void FixedUpdate() { if (!m_active) { return; } m_way.step(); Vector3 final = m_start_position + (m_point_a + (m_point_b - m_point_a) * m_way.Current()); this.transform.localPosition = final; }
void FixedUpdate() { if (!m_active) { return; } float diff = m_way.step(); if (diff == 0.0f) { return; } float rot = m_max_rotation == 0.0f ? 360.0f : m_max_rotation; float amount = diff * rot; Vector3 v = transform.TransformPoint(m_rotation_centre); // m_start_position; transform.RotateAround(v, new Vector3(0, 0, 1), amount); }
// Update is called once per frame void FixedUpdate() { if (!m_active) { return; } m_way.step(); float total_lengt = get_total_length_local(); foreach (PathMovementAnchor anchor in m_items) { if (anchor.m_target == null) { continue; } float current = m_way.get_current_with_offset(anchor.m_offset); Vector3 on_path = get_pos_on_path_local(current); anchor.m_target.transform.position = transform.TransformPoint(on_path + anchor.pos_offset); } }