private void ProcessWaveScaling() { mWavePattern.Update(); if (!this.mWavePattern.Finished) { var scalar = mMaximumScalar * mWavePattern.CurrentValue; mHost.localScale = new Vector3(scalar * mSignX, scalar * mSignY, 1f); } }
private void ProcessWaveScaling() { mWavePattern.Update(); if (!this.mWavePattern.Finished) { float scalar = this.OverScaleFactor * mWavePattern.CurrentValue; this.transform.localScale = new Vector3(mBaseScale.x + scalar * mSignX, mBaseScale.y + scalar * mSignY, 1f); } }
private void Update() { // If we had a host, and now we don't; kill this object. if (mHasHost && this.FollowHost == null) { Destroy(this.gameObject); } float moveX = 0f; float moveY = 0f; if (this.FloatingRange.x > 0f) { mXTimer.Update(); if (mXTimer.Finished) { mXState = !mXState; StartXTimer(); } moveX = (mXTimer.CurrentValue * this.FloatingRange.x) * (mXState ? 1f : -1f) * Time.timeScale; } if (this.FloatingRange.y > 0f) { mYTimer.Update(); if (mYTimer.Finished) { mYState = !mYState; StartYTimer(); } moveY = (mYTimer.CurrentValue * this.FloatingRange.y) * (mYState ? 1f : -1f) * Time.timeScale; } Vector3 delta = new Vector3(moveX + this.PositionOffset.x, moveY + this.PositionOffset.y, 0f); if (this.FollowHost != null) { this.transform.position = this.FollowHost.transform.position + delta; } else { this.transform.Translate(delta); } }
public void Update() { this.mElapsedTime += Time.deltaTime; mWaveFunction.Update(); var windForceRange = this.WindForce; if (mVariancePace++ >= VariancePacing) { mVariancePace = 0; var variance = this.WindForce * this.WindVariancePercentage; windForceRange += Random.Range(-variance, variance); } var appliedForce = mWaveFunction.CurrentValue * Mathf.Lerp(windForceRange, 0f, Mathf.Min((mElapsedTime / this.MovementDuration), 1f)); this.Body.AddForce(appliedForce, 0f, 0f, ForceMode.Force); }
public void Update() { mWindModel.Update(); }