public void SystemUpdate() { double angle = 90; TAccessor <CircleModule> movAccessor = TAccessor <CircleModule> .Instance(); foreach (var module in movAccessor.GetAllModule()) { GameObject myEntity = module.gameObject; angle *= Math.PI / 180; float xO = module.pwayer.position.x; float zO = module.pwayer.position.z; float xM = myEntity.transform.position.x - xO; float zM = myEntity.transform.position.z - zO; float X = (float)((xM * Math.Cos(angle)) + (zM * Math.Sin(angle)) + xO); float Z = (float)((-xM * Math.Sin(angle)) + (zM * Math.Cos(angle)) + zO); Debug.Log("X : " + X); Debug.Log("Z : " + Z + " le z"); Debug.Log("Angle : " + angle); Vector3 move = new Vector3(X, 0, Z) * Time.deltaTime; myEntity.transform.Translate(move); } }
public void SystemUpdate() { TAccessor <BulletMov> movAccessor = TAccessor <BulletMov> .Instance(); foreach (var module in movAccessor.GetAllModule()) { GameObject myEntity = module.gameObject; Vector3 move = new Vector3(0, 0, module.Speed) * Time.deltaTime; myEntity.transform.Translate(move); } }
public void SystemUpdate() { TAccessor <BulletModule> BulAccessor = TAccessor <BulletModule> .Instance(); foreach (var module in BulAccessor.GetAllModule()) { if (Input.GetKeyDown("space")) { GameObject myEntity = module.gameObject; Vector3 V = new Vector3(myEntity.transform.position.x, myEntity.transform.position.y, myEntity.transform.position.z + 0.5f); var tempBullet = UnityEngine.Object.Instantiate(module.Bullet, V, myEntity.transform.rotation); UnityEngine.Object.Destroy(tempBullet, 5); } } }
public void SystemUpdate() { TAccessor <MovementModule> movAccessor = TAccessor <MovementModule> .Instance(); foreach (var module in movAccessor.GetAllModule()) //gère les mouvement appliquer par le joueur pour manipuller une a plusieur entité a la foix { GameObject myEntity = module.gameObject; float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); Vector3 move = new Vector3(module.Speed * inputX, 0, module.Speed * inputY) * Time.deltaTime; myEntity.transform.Translate(move); } }