void Update() { gameController = GameObject.Find("Spotlight"); SpotlightController controllerscript = (SpotlightController)gameController.GetComponent("SpotlightController"); timer -= Time.deltaTime; WinText.text = "Laps Remaining: " + laps.ToString(); TimeText.text = "Time: " + timer.ToString(); if (timer <= 0) { WinLose.text = "You Lose!"; gameObject.SetActive(false); } if (Input.GetKeyDown("f")) { if (speed < 2) { speed = speed + 0.5f; } } if (Input.GetKeyDown("r")) { if (speed > 0.5) { speed = speed - 0.5f; } } if (Input.GetKey("up")) { if (overlap == 0) { spcontrol = -speed * Time.deltaTime; spcontrol = (spcontrol + 360) % 360; circleAngle += speed * circleSpeed * Time.deltaTime; circleAngle = (circleAngle + 360) % 360; float newPositionX = circleRadius * (float)Mathf.Cos(circleAngle); float newPositionZ = circleRadius * (float)Mathf.Sin(circleAngle); Vector3 newPosition = new Vector3(newPositionX, transform.position.y, newPositionZ); Vector3 newDirection = newPosition - transform.position; newDirection.Normalize(); float rotationAngle = -Vector3.Angle(lastDirection, newDirection); gameController.transform.Rotate(Vector3.up, rotationAngle, Space.World); transform.Rotate(Vector3.up, rotationAngle, Space.World); transform.position = newPosition; lastDirection = newDirection; } } if (Input.GetKey("right")) { transform.Rotate(Vector3.forward, selfRotationSpeed * Time.deltaTime, Space.Self); } if (Input.GetKey("left")) { transform.Rotate(Vector3.back, selfRotationSpeed * Time.deltaTime, Space.Self); } }
// Use this for initialization void Start() { parent = GetComponentInParent <SpotlightController>(); spotCollider = GetComponent <Collider>(); }