// Update is called once per frame void Update() { EaseTarget = CalcPosition(); transform.position = AnimMath.Dampen(transform.position, EaseTarget, .05f); if (IsPlayingForward) { LittleTime += Time.deltaTime; if (LittleTime >= BigTime) { IsPlayingForward = false; } } else { LittleTime -= Time.deltaTime; if (LittleTime <= 0) { IsPlayingForward = true; } } //CalcPosition(); }
// Update is called once per frame void Update() { if (viewTarget == null) { return; } transform.position = AnimMath.Dampen(transform.position, viewTarget.position + offset, dampenAmount); }
// Update is called once per frame void Update() { if (isAnimating && cam != null) { Quaternion targetRot = Quaternion.Euler(0, cam.yaw, 0); transform.rotation = AnimMath.Dampen(transform.rotation, targetRot, .01f); } }
/// <summary> /// Uses lerp to /// </summary> private void SwivelPosition() { //if (a == null || b == null) return; //These are float values by definition they will have a value float p = curve.Evaluate(percent); float targetValue = AnimMath.Lerp(a, b, p); xAngle = AnimMath.Dampen(0, targetValue, .5f); }
// Update is called once per frame void Update() { var scroll = Input.mouseScrollDelta; distance += scroll.y * scrollsensitivity; distance = Mathf.Clamp(distance, 1, 10); Vector3 targetPos = new Vector3(0, 0, -distance); cam.transform.localPosition = AnimMath.Dampen(cam.transform.localPosition, targetPos, .01f); }
private void CalcPosition() { if (pos1 == null || pos2 == null) { return; } currentEaseTarget = AnimMath.Lerp(pos1.position, planetToFollow.transform.position, percent); transform.position = AnimMath.Dampen(transform.position, currentEaseTarget, .5f); }
/// <summary> /// this function calculates the final postion /// of this object between two sperate locations /// </summary> void Calcposition() { // transform.position = AnimiMath.Lerp(postionA.position, postionB.position, percent); float p = curve.Evaluate(percent); //find target postion //ease twoard target transform.position = AnimMath.Dampen(transform.position, currentEaseTarget, .05f); //transform.position +=() }
public void CalcPosition() { if (currentTransform == null || planetTransform == null) { return; } float p = curve.Evaluate(percent); currentEaseTarget = AnimMath.Lerp(currentTransform.position, planetTransform.transform.position, p); transform.position = AnimMath.Dampen(transform.position, currentEaseTarget - offset, .1f); }
// Update is called once per frame void Update() { float mouseX = Input.GetAxis("Mouse X"); // how many pixels the mouse has moved left/right float mouseY = Input.GetAxis("Mouse Y"); // up and down yaw += mouseX * lookSensitivityX; pitch += mouseY * lookSensitivityY; pitch = Mathf.Clamp(pitch, 0, 89); Quaternion targetRot = Quaternion.Euler(pitch, yaw, 0); transform.rotation = AnimMath.Dampen(transform.rotation, targetRot, 0.001f); }
// Update is called once per frame void Update() { float mouseX = Input.GetAxis("Mouse X"); float mouseY = Input.GetAxis("Mouse Y"); yaw += mouseX * lookSensitivityX; pitch += mouseY * lookSensitivityY; pitch = Mathf.Clamp(pitch, 0, 89); Quaternion targetRotation = Quaternion.Euler(pitch, yaw, 0); transform.rotation = AnimMath.Dampen(transform.rotation, targetRotation, .001f); }
// Update is called once per frame void Update() { // needs to be cap and space float mouseX = Input.GetAxis("Mouse X"); // how many picels the mouse has moved left/right float mouseY = Input.GetAxis("Mouse Y"); // how many pixels the mouse has moved up/down yaw += mouseX * lookSensitivityX; pitch += mouseY * lookSensitivityY; pitch = Mathf.Clamp(pitch, 0, 89); // gates how far you can move the camera Quaternion targetRot = Quaternion.Euler(pitch, yaw, 0); // 0 is roll transform.rotation = AnimMath.Dampen(transform.rotation, targetRot, .001f); }
// Update is called once per frame void Update() { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); if ((v != 0 || h != 0) && theCam != null) { Quaternion targetRt = Quaternion.Euler(0, theCam.yaw, 0); transform.rotation = AnimMath.Dampen(transform.rotation, targetRt, .01f); } Vector3 moveDis = transform.forward += transform.forward * v * moveSpeed; // * Time.deltaTime; moveDis += transform.right * h * moveSpeed; // how far to move side-to-side body.SimpleMove(moveDis); // simple move (we think) does deltatime for you }
private void GetInputAndMove() { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); isAnimating = (v != 0 || h != 0); if (isAnimating && theCam != null) { Quaternion targetRot = Quaternion.Euler(0, theCam.yaw, 0); transform.rotation = AnimMath.Dampen(transform.rotation, targetRot, .01f); } Vector3 moveDis = transform.forward * v * moveSpeed; // how far to move forward/back moveDis += transform.right * h * moveSpeed; // how far to move side-to-side body.SimpleMove(moveDis); // does collision, applies gravity, applies deltaTime }
void Update() { if (targetingScript == null) { return; } Vector3 lookAt = targetingScript.transform.forward; bool hasTarget = (targetingScript.target != null); if (hasTarget) { lookAt = targetingScript.target.position - transform.position; // no "vertical-ness" in the look vector // in otherwords, flatten the vector onto the x/z plane if (isTorso) { lookAt.y = 0; } lookAt.Normalize(); } float angleDiff = Vector3.Angle(targetingScript.transform.forward, lookAt); Quaternion targetRotation = transform.parent.rotation; bool isArmButNotAiming = (isArm && !targetingScript.isAiming); if (hasTarget && angleDiff < fieldOfView && !isArmButNotAiming) { targetRotation = Quaternion.LookRotation(lookAt, Vector3.up); } else if (isArm) { targetRotation = Quaternion.LookRotation(transform.parent.up * -1, transform.parent.forward); } transform.rotation = AnimMath.Dampen(transform.rotation, targetRotation, .001f); }
/// <summary> /// this function calculates the final postion /// of this object between two sperate locations /// </summary> void Calcposition() { if (postionA == null) { return; } if (postionB == null) { return; } // transform.position = AnimiMath.Lerp(postionA.position, postionB.position, percent); float p = curve.Evaluate(percent); //find target postion if (delayTimer >= delayTarget) { currentEaseTarget = AnimMath.Lerp(postionA.position, postionB.position, p); } //ease twoard target transform.position = AnimMath.Dampen(transform.position, currentEaseTarget, .05f); //transform.position +=() }
/// <summary> /// /// </summary> private void Move() { // print(body.isGrounded); if (body.isGrounded) { h = Input.GetAxis("Horizontal"); v = Input.GetAxis("Vertical"); input = new Vector3(h, 0.0f, v); input = transform.forward * v * moveSpeed; input += transform.right * h * moveSpeed; // walkDir = input * moveSpeed; input *= moveSpeed; if (v != 0 || h != 0 && theCam != null) { Quaternion targetRot = Quaternion.Euler(0, theCam.yaw, 0); transform.rotation = AnimMath.Dampen(transform.rotation, targetRot, .05f); } if (Input.GetButton("Jump")) { Waste.localPosition -= new Vector3(0, 3, 0); // Waste.localPosition -= new Vector3(0, 3, 0); } if (Input.GetButtonUp("Jump")) { // print("i jumped b"); input.y = jumpSpeed; Waste.localPosition += new Vector3(0, 3, 0); } // if (input.sqrMagnitude > 1) input.Normalize(); // walkDir = input * moveSpeed; } input.y -= gravity * Time.deltaTime; walkDir = input * moveSpeed; body.Move(walkDir * Time.deltaTime); }
// Start is called before the first frame update // Update is called once per frame void Update() { transform.position = AnimMath.Dampen(transform.position, veiwTarget.position + offset, .01f); }