public override void TriggerSkill() { if (skillStatus == 0) { skillStatus = 1; space4Transform1 = Instantiate(prefabSpace4, playerTransform.position + Vector3.right * Mathf.Sign(playerTransform.localScale.x) * 8f, Quaternion.identity); space4_1 = space4Transform1.GetComponent <Space4>(); player.aiming = true; player.myVelocity = Vector3.zero; } else if (skillStatus == 1) { space4Transform1.position += new Vector3(player.h, player.v, 0).normalized *speed; } else { space4Transform2 = Instantiate(prefabSpace4, playerTransform.position, Quaternion.identity); space4_2 = space4Transform2.GetComponent <Space4>(); space4_1.anotherSpace4 = space4Transform2; space4_2.anotherSpace4 = space4Transform1; space4_1.RemoveLater(skillTime); space4_2.RemoveLater(skillTime); player.aiming = false; skillStatus = 0; } }
private void HideSpaces() { Space1.GetComponent <BoardSpace>().Deactivate(); Space2.GetComponent <BoardSpace>().Deactivate(); Space3.GetComponent <BoardSpace>().Deactivate(); Space4.GetComponent <BoardSpace>().Deactivate(); }
public void TestNormalise010() { var space = new Space4 { Min = Vector4.zero, Max = Vector4.one * 10, Normalised = Normalisation.Zero_one_ }; Assert.That(Vector4.Distance(space.Project(6 * Vector4.one), Vector4.one * 0.6f) <= float.Epsilon, Is.True); }
public void TestDenormaliseMinus11() { var space = new Space4 { Min = Vector4.one * -1, Max = Vector4.one * 1, Normalised = Normalisation.Zero_one_ }; Assert.That(Vector4.Distance(space.Reproject(0.75f * Vector4.one), Vector4.one * 0.5f) <= float.Epsilon, Is.True); }
/// <summary> /// Translate this transform in given space orientation. /// </summary> public void Translate(Vector4 value, Space4 space) { switch (space) { case Space4.Self: localPosition += value; break; case Space4.World: position += value; break; case Space4.View: position += Viewer4.main.viewerToWorldMatrix.rotation * value; break; default: break; } }
/// <summary> /// Rotate this transform (in matrix) in given space orientation. /// </summary> public void Rotate(Matrix4 value, Space4 space) { switch (space) { case Space4.Self: localRotation *= value; break; case Space4.World: rotation = value * rotation; // order matter! break; case Space4.View: rotation = Matrix4.Transform(Viewer4.main.worldToViewerMatrix.rotation, value) * rotation; // order matter! break; default: break; } }
public SampleSpace4(string unused = null) { this._space = Space4.ZeroOne; this._distribution_sampler = new DistributionSampler(); }
/// <summary> /// Rotate this transform (in euler) in given space orientation. /// </summary> public void Rotate(Euler4 value, Space4 space) { Rotate(Matrix4.Euler(value), space); }
/// <summary> /// Rotate this transform (in 3D quaternion) in given space orientation. /// </summary> public void Rotate(Quaternion value, Space4 space) { Rotate(Matrix4x4.TRS(Vector3.zero, value, Vector3.one), space); }