void FixedUpdate() { s_person person = transform.GetComponentInParent <s_person>(); time = (person.timeLeft * 6) / timeScale - 90; transform.rotation = Quaternion.AngleAxis(time, Vector3.up); }
void stealTime() { // if (victim != null){ // s_person otherPerson = victim.gameObject.GetComponent<s_person>(); // float otherTime = otherPerson.timeLeft; // //Debug.Log("Other time: " + otherTime); // float diffTime = otherTime - timeLeft; // float adjDiffTime = diffTime * 0.02f; // //if (adjDiffTime > 0) // //{ // otherPerson.timeLeft = otherPerson.timeLeft - adjDiffTime; // timeLeft = timeLeft + adjDiffTime; // //} // Transform pinP = victim.transform.FindChild("pinP"); // Vector3 deltaP = this.transform.position - victim.transform.position; // Vector3 dir = victim.transform.InverseTransformDirection(deltaP); // float angle = Mathf.Atan2(dir.z, dir.x) * Mathf.Rad2Deg; // pinP.rotation = Quaternion.AngleAxis(-angle + 90, Vector3.up); // ParticleSystem ps = pinP.GetComponent<ParticleSystem>(); // ps.startLifetime = deltaP.magnitude / ps.startSpeed; // } foreach (GameObject v in victimList) { // if (victim != null){ s_person otherPerson = v.gameObject.GetComponent <s_person>(); float otherTime = otherPerson.timeLeft; //Debug.Log("Other time: " + otherTime); float diffTime = otherTime - timeLeft; float adjDiffTime = diffTime * 0.02f; //if (adjDiffTime > 0) //{ otherPerson.timeLeft = otherPerson.timeLeft - adjDiffTime; timeLeft = timeLeft + adjDiffTime; //} //particle system Transform pinP = v.transform.FindChild("pinP"); Vector3 deltaP = this.transform.position - v.transform.position; Vector3 dir = v.transform.InverseTransformDirection(deltaP); float angle = Mathf.Atan2(dir.z, dir.x) * Mathf.Rad2Deg * -1 + 90; //pinP.rotation = Quaternion.AngleAxis(-angle + 90, Vector3.up); ParticleSystem ps = pinP.GetComponent <ParticleSystem>(); ps.startLifetime = deltaP.magnitude / ps.startSpeed; //ps.startColor = Color.Lerp(Color.red, Color.blue, (diffTime + 30)/60); if (adjDiffTime < 0) { // ps.startColor = Color.red; pinP.rotation = Quaternion.AngleAxis(angle + 180, Vector3.up); pinP.position = gameObject.transform.position + new Vector3(0, 1, 0); } else { // ps.startColor = Color.blue; pinP.rotation = Quaternion.AngleAxis(angle, Vector3.up); pinP.position = v.transform.position + new Vector3(0, 1, 0); } } }