private void MoveToCursor() { Vector3 worldMPos = MousePosition.GetMouseWorldPos(0f, cam); this.transform.position = new Vector3(worldMPos.x, worldMPos.y, this.transform.position.z); //this.transform.position = Vector3.Lerp(this.transform.position, worldMPos, 6f); }
private void FlipSpriteX() { Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam); Vector3 dir = (mPos - transform.position).normalized; float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; ps.facingLeft = angle > 90 || angle < -90; }
private Vector3 calcTargetPos(float x, float y) { Vector3 mPos = MousePosition.GetMouseWorldPos(6f, cam); Vector3 tPos = (player.position + mPos) / 2f; tPos.x = Mathf.Clamp(tPos.x, -x + player.position.x, x + player.position.x); tPos.y = Mathf.Clamp(tPos.y, -y + player.position.y, y + player.position.y); return(tPos); }
private Vector2 CalcDir() { Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam); Vector3 tmp = (mPos - player.position).normalized; Vector2 dir = new Vector2(-Mathf.Round(tmp.x), -Mathf.Round(tmp.y)); //Vector2 dir = new Vector2(-tmp.x, -tmp.y); Debug.Log("DIR: " + dir); return(dir); }
private void HandleAiming() { Vector3 mPos = MousePosition.GetMouseWorldPos(0f, cam); Vector3 dir = (mPos - player.position).normalized; angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; FlipGun(); Vector3 rot = new Vector3(0f, 0f, angle); transform.rotation = Quaternion.Euler(rot); transform.position = player.position + (offset * dir); }