// Update is called once per frame void Update() { if (trevelState == e_travelState.TRAVELING) { if (IsInTravelTargetRadius()) { trevelState = e_travelState.NOT_TRAVELING; //if(GameMouse.GetRefrence().curSpriteId == GameMouse.MOUSE_IMG.WAITING) //this check will maybe be done since we can iteract with something else and mouse will change even if we are waiting for travel to be completed GameMouse.GetRefrence().SetMouseSprite(GameMouse.MOUSE_STATE.NORMAL); } else if (IsInSlowDownRadius()) { transform.Translate(Vector2.up * GetCurrentTravelSpeed() * Time.deltaTime * GetSLownDownFactor()); } else { transform.Translate(Vector2.up * GetCurrentTravelSpeed() * Time.deltaTime); } } else { } if (Input.GetMouseButtonDown(0) && trevelState == e_travelState.NOT_TRAVELING && GameMouse.GetRefrence().IsMouseOnAnyPlanet()) { pointToTravelTo = GameMouse.GetRefrence().lastHoveredPlanet.transform.position; RotateTowardsTarget(); ResetMovementStartTime(); trevelState = e_travelState.TRAVELING; GameMouse.GetRefrence().SetMouseSprite(GameMouse.MOUSE_STATE.WAITING); } }
// Use this for initialization void Start() { trevelState = e_travelState.NOT_TRAVELING; maxTravelSpeed = 5f; timeOfMovementStart = Time.time; timeToReachMaxSpeed = 1.3f; stopMovementTargetRadius = 0.25f; slownDownMovementRadius = 2.2f; }