private void Awake() { po = GetComponent <PoolObject>(); bezie = new Bezie(); transform.position = new Vector3(50, 50, 0); mov = true; t = 0; dt = 1f / Steps; }
private void Awake() { tmp = transform.GetChild(0).gameObject; shipMech = transform.GetChild(1).gameObject; turret01 = transform.GetChild(1).gameObject.transform.GetChild(0).gameObject; turret02 = transform.GetChild(1).gameObject.transform.GetChild(1).gameObject; mainShot = transform.GetChild(2).gameObject; bezie = new Bezie(); }
IEnumerator StartInitiate() { while (!MainSettings.NotPause) { yield return(null); } transform.localRotation = Quaternion.Euler(new Vector3(-230, 100, 50)); transform.localScale = new Vector3(0, 0, 0); float t = 0f; Vector2[] BeziePosition = new Vector2[4]; Vector3 NewPlayerPosition; t = 0f; float dt = 1f / Steps; BeziePosition[0] = new Vector2(Position.x + 50, Position.y - 50); BeziePosition[1] = new Vector2(Position.x, Position.y - 100); BeziePosition[2] = new Vector2(Position.x - 100, Position.y); BeziePosition[3] = new Vector2(Position.x, Position.y); Bezie bezie = new Bezie(); for (int i = 0; i <= Steps; i++) { while (!MainSettings.NotPause) { yield return(null); } NewPlayerPosition = bezie.GetBezie(t, BeziePosition); transform.localPosition = new Vector3(NewPlayerPosition.x, NewPlayerPosition.y, transform.position.z); t += dt; transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(Rotation), Time.deltaTime * Speed * 2f); transform.localScale = Vector3.Lerp(transform.localScale, new Vector3(4, 4, 4), Time.deltaTime * Speed); yield return(null); } }
// Start is called before the first frame update private void Awake() { //Player = MainSettings.Players.Player; bezie = new Bezie(); }