void Update() { offset = Game_Manager.Map(cam.orthographicSize, pinch.minZoom, pinch.maxZoom, minOff, maxOff); topStartY = top.transform.position.y; belowPopUp = new Vector3(abovePopUp.x, abovePopUp.y - offset, abovePopUp.z); if (loadScene) { if (Vector2.Distance(transform.position, player.transform.position) < 1f) { Game_Manager.SavePlayerPos(transform.position); transform.GetComponent <Site_Info>().LoadCorrespondingScene(); } } if (showing) { Vector3 topScreen = cam.ScreenToWorldPoint(new Vector3(cam.pixelWidth / 2, cam.pixelHeight, 0)); float topScreenY = topScreen.y + Game_Manager.Map(offset, minOff, maxOff, 5f, 45f); if (topStartY > topScreenY) { popUp.transform.position = belowPopUp; } else { popUp.transform.position = abovePopUp; } } }
// Update is called once per frame void Update() { speed = Game_Manager.Map(cam.orthographicSize, camMin, camMax, 0.025f, 0.1f); if (Input.touchCount > 1) { Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition; transform.Translate(-touchDeltaPosition.x * speed, -touchDeltaPosition.y * speed, 0); } }
// Update is called once per frame void Update() { minCamSize = pinch.minZoom; maxCamSize = pinch.maxZoom; float scale = Game_Manager.Map(Camera.main.orthographicSize, minCamSize, maxCamSize, minScale, maxScale); newScale = new Vector3(scale, scale, 0); transform.localScale = newScale; }
void AdjustTrail() { float time; time = Game_Manager.Map(movementSpeed, MinSpeed, MaxSpeed, 0, 5); trail.time = time; float a; a = Game_Manager.Map(movementSpeed, MinSpeed, MaxSpeed, 0f, 1f); Color col = new Color(1, 1, 1, a); Color endCol = new Color(1, 1, 1, 0); //maybe add colours as public variables and have them settable in editor to any colour trail.startColor = col; trail.endColor = endCol; }
void AdjustParticleSystem() { mm.startSize = Game_Manager.Map(movementSpeed, MinSpeed, MaxSpeed, 2f, 2f); mm.startLifetime = Game_Manager.Map(movementSpeed, MinSpeed, MaxSpeed, 4f, 2f); em.rateOverDistance = Game_Manager.Map(movementSpeed, MinSpeed, MaxSpeed, 0.75f, 2f); }
// Update is called once per frame void Update() { float newVolume = Game_Manager.Map(_PMM.movementSpeed, _PMM.MinSpeed, _PMM.MaxSpeed, 0f, 1f); Source.volume = newVolume; }