Esempio n. 1
0
        private void FixedUpdate()
        {
            this.m_Rigidbody.velocity = transform.forward * m_Speed;

            if (!this.m_FollowTarget)
            {
                return;
            }

            if (this.m_Target != null)
            {
                Vector3 targetPosition = UnityTools.GetBounds(this.m_Target.gameObject).center;
                if (this.m_TurnSpeed < 0f)
                {
                    transform.LookAt(targetPosition);
                }
                else
                {
                    Vector3 directionToTarget  = targetPosition - transform.position;
                    Vector3 currentDirection   = transform.forward;
                    Vector3 resultingDirection = Vector3.RotateTowards(currentDirection, directionToTarget, this.m_TurnSpeed * Mathf.Deg2Rad * Time.fixedDeltaTime, 1f);
                    transform.rotation = Quaternion.LookRotation(resultingDirection);
                }
            }
        }
Esempio n. 2
0
        private void LateUpdate()
        {
            Vector3 pos       = UnityTools.GetBounds(this.m_Target.gameObject).center + this.m_Offset;
            Vector3 screenPos = Camera.main.WorldToScreenPoint(pos);

            this.m_Text.enabled = screenPos.x > 0 && screenPos.x < Camera.main.pixelWidth && screenPos.y > 0 && screenPos.y < Camera.main.pixelHeight && screenPos.z > 0;
            transform.position  = Camera.main.WorldToScreenPoint(UnityTools.GetBounds(this.m_Target.gameObject).center + this.m_Offset);
        }