private Vector3 MoveRandomly() { Vector3 randomDirection = YoukaiMath.GetRandomNormalizedVector2(); randomDirection *= _randomnessStrength; randomDirection += InitialPosition; return(randomDirection * _movementSpeed * Time.deltaTime); }
private float GetForegroundSpeed() { float lowestZavailable = ParallaxManager.Instance.GetLowestZAxisValueAvailable(); if (lowestZavailable == 0) { lowestZavailable = 1; } return(YoukaiMath.Abs((base.Transform.position.z) / lowestZavailable)); }
private void CheckFrameExiting() { if (!ParallaxManager.Instance) { return; } EDirection direction = ParallaxManager.Instance.MovementDirection; if ((direction != EDirection.Right) && (direction != EDirection.Left)) { return; } float currentDistance = GetDistanceToExitParallax(direction); if (YoukaiMath.Abs(currentDistance) <= _parallaxExitDistance) { RotateCopies(direction); } }
private void CalculateLowestZAxisValueAvailable() { _lowestZvalueAvailable = YoukaiMath.Abs(Mathf.Floor(_mainCameraTransform.position.z + 1f)); }
private float GetBackgroundSpeed() { return(YoukaiMath.Abs(1f / base.Transform.position.z)); }