// Update is called once per frame void Update() { Vec3 A = new Vec3(a); Vec3 B = new Vec3(b); multiplicacion = new Vec3(a); multiplicacion.Scale(B); if (timer >= 1.0f) timer = 0; timer += Time.deltaTime; timer2 += Time.deltaTime; if (Input.GetKeyDown(KeyCode.O)) { VectorDebugger.TurnOffVector("elAzul"); } if (Input.GetKeyDown(KeyCode.P)) { VectorDebugger.TurnOnVector("elAzul"); } VectorDebugger.UpdatePosition("La verde", A); VectorDebugger.UpdatePosition("La azul", B); switch (ejercicio) { case Ejercicio.uno: VectorDebugger.UpdatePosition("La roja", new Vec3(a + b)); break; case Ejercicio.dos: VectorDebugger.UpdatePosition("La roja", new Vec3(b - a)); break; case Ejercicio.tres: result = multiplicacion; VectorDebugger.UpdatePosition("La roja", new Vec3(multiplicacion)); break; case Ejercicio.cuatro: VectorDebugger.UpdatePosition("La roja", new Vec3(Vec3.Cross(A,B))); break; case Ejercicio.cinco: VectorDebugger.UpdatePosition("La roja", Vec3.Lerp(B, A, timer)); break; case Ejercicio.seis: VectorDebugger.UpdatePosition("La roja", Vec3.Max(A,B)); break; case Ejercicio.siete: VectorDebugger.UpdatePosition("La roja", Vec3.Project(A,B)); break; case Ejercicio.ocho: VectorDebugger.UpdatePosition("La roja", new Vec3(a + b)); break; case Ejercicio.nueve: VectorDebugger.UpdatePosition("La roja", Vec3.Reflect(A,B)); break; case Ejercicio.diez: VectorDebugger.UpdatePosition("La roja", Vec3.LerpUnclamped(A,B,timer2)); break; } }
void Update() { if (ultimoEjercicio != ejercicio) { ActivarEjercicio(); ultimoEjercicio = ejercicio; } switch (ejercicio) { case Ejercicios.Uno: { E1.rotation *= rotacion; VectorDebugger.UpdatePosition("E1", E1.forward * 10f); break; } case Ejercicios.Dos: { E2_1.rotation *= rotacion; E2_3.rotation = E2_1.rotation; E2[1] = E2_1.transform.forward * 10f; E2[2] = E2_1.transform.forward * 10f + E2_2.transform.forward * 10f; E2[3] = E2_1.transform.forward * 10f + E2_2.transform.forward * 10f + E2_3.transform.forward * 10f; VectorDebugger.UpdatePositionsSecuence("E2", E2); break; } case Ejercicios.Tres: { E3_1.rotation *= rotacion; E3_3.rotation = E3_1.rotation; E3[1] = E3_1.transform.forward * 10f; E3[2] = E3_1.transform.forward * 10f + E3_2.transform.forward * 10f; E3[3] = E3_1.transform.forward * 10f + E3_2.transform.forward * 10f + E3_3.transform.forward * 10f; VectorDebugger.UpdatePositionsSecuence("E3", E3); break; } } }
void Update() { Blanco = new Vec3(transform.forward * 50); VectorDebugger.UpdatePosition("Blanco", transform.position, Blanco); transform.rotation = Quaternion.Euler(new Vec3(transform.rotation.x, rotY, transform.rotation.z)); if (Input.GetKey(KeyCode.RightArrow)) { rotY += Time.deltaTime * rotSpeed; } if (Input.GetKey(KeyCode.LeftArrow)) { rotY -= Time.deltaTime * rotSpeed; } if (Input.GetKeyDown(KeyCode.Space)) { GameObject b = Instantiate(bullet); b.transform.rotation = transform.rotation; b.GetComponent <Rigidbody>().AddForce(b.transform.forward * shotForce);//no } }
void Update() { if (ejercicios != lastEjercicios) { go1.transform.rotation = Quaternion.Euler(origRot); go2.transform.rotation = Quaternion.Euler(origRot); lastEjercicios = ejercicios; } Vector3 a; Vector3 b; switch (ejercicios) { case Ejercicio.uno: go1.transform.rotation = go1.transform.rotation * Quaternion.Euler(new Vector3(0, angle * Time.deltaTime * speed, 0)); a = go1.transform.forward; Blanco = a * 10.0f; Negro = Vector3.zero; Rojo = Vector3.zero; Verde = Vector3.zero; break; case Ejercicio.dos: go1.transform.rotation = go1.transform.rotation * Quaternion.Euler(new Vector3(0, angle * Time.deltaTime * speed, 0)); a = go1.transform.forward; Blanco = a * 10; Negro = Blanco + Vector3.up * 10; Rojo = Negro + a * 10.0f; Verde = Rojo; break; case Ejercicio.tres: go1.transform.rotation = go1.transform.rotation * Quaternion.Euler(0, angle * Time.deltaTime * speed, angle * Time.deltaTime * speed); a = go1.transform.forward; go2.transform.rotation = go2.transform.rotation * Quaternion.Euler(0, -angle * Time.deltaTime * speed, -angle * Time.deltaTime * speed); b = go2.transform.forward; Blanco = a * 10.0f; Negro = Blanco + (go1.transform.up) * 10; Rojo = Negro + b * 10.0f; Verde = Rojo + (go2.transform.up) * 10; break; default: break; } //Ejercicio 1 //Red = White + Black; //Ejercicio 2 //Red = Black - White; //Ejercicio 3 //Red = Vector3.Scale(White, Black); //Ejercicio 4 //Red = Vec3.Cross(Black, White); //Ejercicio 5 //Red = Vec3.Lerp(White,Black,t); //t += Time.deltaTime; //if (t >= 1) t = 0; //Ejercicio 6 //Red = Vec3.Max(White, Black); //Ejercicio 7 //Red = Vec3.Project(White,Black); //Ejercicio 8 //Red = Vec3.Zero; //Ejercicio 9 //Red = Vec3.Reflect(White,Black); //Ejercicio 10 //Red = Vec3.LerpUnclamped(Black, White,t); //t += Time.deltaTime; //if (t >= 10) t = 0; //Blanco = new Vec3(White); //Negro = new Vec3(Black); //Rojo = new Vec3(Red); VectorDebugger.UpdatePosition("Blanco", Blanco); VectorDebugger.UpdatePosition("Negro", Blanco, Negro); VectorDebugger.UpdatePosition("Rojo", Negro, Rojo); VectorDebugger.UpdatePosition("Verde", Rojo, Verde); }
// Update is called once per frame void Update() { White = new Vec3(Blanco); Black = new Vec3(Negro); switch (ejercicios) { case Ejercicios.uno: Red = White + Black; break; case Ejercicios.dos: Red = Black - White; break; case Ejercicios.tes: Red = Vec3.Scale(White, Black); break; case Ejercicios.cuatro: Red = Vec3.Cross(Black, White); break; case Ejercicios.cinco: Red = Vec3.Lerp(White, Black, t); t += Time.deltaTime; if (t >= 1) { t = 0; } break; case Ejercicios.seis: Red = Vec3.Max(White, Black); break; case Ejercicios.siete: Red = Vec3.Project(White, Black); break; case Ejercicios.ocho: break; case Ejercicios.nueve: Red = Vec3.Reflect(White, Black); break; case Ejercicios.diez: Red = Vec3.LerpUnclamped(Black, White, t); t += Time.deltaTime; if (t >= 10) { t = 0; } break; default: break; } //Ejercicio 1 //Red = White + Black; //Ejercicio 2 //Red = Black - White; //Ejercicio 3 //Red = Vector3.Scale(White, Black); //Ejercicio 4 //Red = Vec3.Cross(Black, White); //Ejercicio 5 //Red = Vec3.Lerp(White,Black,t); //t += Time.deltaTime; //if (t >= 1) t = 0; //Ejercicio 6 //Red = Vec3.Max(White, Black); //Ejercicio 7 //Red = Vec3.Project(White,Black); //Ejercicio 8 //Red = Vec3.Zero; //Ejercicio 9 //Red = Vec3.Reflect(White,Black); //Ejercicio 10 //Red = Vec3.LerpUnclamped(Black, White,t); //t += Time.deltaTime; //if (t >= 10) t = 0; Blanco = new Vec3(White); Negro = new Vec3(Black); Rojo = new Vec3(Red); VectorDebugger.UpdatePosition("Blanco", White); VectorDebugger.UpdatePosition("Negro", Black); VectorDebugger.UpdatePosition("Rojo", Rojo); }