Пример #1
0
    // 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
    }
Пример #2
0
    }     //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
Пример #3
0
    }//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