Exemple #1
0
    void FixedUpdate()
    {
        if (sineMovement || cosineMovement)
        {
            framecount++;

            sinusoidalAmplitude += data.amplitudeAcceleration * Time.deltaTime;
            sinusoidalPeriod    += data.periodAcceleration * Time.deltaTime;

            acceleration_senoid_y = new Vector2(0, sinusoidalAmplitude * Mathf.Cos(framecount / (sinusoidalPeriod * 2)));
            acceleration_senoid_y = HushPuppy.rotateVector(acceleration_senoid_y, angle_grad + 90);

            if (sineMovement)
            {
                acceleration_senoid_y *= -1;
            }
        }

        if (player_direction)
        {
            acceleration_player_direction = (player.position - this.transform.position).normalized * player_direction_magnitude;
        }

        if (emitter_direction)
        {
            acceleration_emitter_direction = (start_position - this.transform.position).normalized * emitter_direction_magnitude;
        }

        rb.velocity += (acceleration +
                        acceleration_senoid_y +
                        acceleration_player_direction +
                        acceleration_emitter_direction)
                       * Time.deltaTime
                       * timeSlowModifier;

        if (rb.velocity.sqrMagnitude > data.maxVelocity)
        {
            rb.velocity = rb.velocity.normalized * data.maxVelocity;
        }

        if (rb.velocity.magnitude < 0.5 && shouldStopWhenVelocityZero)
        {
            rb.velocity = acceleration = Vector2.zero;
        }

        if (data.faceVelocity)
        {
            float angle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg;
            this.transform.rotation = Quaternion.AngleAxis(angle + 90, Vector3.forward);
        }
    }
Exemple #2
0
    void Update()
    {
        if (Application.isEditor && !Application.isPlaying)
        {
            emitter = this.GetComponent <CardEmitter>().emitter;
            player  = GameObject.FindGameObjectWithTag("Player").transform;

            if (shot != null)
            {
                angles = getAngles(shot);

                for (int i = 0; i < angles.Count; i++)
                {
                    Debug.DrawRay(this.transform.position,
                                  HushPuppy.rotateVector(Vector2.up * 3, angles[i]),
                                  Color.red,
                                  1f);
                }
            }
        }
    }