コード例 #1
0
    protected override void Update()
    {
        float gyroZ = ActionInput.GetJoyconGyro().z *moveSpeed *Time.deltaTime * 60f;

        foreach (Transform child in transform)
        {
            // 子要素の歯車を回転させる
            child.transform.Rotate(0f, 0f, -gyroZ * 20f);
        }

        if (Mathf.Abs(moveDistance + gyroZ) > moveDistanceMax)
        {
            gyroZ = (gyroZ > 0) ? moveDistanceMax - moveDistance : -(moveDistanceMax + moveDistance);
        }

        moveDistance       += gyroZ;
        transform.position += new Vector3(gyroZ * Mathf.Cos(moveAngle), gyroZ * Mathf.Sin(moveAngle));

        base.Update();
        // 画面外にいるときは処理を行わないようにしたい 出来れば基底クラスで

        //画面内にいる時に音出す
        if (targetRenderer.isVisible && Mathf.Abs(ActionInput.GetJoyconGyro().z) > 0.1f)
        {
            if (!audioSource.isPlaying)
            {
                audioSource.Play();
            }
            //フェードイン
            audioSource.volume += (1 - audioSource.volume) * 0.2f;
            //Debug.Log("歯車音:" + gyroZ);
        }
        else
        {
            //audioSource.Stop();
            //フェードアウト
            audioSource.volume *= 0.9f;
            if (audioSource.volume < 0.01f)
            {
                audioSource.Stop();
            }
        }
    }
コード例 #2
0
        // Update is called once per frame
        void Update()
        {
            //float vx =

            /*
             * float posX = transform.localPosition.x + -speed * Time.deltaTime;
             * posX = (posX + height * 16.0f / 9.0f) % (height * 16.0f / 9.0f);
             * float posY = transform.localPosition.y + speed * Time.deltaTime;
             * posY = (posY + height) % (height);
             *
             * transform.localPosition = new Vector2(posX, posY);
             */

            float speed = ActionInput.GetJoyconGyro().z *initSpeed;

            float posX = transform.position.x - parentTrfm.position.x + -speed * 1.2f * Time.deltaTime;

            posX = (posX + width) % (width);
            float posY = transform.position.y - parentTrfm.position.y + speed * Time.deltaTime;

            posY = (posY + height) % (height);

            transform.position = new Vector2(posX + parentTrfm.position.x, posY + parentTrfm.position.y);
        }