private void Attack(Vector2 direction) { if (Math.Abs(direction.magnitude) > 0) { float angle = CommonCalculateFunctions.FromDirectionToAngle(direction); lastTopPartAngle = angle; RotateTopPart(angle); BottomRotateControl(angle); _gun.Fire(angle); } }
public void Attack(Vector2 direction) { if (Math.Abs(direction.magnitude) > 0) //direction boyutunu ölçmek şuan için anlamsız. { float angle = CommonCalculateFunctions.FromDirectionToAngle(direction); RotateTurret(angle); if (turretRotateIsComplete) { Fire(angle); } } }
public void Move() { float angle = CommonCalculateFunctions.FromDirectionToAngle(movement); if (Math.Abs(movement.x) > 0 || Math.Abs(movement.y) > 0) { _rb.MovePosition(_rb.position + movement * moveSpeed * Time.fixedDeltaTime); lastBottomPartAngle = angle; backWalking = IsAngleGreaterThanNinenty(); forwardWalking = !backWalking; RotateBottomPart(angle); CreateDust(); // Particle burda olusturuluyor. } else { backWalking = false; forwardWalking = false; } _playerAnimation.Move(backWalking, forwardWalking); }
public void RotateEnemy(Vector2 _movementDirection) { float angle = CommonCalculateFunctions.FromDirectionToAngle(_movementDirection); _enemy.eulerAngles = Vector3.forward * (angle); }