void FixedUpdate() { //Wrap circle around X axis if (transform.position.x - transform.lossyScale.x > HalfScreenWidth) { transform.position = new Vector3(-HalfScreenWidth, transform.position.y, transform.position.z); } if (transform.position.x + transform.lossyScale.x < -HalfScreenWidth) { transform.position = new Vector3(HalfScreenWidth, transform.position.y, transform.position.z); } //Wrap circle around Y axis if (transform.position.y - transform.lossyScale.y > HalfScreenHeight) { transform.position = new Vector3(transform.position.x, -HalfScreenHeight, transform.position.z); } if (transform.position.y + transform.lossyScale.y < -HalfScreenHeight) { transform.position = new Vector3(transform.position.x, HalfScreenHeight, transform.position.z); } float x = Swiput.HorizontalAxis(); float y = Swiput.VerticalAxis(); Vector2 moveVec = new Vector2(x, y); moveVec = moveVec * MoveSpeed * Time.deltaTime; Rb.AddForce(moveVec, ForceMode2D.Impulse); }
void FixedUpdate() { if (GameManager.Instance.HasAnybodyWon == GameManager.WhoWon.EnemyWon) { return; } currAngle = Mathf.LerpAngle(currAngle, DesiAngle, Time.deltaTime * 3f); transform.localEulerAngles = new Vector3(0f, 0f, currAngle); if (Mathf.Abs(PlayerRb.velocity.x) == 0f && Time.time > DelayTime && (GameManager.Instance.IsStartGame && !GameManager.Instance.IsGameOver)) { DelayTime = Time.time + Delay; ShootBullet(); } //Wraps the player's movement position around the screen if (transform.position.x - transform.lossyScale.x > HalfScreenWidth) { transform.position = new Vector3(-HalfScreenWidth, transform.position.y, transform.position.z); } if (transform.position.x + transform.lossyScale.x < -HalfScreenWidth) { transform.position = new Vector3(HalfScreenWidth, transform.position.y, transform.position.z); } float xAxisPositive = Swiput.TouchInRectTransform(RightScreenArea, 1f, true, false); float xAxisNegative = Swiput.TouchInRectTransform(LeftScreenArea, -1f, true, false); float totalXAxis = xAxisPositive + xAxisNegative; PlayerMovement(totalXAxis); HealthUpdate(); }
void FixedUpdate() { float h = Swiput.HorizontalAxis(); float v = Swiput.VerticalAxis(); transform.Rotate(Vector3.up, -h * rotateSpeed, Space.World); transform.Rotate(Vector3.right, v * rotateSpeed, Space.World); }
void FixedUpdate() { float spinAxis = Swiput.VerticalAxisInRectTransform(rightRect); float spinAxisOpp = Swiput.VerticalAxisInRectTransform(leftRect); rb.AddTorque(spinAxis * spinSpeed); rb.AddTorque(-spinAxisOpp * spinSpeed); }
void Patrol() { if (transform.position == Waypoints[currentPoint].position) { int tempRandPoint = Swiput.GenerateRandomNumberBetweenWithIgnoreNum(0, Waypoints.Length, currentPoint); currentPoint = tempRandPoint; } if (currentPoint >= Waypoints.Length) { currentPoint = Swiput.GenerateRandomNumberBetweenWithIgnoreNum(0, Waypoints.Length, Waypoints.Length - 1); } transform.position = Vector3.MoveTowards(transform.position, Waypoints[currentPoint].position, MoveSpeed * Time.deltaTime); }