// Update is called once per frame void Update() { if (speed > 0 && !GameManager.instance.GetPaused()) { float moveTime = (10 / (speed + boost)) * Vector3.Distance(track.GetPoint(t), track.GetPoint(t + Time.deltaTime)); if (moveTime == 0) { moveTime = 0.001f; //prevent divide by zero } Vector3 nextPosition; t += Time.deltaTime / moveTime; if (t >= 1) { if (loop) { t = 0; } else { PooledObjectBehaviour poolObj = GetComponent <PooledObjectBehaviour>(); if (poolObj != null) { poolObj.DisableInPool(); RemoveFromTrack(); } else { Destroy(this.gameObject); RemoveFromTrack(); } } } nextPosition = track.GetPoint(t + Time.deltaTime / moveTime); nextPosition += (transform.right * offset); Vector3 position = track.GetPoint(t); transform.position = position + (transform.right * offset); if (rotateWithSpline) { transform.LookAt(nextPosition, transform.up); } } }
public void Reset() { spawnTime = Time.time; gameMng = GameManager.instance; diffMng = DifficultyManager.instance; screenUpperLeft = Camera.main.ScreenToWorldPoint(new Vector3(0, Screen.height, 0)); screenLowerRight = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, 0, 0)); triggers = GetComponents <Collider>(); poolBehaviour = GetComponent <PooledObjectBehaviour>(); SetStats(); ActivateWeapons(); TrailResetter[] trailResetters = GetComponentsInChildren <TrailResetter>(); foreach (TrailResetter resetter in trailResetters) { resetter.Reset(); } }
// Use this for initialization void Start() { timer = timeToLive; pooledBehaviour = GetComponent <PooledObjectBehaviour>(); }
// Use this for initialization void Start() { timer = timeToLive; pooledBehaviour = GetComponent<PooledObjectBehaviour>(); }
public void Reset() { spawnTime = Time.time; gameMng = GameManager.instance; diffMng = DifficultyManager.instance; screenUpperLeft = Camera.main.ScreenToWorldPoint(new Vector3(0, Screen.height, 0)); screenLowerRight = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, 0, 0)); triggers = GetComponents<Collider>(); poolBehaviour = GetComponent<PooledObjectBehaviour>(); SetStats(); ActivateWeapons(); TrailResetter[] trailResetters = GetComponentsInChildren<TrailResetter>(); foreach (TrailResetter resetter in trailResetters) { resetter.Reset(); } }