// Update is called once per frame void Update() { position_difference = transform.position; size_temp = transform.localScale; pos_tempX = transform.position; position1 = GamePose1.GetComponent <Pose>().pos; position2 = GamePose2.GetComponent <Pose2>().pos2; Euclidian_distance = Mathf.Sqrt(Mathf.Pow((position1.x - position2.x), 2) * Mathf.Pow((position1.y - position2.y), 2)); Debug.LogWarningFormat("Euclidian_distance: " + Euclidian_distance, GetType()); if (Euclidian_distance < 100) { Debug.LogWarningFormat("Attack triggered", GetType()); dragonAnime.SetTrigger("attack"); witchAnime.SetTrigger("attack"); Random rnd = new Random(); int rIndex = Random.Range(0, 5); PlaySound(sounds[rIndex]); } else { Debug.LogWarningFormat("run triggered", GetType()); dragonAnime.SetTrigger("run"); witchAnime.SetTrigger("run"); } }
// Update is called once per frame void Update() { position_difference = transform.position; size_temp = transform.localScale; position1 = GamePose1.GetComponent <Pose> ().pos; position2 = GamePose2.GetComponent <Pose2> ().pos2; float distance = position1.z - position2.z; size_temp.z = distance / 2; transform.position = position1; transform.localScale = size_temp; }
// Update is called once per frame void Update() { position_difference = transform.position; pos_temp = transform.position; position1 = GamePose1.GetComponent <Pose>().pos; position2 = GamePose2.GetComponent <Pose2>().pos2; float distance = position2.z - position1.z; GetComponent <TextMesh>().text = distance.ToString("f1"); pos_temp = LenthZ.GetComponent <LinkPoseZ>().position1; pos_temp.z = pos_temp.z + distance / 2; transform.position = pos_temp; }
// Update is called once per frame void Update() { position_difference = transform.position; pos_temp = transform.position; position1 = GamePose1.GetComponent <Pose>().pos; position2 = GamePose2.GetComponent <Pose2>().pos2; float distance = position1.y - position2.y; GetComponent <TextMesh>().text = distance.ToString("f1"); pos_temp = LenthY.GetComponent <LinkPoseY>().pos_tempY; pos_temp = position2; // pos_temp.y = Mathf.Abs((position2.y - position1.y) / 2); transform.position = pos_temp; }
// Update is called once per frame void Update() { position_difference = transform.position; pos_temp = transform.position; position1 = GamePose1.GetComponent <Pose>().pos; position2 = GamePose2.GetComponent <Pose2>().pos2; float distance = position2.x - position1.x; //distance = Mathf.RoundToInt(distance); GetComponent <TextMesh>().text = distance.ToString("f1"); pos_temp = LenthX.GetComponent <LinkPoseX>().pos_tempX; pos_temp.x = pos_temp.x + distance / 2; transform.position = pos_temp; }
// Update is called once per frame void Update() { GamePose1.transform.position = new Vector3(GamePose2.transform.position.x, GamePose2.transform.position.y + 1f + Vert_slider.value, GamePose2.transform.position.z); position_difference = transform.position; size_temp = transform.localScale; position1 = GamePose1.GetComponent <Pose>().pos; position2 = GamePose2.GetComponent <Pose2>().pos2; float distance = position1.y - position2.y; text_value.text = (distance * 100f).ToString(); size_temp.z = distance; pos_tempY = position2; transform.position = pos_tempY; transform.localScale = size_temp; }