Example #1
0
    private void MoveToCursor()
    {
        Vector3 worldMPos = MousePosition.GetMouseWorldPos(0f, cam);

        this.transform.position = new Vector3(worldMPos.x, worldMPos.y, this.transform.position.z);
        //this.transform.position = Vector3.Lerp(this.transform.position, worldMPos, 6f);
    }
Example #2
0
    private void FlipSpriteX()
    {
        Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam);
        Vector3 dir  = (mPos - transform.position).normalized;

        float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;

        ps.facingLeft = angle > 90 || angle < -90;
    }
Example #3
0
    private Vector3 calcTargetPos(float x, float y)
    {
        Vector3 mPos = MousePosition.GetMouseWorldPos(6f, cam);
        Vector3 tPos = (player.position + mPos) / 2f;

        tPos.x = Mathf.Clamp(tPos.x, -x + player.position.x, x + player.position.x);
        tPos.y = Mathf.Clamp(tPos.y, -y + player.position.y, y + player.position.y);

        return(tPos);
    }
Example #4
0
    private Vector2 CalcDir()
    {
        Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam);
        Vector3 tmp  = (mPos - player.position).normalized;
        Vector2 dir  = new Vector2(-Mathf.Round(tmp.x), -Mathf.Round(tmp.y));

        //Vector2 dir = new Vector2(-tmp.x, -tmp.y);
        Debug.Log("DIR: " + dir);
        return(dir);
    }
Example #5
0
    private void HandleAiming()
    {
        Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam);
        Vector3 dir  = (mPos - player.position).normalized;

        angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;

        FlipGun();

        Vector3 rot = new Vector3(0f, 0f, angle);

        transform.rotation = Quaternion.Euler(rot);

        transform.position = player.position + (offset * dir);
    }