// Update is called once per frame void Update() { //get the current screen pos of mouse Vector3 mousePos2d = Input.mousePosition; mousePos2d.z = -Cameraa.main.ScreentoWorldPoint(mousePos2D); //convert the point from 2D screen space into 3d game world peace Vecotr3 mousePos3D = Cameraa.Main.ScreenToWorldPoint(mousePos2D); // move the x position o the Basket to the x position of the mouse Vector3 pos = this.transform.position; //pos.x = mousePad }
} //vector3 immediate void Update() { if (timeStart == -1) { return; } float u = (Time.time - timeStart) / timeDuration; u = Mathf.Clamp01(u); float u1 = Easing.Ease(u, easingCuve); Vecotr3 v = utils.Bezier(u1, pts); transform.position = v; if (u == 1) { timeStart = -1; } }//update
}//public subword void Layout() { wyrds = new List <Wyrd>(); GameObject go; Letter lett; string word; Vector3 pos; float left = 0; float columnWidth = 3; char c; Color col; Wyrd wyrd; int numRows = Mathf.RoundToInt(wordArea.height / letterSize); for (int i = 0; i < currLevel.subWords.Count; i++) { wyrd = new Wyrd(); word = currLevel.subWords[i]; columnWidth = Mathf.Max(columnWidth, word.Length); for (int j = 0; j < word.Length; j++) { c = word[j]; go = Instantiate <GameObject>(prefabLetter); go.transform.Setparent(letterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; pos = new Vecotr3(wordArea.x + left + j * letterSize, wordArea.y, 0); pos.y -= (i % numRows) * letterSize; lett.posImmediate = pos + Vecotr3.up * (20 + i % numRows); lett.pos = pos; lett.timeStart = Time.time + i * .5f; go.transform.localScale = Vector3.one * letterSize; wyrd.Add(lett); }//for if (showAllWyrds) { wyrd.visible = true; } wyrd.color = wyrdPalette[word.Length - WordList.WORD_LENGTH_MIN]; wyrds.Add(wyrd); if (i % numRows == numRows - 1) { left += (columnWidth + .5f) * letterSize; } //if } //for bigLetters = new List <Letter>(); bigLettersActive = new List <Letter>(); for (int i = 0; i < currLevel.word.Length; i++) { c = currLevel.word[i]; go = Instantiate <gameObject>(prefabLetter); go.transform.SetParent(bigLetterAnchor); lett = go.GetComponent <Letter>(); lett.c = c; go.transform.localScale = Vector3.one * bigLetterSize; pos = new Vector3(0, -100, 0); lett.posImmediate = pos; lett.pos = pos; lett.timeStart = Time.time + currLevel.subWords.Count * .05f; lett.easingCuve = Easing.Sin + "-.18"; col = bigColorDim; lett.color = col; lett.visible = true; lett.big = true; bigLetters.Add(lett); }//for bigLetters = ShuffleLetters(bigLetters); ArrangeBigLetters(); mode = GameMode.inLevel; }//layout