Пример #1
0
        public Quaternion GetRotationAngleInput(Rigidbody2D playerRigidbody2D)
        {
            var   inputPositionInWorld = GetLastInputPositionInWorld();
            float deltaX      = inputPositionInWorld.x - playerRigidbody2D.position.x;
            var   forceFactor = IntervalConverter.ConvertValueInIntervalToOtherIntervalValue(MaxNegativeInputDistance, MaxPositiveInputDistance, MinRotation,
                                                                                             MaxRotation, deltaX);

            return(Quaternion.Euler(new Vector3(0f, 0f, forceFactor)));
        }
Пример #2
0
        public void AnglePlayerTowardsInputOnBounce()
        {
            var inputPosition   = GameEngineHelper.GetCurrentGameEngine().InputHandler.GetLastPositionOfInput();
            var normalizedAngle = inputPosition.x - Camera.main.WorldToScreenPoint(Player.transform.position).x;
            var forceFactor     = IntervalConverter.ConvertValueInIntervalToOtherIntervalValue(MaxNegativeInputDistance, MaxPositiveInputDistance, MinBounceStep,
                                                                                               MaxBounceStep, normalizedAngle);

            Player.PlayerRigidbody2D.AddTorque(-forceFactor * 100, ForceMode2D.Impulse);
        }
Пример #3
0
 void Update()
 {
     BarDisplay =
         IntervalConverter.ConvertValueInIntervalToOtherIntervalValue(PlayerBounceLogic.MinimumBouncePower,
                                                                      PlayerBounceLogic.MaximumBouncePower, 1, 10,
                                                                      GameEngineHelper.GetCurrentGameEngine().Player.PlayerBounceLogic.GetBouncePower());
     foreach (var bar in _barsList)
     {
         bar.enabled = _barsList.IndexOf(bar) <= BarDisplay;
     }
 }