void FixedUpdate() { switch (ejercicio) { case Funciones.Uno: Vector3Debugger.EnableEditorView("primero"); Vector3Debugger.DisableEditorView("segundo"); Vector3Debugger.DisableEditorView("tercero"); // --------------- MyQuatern miQuat1 = MyQuatern.Euler(0, valor, 0); ejer1 = (miQuat1 * new Vec3(ejer1)); // --------------- Vector3Debugger.UpdatePosition("primero", ejer1); break; case Funciones.Dos: Vector3Debugger.EnableEditorView("segundo"); Vector3Debugger.DisableEditorView("primero"); Vector3Debugger.DisableEditorView("tercero"); // --------------- MyQuatern miQuat2 = MyQuatern.Euler(0, valor, 0); ejer2[1] = (miQuat2 * new Vec3(ejer2[1])); ejer2[2] = (miQuat2 * new Vec3(ejer2[2])); ejer2[3] = (miQuat2 * new Vec3(ejer2[3])); // --------------- Vector3Debugger.UpdatePositionsSecuence("segundo", ejer2); break; case Funciones.Tres: Vector3Debugger.EnableEditorView("tercero"); Vector3Debugger.DisableEditorView("primero"); Vector3Debugger.DisableEditorView("segundo"); // --------------- MyQuatern miQuat3 = MyQuatern.Euler(valor * 1.5f, valor * 1.5f, 0); ejer3[1] = (miQuat3 * new Vec3(ejer3[1])); ejer3[3] = (MyQuatern.Inverse(miQuat3) * new Vec3(ejer3[3])); // --------------- Vector3Debugger.UpdatePositionsSecuence("tercero", ejer3); break; } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { DoNextExcercise(); } switch (excersice) { case Excersice.FIRST: point1.rotation *= MyQuaternion.Euler(0, angle * Time.deltaTime * speed, 0); secuencePointList[1] = point1.forward * 10f; break; case Excersice.SECOND: point1.rotation *= MyQuaternion.Euler(0, angle * Time.deltaTime * speed, 0); secuencePointList[1] = point1.forward * 10f; secuencePointList[2] = secuencePointList[1] + (Vector3.up * 10f); secuencePointList[3] = secuencePointList[2] + (point1.forward * 10f); break; case Excersice.THIRD: point1.rotation *= Quaternion.Euler(0, angle * Time.deltaTime * speed, angle * Time.deltaTime * speed); point2.rotation *= Quaternion.Euler(0, -angle * Time.deltaTime * speed, -angle * Time.deltaTime * speed); secuencePointList[1] = point1.transform.forward * 10f; secuencePointList[2] = secuencePointList[1] + (point1.up * 10f); secuencePointList[3] = secuencePointList[2] + (point2.forward * 10f); secuencePointList[4] = secuencePointList[3] + (point2.up * 10f); break; } Vector3Debugger.UpdatePositionsSecuence("Secuence", secuencePointList); }