// Update is called once per frame void Update() { ConstraintSource Current = constraint.GetSource(0); ConstraintSource Option = constraint.GetSource(1); //float d = Vector3.Distance(Current.sourceTransform.position, Option.sourceTransform.position); //float offset = 3f; //d = Mathf.Clamp(d, 0f, offset); //d /= offset; Current.weight = 1; Option.weight = 0; Current.weight -= ballWeight; Option.weight += ballWeight; //Current.weight = Mathf.Clamp(Current.weight, 0f, 1f); //Option.weight = Mathf.Clamp(Option.weight, 0f, 1f); constraint.SetSource(0, Current); constraint.SetSource(1, Option); }
public void SetOwner(GameObject owner) { ConstraintSource cs = new ConstraintSource(); cs.sourceTransform = owner.transform; cs.weight = 1; pc.SetSource(0, cs); //pc.translationOffset = new Vector3(0, 1, -1); pc.locked = true; //pc.translationOffset = Vector3.back; }
// Start is called before the first frame update void Start() { Player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity, transform); Player.Create(); ConstraintSource _source = new ConstraintSource(); _source.sourceTransform = Player.transform; _source.weight = 1; cameraParentConstraint.SetSource(0, _source); cameraParentConstraint.translationOffset = new Vector3(5.76f, 9.15f, -5.79f); cameraParentConstraint.constraintActive = true; Enemy = Instantiate(enemyPrefab, new Vector3(0, 0, -5), Quaternion.identity, transform); Enemy.Create(); GameData.timeBeingChased = 0; GameData.coinsCollectedOnRun = 0; GameData.paused = false; CoinManager.Manager.CreateCoins(50); }