// Use this for initialization void Start() { m_OnlyOneGesturePerBeat = true; m_playerBehavior = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerBehaviour>(); m_rhythmIdicator = GameObject.FindGameObjectWithTag("RhythmIndicator").GetComponent <RhythmIndicator>(); gc.GestureRecognizedInController += OnGestureRecognized; IRelativeGestureSegment[] swipeLeft = { new SwipeToLeftSegment1(), new SwipeToLeftSegment2(), new SwipeToLeftSegment3() }; gc.AddGesture("SwipeLeft", swipeLeft); IRelativeGestureSegment[] waveLeft = { new WaveLeftSegment1(), new WaveLeftSegment2(), new WaveLeftSegment1(), new WaveLeftSegment2(), new WaveLeftSegment1(), new WaveLeftSegment2() }; gc.AddGesture("WaveLeft", waveLeft); IRelativeGestureSegment[] pullLeft = { new PullToLeftSegment1(), new PullToLeftSegment2(), new PullToLeftSegment3(), }; gc.AddGesture("PullLeft", pullLeft); IRelativeGestureSegment[] fireBall = { new FireBallSegment1(), new FireBallSegment2(), }; gc.AddGesture("FireBall", fireBall); IRelativeGestureSegment[] moveRight = { new MoveRightSegment1(), new MoveRightSegment2() }; gc.AddGesture("MoveRight", moveRight); IRelativeGestureSegment[] moveLeft = { new MoveLeftSegment1(), new MoveLeftSegment2() }; gc.AddGesture("MoveLeft", moveLeft); IRelativeGestureSegment[] moveUp = { new MoveUpSegment1(), new MoveUpSegment2() }; gc.AddGesture("MoveUp", moveUp); IRelativeGestureSegment[] moveDown = { new MoveDownSegment1(), new MoveDownSegment2() }; gc.AddGesture("MoveDown", moveDown); IRelativeGestureSegment[] attack = { new AttackSegment1(), new AttackSegment2() }; gc.AddGesture("Attack", attack); }
//public enum BubbleType { left, right}; //public BubbleType myBubbleType; void Start() { m_startPosition = transform.position; // Get rhythm indicator m_rhythmIndicator = GameObject.FindGameObjectWithTag("RhythmIndicator").GetComponent <RhythmIndicator>(); Rigidbody2D myRigid = this.GetComponent <Rigidbody2D>(); if (myRigid) { float normX = (m_rhythmIndicator.transform.position.x - m_startPosition.x) / m_rhythmIndicator.m_beatPerSecond; // Mathf.Abs(m_rhythmIndicator.transform.position.x - m_startPosition.x); Debug.Log("vel: " + m_rhythmIndicator.m_beatPerSecond); myRigid.velocity = new Vector2(normX, 0); } //StartCoroutine(MoveToPosition(transform, m_rhythmIndicator.transform.position, m_rhythmIndicator.m_beatPerSecond)); }