void LateUpdate() { playerPosition = GameServices.Get <PlayerManager>().PlayerPosition; Vector3 worldPosition = (Vector3.forward * -distance) + (Vector3.up * height); Debug.DrawLine(playerPosition, worldPosition, Color.red); Vector3 rotationVector = Quaternion.AngleAxis(angle, Vector3.up) * worldPosition; Debug.DrawLine(playerPosition, rotationVector, Color.blue); Debug.DrawLine(playerPosition, worldPosition, Color.green); //Vector3 flatTargetPosition = player.GetComponent<Rigidbody>().position; //flatTargetPosition.y = 0; Vector3 finalPosition = playerPosition + rotationVector; Debug.DrawLine(playerPosition, finalPosition, Color.blue); transform.position = Vector3.SmoothDamp(transform.position, finalPosition, ref smoothVelociy, smoothingSpeed); transform.LookAt(playerPosition); }
void SpawnEnemiesByOne() { GameServices.Get <EnemySpawnerManager>().SpawnEnemyOnRandomPoint(); }
public override void Release() { GameServices.Get <GameScoreManager>().Unregister(this); //health.OnHealthDepleted -= OnDestroyEnemy; health.OnHealthDepleted -= Explode; }
void SetTargetPosition() { target = GameServices.Get <PlayerManager>().PlayerPosition; }
public float maxIntensity = 3f; // The maximum intensity the flash will reach void Start() { cam = GameServices.Get <CameraService>().MainCamera; //StartCoroutine(nameof(flashNow)); }
void Start() { cam = GameServices.Get <CameraService>().MainCamera; playerPosition = GameServices.Get <PlayerManager>().PlayerPosition; }
public override void Release() { GameServices.Get <AsteroidsService>().Unregister(this); }
public override void Init(Action onRelease) { GameServices.Get <AsteroidsService>().Register(this); Invoke(nameof(Explode), 30f); OnDestroy += onRelease; }
public override void Release() { GameServices.Get <CubeEnemy1Service>().Unregister(this); }
public override void Init(Action onRelease) { GameServices.Get <CubeEnemy1Service>().Register(this); OnDestroy += onRelease; }