コード例 #1
0
    // Use this for initialization
    void Start()
    {
        TurtleRigidBody = ActualTurtle.GetComponent <Rigidbody2D> ();
        TurtleMoveScr   = ActualTurtle.GetComponent <TurtleMovementScript> ();

        AngleSpeedConst = angleSpeed;
    }
コード例 #2
0
ファイル: ReferenceScript.cs プロジェクト: Grapull/AwkTurt
	void Start () {
		cameraMoveScript = Cam.GetComponent<CameraMoveScript> ();
		deathScript = Turtle.GetComponent<DeathScript> ();
		rotatesemi = Turtle.GetComponent<rotateSemi> ();
		setsortingLayer = ShaderCube.GetComponent<setSortingLayer> ();
		turtleMovementScript = Turtle.GetComponent<TurtleMovementScript> ();
	}
コード例 #3
0
ファイル: DeathScript.cs プロジェクト: Grapull/AwkTurt
	// Use this for initialization
	void Start () {
		StartVector = gameObject.transform.position;//sets the startVector to the starting position of the Turtle
		TurtleBody = GetComponent<Rigidbody2D> ();
		TurtleMoveScr = GetComponent<TurtleMovementScript> ();
		setSortLayer = ShaderCube.GetComponent<setSortingLayer> ();

	}
コード例 #4
0
 // Use this for initialization
 void Start()
 {
     StartVector   = gameObject.transform.position;      //sets the startVector to the starting position of the Turtle
     TurtleBody    = GetComponent <Rigidbody2D> ();
     TurtleMoveScr = GetComponent <TurtleMovementScript> ();
     setSortLayer  = ShaderCube.GetComponent <setSortingLayer> ();
 }
コード例 #5
0
	// Use this for initialization
	void Start ()
	{
		TurtleRigidBody = ActualTurtle.GetComponent<Rigidbody2D> ();
		TurtleMoveScr = ActualTurtle.GetComponent<TurtleMovementScript> ();

		AngleSpeedConst = angleSpeed;
	}
コード例 #6
0
 void Start()
 {
     cameraMoveScript     = Cam.GetComponent <CameraMoveScript> ();
     deathScript          = Turtle.GetComponent <DeathScript> ();
     rotatesemi           = Turtle.GetComponent <rotateSemi> ();
     setsortingLayer      = ShaderCube.GetComponent <setSortingLayer> ();
     turtleMovementScript = Turtle.GetComponent <TurtleMovementScript> ();
 }
コード例 #7
0
    // Update is called once per frame
    void Update()
    {
        TurtleMovementScript turtleMovescript = turtle.GetComponent <TurtleMovementScript>();

        gravity    = turtleMovescript.FlipGravity;
        angularVel = turtle.angularVelocity;



        int whichWay;

        if (semiTurtle.transform.eulerAngles.z + turtle.angularVelocity * gravity > 180)
        {
            whichWay = 1;
        }
        else
        {
            whichWay = -1;
        }

        //Quaternion rot = semiTurtle.transform.localRotation + semiTurtle.transform.rotation;
        // this gets the difference between local and world rotation, i then need to use it to create a smooth rotation so that the turtle always wants to rotate onto its back so it dont look like its floating in mid air.
        min = 97 - (90 * gravity);
        max = 263 + (90 * gravity);
        if ((!Input.GetKey(turtleMovescript.LeftKey) && !Input.GetKey(turtleMovescript.RightKey)) || turtle.angularVelocity < smallVel)
        {
            if (((semiTurtle.transform.eulerAngles.z > min && semiTurtle.transform.eulerAngles.z < max) && gravity == 1) || (((semiTurtle.transform.eulerAngles.z > min || semiTurtle.transform.eulerAngles.z < max)) && gravity == -1))
            {
                semiTurtle.transform.rotation = Quaternion.Euler(0, 0, semiTurtle.transform.eulerAngles.z + i * whichWay * gravity);
            }
            else
            {
                semiTurtle.transform.rotation = Quaternion.Euler(0, 0, 90 - (90 * gravity));
            }
        }
        else
        {
            i = i2;
        }
        if (i < largestI)
        {
            i = i * deceleration;
        }
        else
        {
            i = largestI;
        }
        GlobalRotation = semiTurtle.transform.eulerAngles.z;

        //semiTurtle.transform.localRotation= Quaternion.Euler (0, 0,rot);
    }