public Quaternion GetRotationAngleInput(Rigidbody2D playerRigidbody2D) { var inputPositionInWorld = GetLastInputPositionInWorld(); float deltaX = inputPositionInWorld.x - playerRigidbody2D.position.x; var forceFactor = IntervalConverter.ConvertValueInIntervalToOtherIntervalValue(MaxNegativeInputDistance, MaxPositiveInputDistance, MinRotation, MaxRotation, deltaX); return(Quaternion.Euler(new Vector3(0f, 0f, forceFactor))); }
public void AnglePlayerTowardsInputOnBounce() { var inputPosition = GameEngineHelper.GetCurrentGameEngine().InputHandler.GetLastPositionOfInput(); var normalizedAngle = inputPosition.x - Camera.main.WorldToScreenPoint(Player.transform.position).x; var forceFactor = IntervalConverter.ConvertValueInIntervalToOtherIntervalValue(MaxNegativeInputDistance, MaxPositiveInputDistance, MinBounceStep, MaxBounceStep, normalizedAngle); Player.PlayerRigidbody2D.AddTorque(-forceFactor * 100, ForceMode2D.Impulse); }
void Update() { BarDisplay = IntervalConverter.ConvertValueInIntervalToOtherIntervalValue(PlayerBounceLogic.MinimumBouncePower, PlayerBounceLogic.MaximumBouncePower, 1, 10, GameEngineHelper.GetCurrentGameEngine().Player.PlayerBounceLogic.GetBouncePower()); foreach (var bar in _barsList) { bar.enabled = _barsList.IndexOf(bar) <= BarDisplay; } }