /// <param name="movement">The movement to be calibrated.</param> /// public virtual void Calibrate(FaceMovement movement) { switch (movement) { case FaceMovement.Left: XAxisMin = rawX; break; case FaceMovement.Right: XAxisMax = rawX; break; case FaceMovement.Up: YAxisMax = rawY; break; case FaceMovement.Down: YAxisMin = rawY; break; } }