void Awake() { nite = FindObjectOfType(typeof(NiteOpenNet)) as NiteOpenNet; selectShape = FindObjectOfType(typeof(SelectShape)) as SelectShape; userGui = FindObjectOfType(typeof(UserGuiDeformatory)) as UserGuiDeformatory; bouncer = FindObjectOfType(typeof(Bouncer)) as Bouncer; ballAnimator = FindObjectOfType(typeof(BallAnimator)) as BallAnimator; }
private void AnimateBall() { BallAnimator.enabled = true; Vector2 direction = MathUtils.CalculateDirection(transform.position, Target.Value); if (direction.x == 0 && direction.y < 0) { //SOUTH DIRECTION BallAnimator.SetBool("reverse", false); } else if (direction.x == 0 && direction.y > 0) { //NORTH DIRECTION BallAnimator.SetBool("reverse", true); } else if (direction.x < 0 && direction.y == 0) { //WEST DIRECTION BallAnimator.SetBool("reverse", true); } else if (direction.x > 0 && direction.y == 0) { //EAST DIRECTION BallAnimator.SetBool("reverse", true); } else if (direction.x > 0 && direction.y > 0) { //NORTH EAST DIRECTION BallAnimator.SetBool("reverse", true); } else if (direction.x < 0 && direction.y < 0) { //SOUTH WEST DIRECTION BallAnimator.SetBool("reverse", true); } else if (direction.x < 0 && direction.y > 0) { //NORTH WEST DIRECTION BallAnimator.SetBool("reverse", true); } else if (direction.x > 0 && direction.y < 0) { //SOUTH EAST DIRECTION BallAnimator.SetBool("reverse", true); } if (direction.x != 0) { float angle = MathUtils.CalculateDirectionAngle(direction); this.transform.rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward); } }