// MOVEMENT EXECUTION

        public override void UpdateMovementExecution()
        {
            float progressDelta = AnimationSpeed * Time.deltaTime;

            progressDelta    = Mathf.Clamp(progressDelta, 0, Mathf.Abs(ProgressTarget - ProgressCurrent));
            ProgressCurrent += progressDelta;

            if (!movementFinisherLaunched)
            {
                float turningDirection = (Direction == ManeuverDirection.Right) ? 1 : -1;

                int progressDirection = 1;
                TheShip.RotateAround(TheShip.TransformPoint(new Vector3(turningAroundDistance * turningDirection, 0, 0)), turningDirection * progressDelta * progressDirection);

                if (ProgressTarget != 0)
                {
                    TheShip.RotateModelDuringTurn((ProgressCurrent / ProgressTarget) * (1 - 0.2f * finisherTargetSuccess));
                }
                UpdateRotation();
            }
            else
            {
                Vector3 progressDirection = Vector3.forward;
                TheShip.SetPosition(Vector3.MoveTowards(TheShip.GetPosition(), TheShip.GetPosition() + TheShip.TransformDirection(progressDirection), progressDelta));

                if (finisherTargetSuccess != 0)
                {
                    TheShip.RotateModelDuringTurn((1 - 0.2f * finisherTargetSuccess) + (ProgressCurrent / ProgressTarget) * 0.2f);
                }
                UpdateRotationFinisher();
            }

            base.UpdateMovementExecution();
        }
        public override void UpdateMovementExecution()
        {
            float progressDelta = AnimationSpeed * Time.deltaTime;

            progressDelta    = Mathf.Clamp(progressDelta, 0, Mathf.Abs(ProgressTarget - ProgressCurrent));
            ProgressCurrent += progressDelta;

            TheShip.SetPosition(Vector3.MoveTowards(TheShip.GetPosition(), TheShip.GetPosition() + TheShip.TransformDirection(Vector3.forward), progressDelta));

            base.UpdateMovementExecution();
        }
Example #3
0
        private void DoBarrelRollAnimation()
        {
            float progressStep = 2.5f * Time.deltaTime * Options.AnimationSpeed;

            progressStep     = Mathf.Min(progressStep, progressTarget - progressCurrent);
            progressCurrent += progressStep;

            TheShip.SetPosition(Vector3.MoveTowards(TheShip.GetPosition(), TemporaryShipBase.transform.position, progressStep));
            TheShip.RotateModelDuringBarrelRoll(progressCurrent / progressTarget, HelperDirection);
            TheShip.SetRotationHelper2Angles(new Vector3(0, progressCurrent / progressTarget * (plannedRotation - initialRotation), 0));
            TheShip.MoveUpwards(progressCurrent / progressTarget);
            if (progressCurrent >= progressTarget)
            {
                performingAnimation = false;
                GameMode.CurrentGameMode.FinishBarrelRoll();
            }
        }
Example #4
0
        private void DoBarrelRollAnimation()
        {
            float progressStep = Time.deltaTime * 0.2f * (0.5f + Options.AnimationSpeed * 10f);

            progressStep     = Mathf.Min(progressStep, progressTarget - progressCurrent);
            progressCurrent += progressStep;

            TheShip.SetPosition(Vector3.MoveTowards(TheShip.GetPosition(), TemporaryShipBase.transform.position, progressStep));

            if (!IsTractorBeamBarrelRoll && !TheShip.IsLandedModel)
            {
                TheShip.RotateModelDuringBarrelRoll(progressCurrent / progressTarget, (Direction == Direction.Left) ? -1 : 1);
                TheShip.SetRotationHelper2Angles(new Vector3(0, progressCurrent / progressTarget * (plannedRotation - initialRotation), 0));
                TheShip.MoveUpwards(progressCurrent / progressTarget);
            }

            if (progressCurrent >= progressTarget)
            {
                performingAnimation = false;
                FinishReposition();
            }
        }