void Update() { if (_myWorld.Started) { Vector3 heading = _myWorld.GetNextHeading(this); this.transform.eulerAngles = heading; double xForward = _myWorld.MoveSpeed * Math.Cos(heading.z * Math.PI / 180); double yForward = _myWorld.MoveSpeed * Math.Sin(heading.z * Math.PI / 180); double currY = (double)this.transform.position.y; double currX = (double)this.transform.position.x; double nextX = ((currX + xForward) % _myWorld.XDim + _myWorld.XDim) % _myWorld.XDim; double nextY = ((currY + yForward) % _myWorld.YDim + _myWorld.YDim) % _myWorld.YDim; this.transform.position = new Vector3((float)nextX, (float)nextY); _myWorld.reportNewLocation(this); } }
void Update() { if (_myWorld.Started) { Vector3 heading = _myWorld.GetNextHeading(this); this.transform.eulerAngles = heading; float xForward = _myWorld.GetSettingFloat("MoveSpeed") * BaseSpeed * (float)Math.Cos(heading.z * Math.PI / 180); float yForward = _myWorld.GetSettingFloat("MoveSpeed") * BaseSpeed * (float)Math.Sin(heading.z * Math.PI / 180); float currY = this.transform.position.y; float currX = this.transform.position.x; float nextX = ((currX + xForward /* + _myWorld.xWind*/) % _myWorld.GetSettingFloat("XDim") + _myWorld.GetSettingFloat("XDim")) % _myWorld.GetSettingFloat("XDim"); float nextY = ((currY + yForward /* + _myWorld.yWind*/) % _myWorld.GetSettingFloat("YDim") + _myWorld.GetSettingFloat("YDim")) % _myWorld.GetSettingFloat("YDim"); this.transform.position = new Vector3(nextX, nextY); _myWorld.reportNewLocation(this); } }