// Update is called once per frame void Update() { float WorldTimeSpeed = worldtime.GetTime(); transform.Translate(MoveForceX * WorldTimeSpeed, MoveForceY * WorldTimeSpeed, 0.0f, Space.World); transform.Rotate(0, 0, RotationForce * WorldTimeSpeed); }
// Update is called once per frame void Update() { float Speed = worldtime.GetTime(); transform.Translate(MoveForce * Speed, 0, 0); if (transform.position.x >= MaxMoveDistance) { transform.position = DefaltPos; } }
// Update is called once per frame void Update() { float WorldTimeSpeed = worldtime.GetTime(); InstanceHormingTime -= Time.deltaTime * WorldTimeSpeed; if (InstanceHormingTime <= 0) { InstanceHormingTime = CopyTime; Instantiate(HormingObj, transform.position, HormingObj.transform.rotation); } }
// Update is called once per frame void Update() { float WorldTimeSpeed = worldtime.GetTime(); if (HormingTime <= MaxHormingTime) { vec = (TargetObj.transform.position - transform.position).normalized; HormingTime += Time.deltaTime; } transform.rotation = Quaternion.FromToRotation(Vector3.right, vec); transform.position += vec * MoveSpeed * WorldTimeSpeed; }
// Update is called once per frame void Update() { float WorldTime = worldtime.GetTime(); transform.Translate(MoveForce * WorldTime, 0, 0); }