private void SetPositions(Rect screenRect, bool convertToWorldSpace) { Vector3 topBorderPosition = new Vector3(screenRect.x + screenRect.width / 2f, screenRect.yMax); Vector3 bottomBorderPosition = new Vector3(screenRect.x + screenRect.width / 2f, screenRect.y); Vector3 leftBorderPosition = new Vector3(screenRect.x, screenRect.y + screenRect.height / 2f); Vector3 rightBorderPosition = new Vector3(screenRect.xMax, screenRect.y + screenRect.height / 2f); if (convertToWorldSpace) { topBorderPosition = Camera.ScreenToWorldPoint(!Camera.orthographic ? topBorderPosition.WithZ(PerspectiveZOffset) : topBorderPosition); bottomBorderPosition = Camera.ScreenToWorldPoint(!Camera.orthographic ? bottomBorderPosition.WithZ(PerspectiveZOffset) : bottomBorderPosition); leftBorderPosition = Camera.ScreenToWorldPoint(!Camera.orthographic ? leftBorderPosition.WithZ(PerspectiveZOffset) : leftBorderPosition); rightBorderPosition = Camera.ScreenToWorldPoint(!Camera.orthographic ? rightBorderPosition.WithZ(PerspectiveZOffset) : rightBorderPosition); } topBorder.transform.position = topBorderPosition.AddY(Thickness / 2f); bottomBorder.transform.position = bottomBorderPosition.AddY(-Thickness / 2f); leftBorder.transform.position = leftBorderPosition.AddX(-Thickness / 2f); rightBorder.transform.position = rightBorderPosition.AddX(Thickness / 2f); }
public override EnemyBullet[] GetBullets(Vector3 enemyFirePos) { var ret = PoolManager.Instance.EnemyBulletPool.GetMany <RingEnemyBullet>(2); var left = ret[0]; left.transform.position = enemyFirePos.AddX(-left.OffsetX); left.Velocity = left.LeftVelocity; left.OnSpawn(); var right = ret[1]; right.transform.position = enemyFirePos.AddX(right.OffsetX); right.Velocity = right.RightVelocity; right.OnSpawn(); return(ret); }
public void add_x_test() { //Arrange Vector3 input = Vector3.one; //Act input = input.AddX(1); //Assert Assert.AreEqual(2, input.x); Assert.AreEqual(1, input.y); Assert.AreEqual(1, input.z); }
private void InitBullet(NomadEnemyBullet bullet, Vector3 enemyFirePos, float spawnOffsetX) { bullet.transform.position = enemyFirePos.AddX(spawnOffsetX); bullet.OnSpawn(); }
private void CalculateStartingPosition() { startingPosition = screenOriginPosition.AddX(-1f * (totalGridWidth * 0.5f)).AddY(totalGridHeight * 0.5f); }