private void FixedUpdate() { if (homing > 0 && target != null) { dir += SF.GetDirectionForce(transform.position, target.position) * homing; dir.Normalize(); } SF.MoveTowards(rb, dir * 1000, speed * Time.fixedDeltaTime); }
public void SetMoving(Vector3 target) { Vector3 localDir = transform.InverseTransformDirection(SF.GetDirectionForce(relativeMoveBone.transform.position, target)); if (float.IsNaN(localDir.z)) { anim.SetFloat("Walking", 0); } else { anim.SetFloat("Walking", localDir.z); } }
public void TakeKnockback(float knockback, Vector3 origin) { rb.AddForce(SF.GetDirectionForce(origin, transform.position) * knockback); }
private void Start() { rb = GetComponent <Rigidbody2D>(); dir = SF.GetDirectionForce(transform.position, target.position); Invoke("DestroySelf", duration); }
void Move() { transform.position += SF.GetDirectionForce(transform.position, target.transform.position) * speed * Time.deltaTime; }