private void ExecuteMove(float xMove) { Vector3 rightWalkingDirection = righDirectionTransform.position - transform.position; rightAngle = Vector3.Angle(GetComponent <Rigidbody>().velocity, rightWalkingDirection); acceleratingRight = rightAngle <90 && xMove> 0.1f; Vector3 leftWalkingDirection = leftDirectionTransform.position - transform.position; leftAngle = Vector3.Angle(GetComponent <Rigidbody>().velocity, leftWalkingDirection); acceleratingLeft = leftAngle < 90 && xMove < -0.1f; bool accelerating = acceleratingLeft || acceleratingRight; if (!accelerating || GetPlayerHorizontalSpeed() < walkingSpeed) { float moveForce = xMove * Time.deltaTime * acceleration; GetComponent <Rigidbody>().AddForce(moveForce * VectorUtilities.PositionToTangentVector(transform.position, EnvironmentController.Instance.levelCenter.position)); } }
private void RotatePlayerVelocityAlongTangent() { Vector3 currentVelocity = GetComponent <Rigidbody>().velocity; Vector3 currentFlatVelocity = VectorUtilities.GetFlatVector3(currentVelocity); Vector3 currentFlatTangent = VectorUtilities.PositionToTangentVector(transform.position, EnvironmentController.Instance.levelCenter.position); float velocityOffsetAngle = Vector2.Angle(new Vector2(currentFlatTangent.x, currentFlatTangent.z), new Vector2(currentVelocity.x, currentVelocity.z)); float flatVelocity = 0; if (velocityOffsetAngle <= 90) { flatVelocity = currentFlatVelocity.magnitude; } else { flatVelocity = -1 * currentFlatVelocity.magnitude; } GetComponent <Rigidbody>().velocity = new Vector3(currentFlatTangent.x * flatVelocity, currentVelocity.y, currentFlatTangent.z * flatVelocity); velocity = GetComponent <Rigidbody>().velocity; }
public void ShowTangets(Transform cube) { Vector3 tangentVector = VectorUtilities.PositionToTangentVector(cube.position, levelCenter.position); cube.rotation = Quaternion.LookRotation(tangentVector, Vector3.up); }
private void SetPlayerRotation() { transform.rotation = Quaternion.LookRotation(VectorUtilities.PositionToTangentVector(transform.position, EnvironmentController.Instance.levelCenter.position), Vector3.up); }