Esempio n. 1
0
    private void LateUpdate()
    {
        anim.SetFloat("change_x", change.x);
        anim.SetFloat("change_y", change.y);

        if (change.y <= -1f)
        {
            anim.SetFloat("lookAt", 0f);
        }
        else if (change.x <= -1f)
        {
            anim.SetFloat("lookAt", 1f);
        }
        else if (change.y >= 1f)
        {
            anim.SetFloat("lookAt", 2f);
        }
        else if (change.x >= 1f)
        {
            anim.SetFloat("lookAt", 3f);
        }

        //Anwenden der in change gesetzten Bewegung:
        float   step   = RoundToPixelGrid(1f * Time.deltaTime);
        Vector3 oldPos = transform.position;

        transform.position += change * step;
        if (IsColliding())
        {
            transform.position = oldPos;             //auf alte Position sptingen (d.h. nicht in den Collider laufen).

            for (int i = 0; i < numFound; i++)
            {
                TouchableBlocker tb = colliders[i].GetComponent <TouchableBlocker>();
                if (tb != null)
                {
                    tb.OnTouch();
                }
            }
        }
        change = Vector3.zero;
    }
Esempio n. 2
0
    private void LateUpdate()
    {
        animator.SetFloat("change_Y", change.y);
        animator.SetFloat("change_X", change.x);

        if (change.y <= -1f)
        {
            animator.SetFloat("lookAt", 0f);
        }
        else if (change.x <= -1f)
        {
            animator.SetFloat("lookAt", 1f);
        }
        else if (change.y >= 1f)
        {
            animator.SetFloat("lookAt", 2f);
        }
        else if (change.x >= 1f)
        {
            animator.SetFloat("lookAt", 3f);
        }

        float   step   = roundToPixelGrid(1f * Time.deltaTime);
        Vector3 oldPos = transform.position;

        transform.position += change * step * speed;

        if (isColliding())
        {
            transform.position = oldPos;
            for (int i = 0; i < numFound; i++)
            {
                TouchableBlocker tb = colliders[i].GetComponent <TouchableBlocker>();
                if (tb != null)
                {
                    tb.OnTouch();
                }
            }
        }

        change = Vector3.zero;
    }