private void OnPlayerMove(PlayerMoveEvent playerMoveEvent) { float distancePlayerFromSafeCircle = Mathf.Sqrt(Mathf.Pow(deathCircle.transform.position.x - playerMoveEvent.PlayerMover.transform.position.x, 2) + Mathf.Pow(deathCircle.transform.position.z - playerMoveEvent.PlayerMover.transform.position.z, 2)); playerRadius = distancePlayerFromSafeCircle; canPlayerGetHit = distancePlayerFromSafeCircle > deathCircle.Radius; }
private void OnPlayerMove(PlayerMoveEvent playerMoveEvent) { playerPosition = playerMoveEvent.PlayerMover.transform.position; playerRadius = Mathf.Sqrt(Mathf.Pow(center.x - playerPosition.x, 2) + Mathf.Pow(center.z - playerPosition.z, 2)); playerDistance = playerRadius - safeCircleRadius; UpdateDistance(); }
private void OnPlayerMove(PlayerMoveEvent playerMoveEvent) { minimapCam.transform.position = new Vector3(playerMoveEvent.PlayerMover.transform.position.x, 100, playerMoveEvent.PlayerMover.transform.position.z); }
private void OnPlayerMoved(PlayerMoveEvent newEvent) { CreateCellsForNearbyItem(); }