// Update is called once per frame void FixedUpdate() { FieldOfViewSeated fov = GetComponent <FieldOfViewSeated> (); if (Time.time % delay == 0 && Time.time > 1 && !paused) { angle = 45; radius = 1.75f; end = Time.time + endDelay; fov.viewAngle = angle; transform.position = new Vector3(transform.position.x, transform.position.y + .02f, 0); } if (fov.viewRadius < radius) { fov.viewRadius += .025f; } if (Time.time > end) { //Time.timeScale = 0; transform.position = pos; fov.viewAngle = 0; fov.viewRadius = 0; } }
// Use this for initialization void Start() { direction = Vector3.down; pos = transform.position; FieldOfViewSeated fov = GetComponent <FieldOfViewSeated> (); angle = fov.viewAngle; radius = fov.viewRadius; end = 0; }
// Update is called once per frame void Update() { FieldOfViewSeated player = GetComponent <FieldOfViewSeated> (); length = player.viewRadius; angle = player.viewAngle; LineRenderer render = GetComponent <LineRenderer> (); Rigidbody2D rb2d = GetComponent <Rigidbody2D> (); //GameObject sightRange = GameObject.Find ("sight_range"); //sightRange. render.SetPosition(1, rb2d.transform.position); //if() //reflection render.SetPosition(0, rb2d.transform.position + dFromAngle(-angle / 2, false) * length); //if(direction) //reflection render.SetPosition(2, rb2d.transform.position + dFromAngle(angle / 2, false) * length); }