private void FixFlappyRotation() { if (GetComponent <Rigidbody2D>().velocity.y > 0) { flappyYAxisTravelState = FlappyYAxisTravelState.GoingUp; } else { flappyYAxisTravelState = FlappyYAxisTravelState.GoingDown; } float degreesToAdd = 0; switch (flappyYAxisTravelState) { case FlappyYAxisTravelState.GoingUp: degreesToAdd = 6 * RotateUpSpeed; break; case FlappyYAxisTravelState.GoingDown: degreesToAdd = -3 * RotateDownSpeed; break; default: break; } //solution with negative eulerAngles found here: http://answers.unity3d.com/questions/445191/negative-eular-angles.html birdRotation = new Vector3(0, 0, Mathf.Clamp(birdRotation.z + degreesToAdd, -90, 45)); transform.eulerAngles = birdRotation; }
private void FixFlappyRotation() { if (GetComponent <Rigidbody2D>().velocity.y > 0) { flappyYAxisTravelState = FlappyYAxisTravelState.GoingUp; } else { flappyYAxisTravelState = FlappyYAxisTravelState.GoingDown; } float degreesToAdd = 0; switch (flappyYAxisTravelState) { case FlappyYAxisTravelState.GoingUp: degreesToAdd = 6 * RotateUpSpeed; break; case FlappyYAxisTravelState.GoingDown: degreesToAdd = -3 * RotateDownSpeed; break; default: break; } //obraca ptaka w ten sposób: -90<rotation<45 birdRotation = new Vector3(0, 0, Mathf.Clamp(birdRotation.z + degreesToAdd, -90, 45)); transform.eulerAngles = birdRotation; }
/// <summary> /// when the flappy goes up, it'll rotate up to 45 degrees. when it falls, rotation will be -90 degrees min /// </summary> private void FixFlappyRotation() { if (rigidBody.velocity.y > 0) { flappyYAxisTravelState = FlappyYAxisTravelState.GoingUp; } else { flappyYAxisTravelState = FlappyYAxisTravelState.GoingDown; } float degreesToAdd = 0; switch (flappyYAxisTravelState) { case FlappyYAxisTravelState.GoingUp: degreesToAdd = 6 * RotateUpSpeed; break; case FlappyYAxisTravelState.GoingDown: degreesToAdd = -3 * RotateDownSpeed; break; default: break; } birdRotation = new Vector3(0, 0, Mathf.Clamp(birdRotation.z + degreesToAdd, -90, 45)); transform.eulerAngles = birdRotation; }
/// <summary> /// when the flappy goes up, it'll rotate up to 45 degrees. when it falls, rotation will be -90 degrees min /// </summary> private void FixFlappyRotation() { if (GetComponent<Rigidbody2D>().velocity.y > 0) flappyYAxisTravelState = FlappyYAxisTravelState.GoingUp; else flappyYAxisTravelState = FlappyYAxisTravelState.GoingDown; float degreesToAdd = 0; switch (flappyYAxisTravelState) { case FlappyYAxisTravelState.GoingUp: degreesToAdd = 6 * RotateUpSpeed; break; case FlappyYAxisTravelState.GoingDown: degreesToAdd = -3 * RotateDownSpeed; break; default: break; } //solution with negative eulerAngles found here: http://answers.unity3d.com/questions/445191/negative-eular-angles.html //clamp the values so that -90<rotation<45 *always* birdRotation = new Vector3(0, 0, Mathf.Clamp(birdRotation.z + degreesToAdd, -90, 45)); transform.eulerAngles = birdRotation; }
private void FixRotation() { if (physics.velocity.y > -2.45f) { flappyYAxisTravelState = FlappyYAxisTravelState.GoingUp; } else { flappyYAxisTravelState = FlappyYAxisTravelState.GoingDown; } switch (flappyYAxisTravelState) { case FlappyYAxisTravelState.GoingUp: degreesToAdd = GoingUpSpeed; break; case FlappyYAxisTravelState.GoingDown: degreesToAdd = -GoingDownSpeed; break; } birdRotation = new Vector3(0, 0, Mathf.Clamp(birdRotation.z + degreesToAdd, -MaxDownRotation, MaxUpRotation)); transform.eulerAngles = birdRotation; }