Exemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     if (hand.isBurned())
     {
         rbody.MovePosition(rbody.transform.position + new Vector3(0, hand.getBurnRatio()) * Time.deltaTime * moveSpeed);
         rbody.MoveRotation(Mathf.Lerp(rbody.rotation, 2 * maxRot * Random.Range(-1.0f, 1.0f), 0.4f));
     }
     else
     {
         float HorizontalAxis = MinigameInputHelper.GetHorizontalValue(hand.player);
         float VerticalAxis   = MinigameInputHelper.GetVerticalValue(hand.player);
         rbody.MovePosition(rbody.transform.position + new Vector3(HorizontalAxis, VerticalAxis) * Time.deltaTime * moveSpeed);
         rbody.MoveRotation(Mathf.Lerp(rbody.rotation, maxRot * -HorizontalAxis, 0.1f));
     }
 }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        // For preview purposes, update current angle to the start angle in editor only
        if (!Application.isPlaying)
        {
            CurrentAngleDegrees = StartAngleDegrees;
        }

        // Set position based on Current Angle
        Vector2 OffsetVector = new Vector2(Mathf.Cos(Mathf.Deg2Rad * CurrentAngleDegrees), Mathf.Sin(Mathf.Deg2Rad * CurrentAngleDegrees));

        transform.position = RotationCenter.position + (Vector3)OffsetVector * RadiusAwayFromCenter;

        //Set rotation based on Current Angle
        transform.rotation = Quaternion.Euler(0, 0, CurrentAngleDegrees);

        // Update the Current Angle to move to target direction
        Vector2 TargetVector = new Vector2(MinigameInputHelper.GetHorizontalValue(PlayerNum), MinigameInputHelper.GetVerticalValue(PlayerNum)).normalized;

        if (Mathf.Abs(TargetVector.x) > 0 || Mathf.Abs(TargetVector.y) > 0)
        {
            float TargetAngleDegrees = Mathf.Rad2Deg * Mathf.Atan2(TargetVector.y, TargetVector.x);
            float AngleDistance      = Mathf.DeltaAngle(CurrentAngleDegrees, TargetAngleDegrees);
            float AngleDirection     = Mathf.Sign(AngleDistance);
            if (Mathf.Abs(AngleDistance) < RotationSpeedDegreePerSecond)
            {
                CurrentAngleDegrees = TargetAngleDegrees;
            }
            else
            {
                CurrentAngleDegrees += RotationSpeedDegreePerSecond * AngleDirection;
            }
        }
    }