private void RotatePlayer() { // Rotate if position outside set boundaries. if (UsefulFunctions.Between(-0.5f, -settings.restZone, playerX)) { rotationDelta = Mathf.Clamp( 1 - ((0.5f + playerX - settings.deathZone) / sideLength), 0f, 1f ); } else if (UsefulFunctions.Between(settings.restZone, 0.5f, playerX)) { rotationDelta = Mathf.Clamp( -(playerX - settings.restZone) / sideLength, -1f, 0f ); } else { rotationDelta = 0; } newRotation = settings.modMaxRotation * rotationDelta; playerSprite.transform.eulerAngles = new Vector3(0, 0, newRotation); }
private bool EvaluateFall() { if (!UsefulFunctions.Between(marginLeft, marginRight, playerX)) { animator.enabled = false; standing = false; return(true); } return(false); }
// Update is called once per frame void Update() { // GameState (changes if player is on the deathzone) if (currentState == GameState.Playing) { // Check if player is standing if (!playerScript.standing) { this.PlayerCaiu(); } // Timer innerTimer += Time.deltaTime; totalTimer += Time.deltaTime; timerText.text = totalTimer.ToString("#0.00's'"); // This random nudge has to be refactored later. if (innerTimer >= settings.nudgeInterval) { if (UsefulFunctions.Between( -settings.restZone, settings.restZone, UsefulFunctions.GetGameObjectXFromCenter(playerObject)) ) { playerScript.ReceiveNudge(1, UsefulFunctions.GetRandomDirection()); innerTimer = 0; } } } else if (currentState == GameState.Paused) { } // TODO // Wave System }