protected override void ProcessHandling(MovementSystem movementSystem) { #if UNITY_EDITOR movementSystem.LateralMovement(Input.GetAxis("Horizontal") * Time.deltaTime); movementSystem.LongitudinalMovement(Input.GetAxis("Vertical") * Time.deltaTime); #endif movementSystem.LateralMovement(Joystick.Horizontal / 5f * Time.deltaTime); movementSystem.LongitudinalMovement(Joystick.Vertical / 5f * Time.deltaTime); //bounds var pos = Camera.main.WorldToViewportPoint(transform.position); pos.x = Mathf.Clamp(pos.x, _minXBound, _maxXBound); pos.y = Mathf.Clamp(pos.y, _minYBound, _maxYBound); transform.position = Camera.main.ViewportToWorldPoint(pos); }
//обработка движения protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); //по оси Y // по оси X if (_isMovingRight) // вправо { if ((transform.position - _initialPosition).x < _horizontalMovementRange.y) // проверка на достижение левой границы { movementSystem.LateralMovement(Time.deltaTime * Vector3.left.x); } else { _isMovingRight = false; } } else //влево { if ((transform.position - _initialPosition).x > _horizontalMovementRange.x) // проверка на достижение правой границы { movementSystem.LateralMovement(Time.deltaTime * Vector3.right.x); } else { _isMovingRight = true; } } }
protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); if (rotate) // РАЗРЕШЕНИЕ НА ПОВОРОТ { movementSystem.RoteteToTarget(enemytarget, rotateSpeed); // ПОВОРОТ НА ЦЕЛЬ } }
protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); if (newTimer != 0) { HorizontalMove(); movementSystem.LateralMovement(direction * Time.deltaTime / 5); } }
//Кастомное движение объекта protected override void ProcessHandling(MovementSystem movementSystem) { if (!GameAreaHelper.IsAllObjectInGameplayArea(gameObject.transform, _collider2D.bounds)) { _isShipTouchedBorder = !_isShipTouchedBorder; } movementSystem.LongitudinalMovement(Time.deltaTime); movementSystem.LateralMovement(Time.deltaTime, _isShipTouchedBorder); }
protected override void ProcessHandling(MovementSystem movementSystem) { switch (_movementBehaviour) { case MovementBehaviour.Linear: movementSystem.LongitudinalMovement(Time.deltaTime); break; case MovementBehaviour.Sinusoid: movementSystem.LongitudinalMovement(Time.deltaTime); movementSystem.LateralMovement((float)Mathf.Sin(transform.position.y)); break; case MovementBehaviour.Random: movementSystem.LongitudinalMovement(Time.deltaTime); movementSystem.LateralMovement(Random.Range(-1, 2) * Time.deltaTime); break; } }
private float _elapsedTimeLaterialMovement; // время в течении которого корабль движется боком protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); if (!_complicatedMovement) // если сложного движения нет, выходим из метода минуя логику бокового движения { return; } ProcessLateralMovement(movementSystem); // процесс бокового движения }
protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); // Меняем направление движения противника. if (MoveRight) { movementSystem.LateralMovement(Time.deltaTime); } if (MoveLeft) { movementSystem.LateralMovement(Time.deltaTime * -1); } }
//движение врага по прямой (по направлению корабля) protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); }
// Both longitudinal and lateral movements protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); movementSystem.LateralMovement(Time.deltaTime * _evasionDirection); }
protected void ProcessHandling() { _moveController.LongitudinalMovement(Time.deltaTime); }
bool rocketReadyToFire = true; //Готовность ракет protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LateralMovement(Input.GetAxis("Mouse X") * Time.deltaTime); movementSystem.LongitudinalMovement(Input.GetAxis("Mouse Y") * Time.deltaTime); }
protected override void Move(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(-Time.deltaTime); }
protected override void ProcessHandling(MovementSystem movementSystem) { movementSystem.LongitudinalMovement(Time.deltaTime); movementSystem.SetPosition(new Vector2(Mathf.Sign(startArguement) * amplitude * Mathf.Sin(startArguement + transform.position.y / frequency), transform.position.y)); }
public void Update() { _movementSystem.LongitudinalMovement(Time.deltaTime); }