示例#1
0
    // Update is called once per frame
    void Update()
    {
        position_difference = transform.position;
        size_temp           = transform.localScale;
        pos_tempX           = transform.position;
        position1           = GamePose1.GetComponent <Pose>().pos;
        position2           = GamePose2.GetComponent <Pose2>().pos2;

        Euclidian_distance = Mathf.Sqrt(Mathf.Pow((position1.x - position2.x), 2) * Mathf.Pow((position1.y - position2.y), 2));
        Debug.LogWarningFormat("Euclidian_distance: " + Euclidian_distance, GetType());

        if (Euclidian_distance < 100)
        {
            Debug.LogWarningFormat("Attack triggered", GetType());
            dragonAnime.SetTrigger("attack");
            witchAnime.SetTrigger("attack");

            Random rnd    = new Random();
            int    rIndex = Random.Range(0, 5);
            PlaySound(sounds[rIndex]);
        }
        else
        {
            Debug.LogWarningFormat("run triggered", GetType());

            dragonAnime.SetTrigger("run");
            witchAnime.SetTrigger("run");
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        position_difference = transform.position;
        size_temp           = transform.localScale;
        position1           = GamePose1.GetComponent <Pose> ().pos;
        position2           = GamePose2.GetComponent <Pose2> ().pos2;

        float distance = position1.z - position2.z;

        size_temp.z          = distance / 2;
        transform.position   = position1;
        transform.localScale = size_temp;
    }
示例#3
0
文件: Z_Text.cs 项目: zeronop/IoTAR
    // Update is called once per frame
    void Update()
    {
        position_difference = transform.position;
        pos_temp            = transform.position;
        position1           = GamePose1.GetComponent <Pose>().pos;
        position2           = GamePose2.GetComponent <Pose2>().pos2;

        float distance = position2.z - position1.z;

        GetComponent <TextMesh>().text = distance.ToString("f1");
        pos_temp           = LenthZ.GetComponent <LinkPoseZ>().position1;
        pos_temp.z         = pos_temp.z + distance / 2;
        transform.position = pos_temp;
    }
示例#4
0
    // Update is called once per frame
    void Update()
    {
        position_difference = transform.position;
        pos_temp            = transform.position;
        position1           = GamePose1.GetComponent <Pose>().pos;
        position2           = GamePose2.GetComponent <Pose2>().pos2;

        float distance = position1.y - position2.y;

        GetComponent <TextMesh>().text = distance.ToString("f1");
        pos_temp = LenthY.GetComponent <LinkPoseY>().pos_tempY;
        pos_temp = position2;
        // pos_temp.y = Mathf.Abs((position2.y - position1.y) / 2);
        transform.position = pos_temp;
    }
示例#5
0
    // Update is called once per frame
    void Update()
    {
        position_difference = transform.position;
        pos_temp            = transform.position;
        position1           = GamePose1.GetComponent <Pose>().pos;
        position2           = GamePose2.GetComponent <Pose2>().pos2;

        float distance = position2.x - position1.x;

        //distance = Mathf.RoundToInt(distance);
        GetComponent <TextMesh>().text = distance.ToString("f1");

        pos_temp           = LenthX.GetComponent <LinkPoseX>().pos_tempX;
        pos_temp.x         = pos_temp.x + distance / 2;
        transform.position = pos_temp;
    }
示例#6
0
    // Update is called once per frame
    void Update()
    {
        GamePose1.transform.position = new Vector3(GamePose2.transform.position.x, GamePose2.transform.position.y + 1f + Vert_slider.value, GamePose2.transform.position.z);
        position_difference          = transform.position;
        size_temp = transform.localScale;
        position1 = GamePose1.GetComponent <Pose>().pos;
        position2 = GamePose2.GetComponent <Pose2>().pos2;

        float distance = position1.y - position2.y;

        text_value.text = (distance * 100f).ToString();
        size_temp.z     = distance;
        pos_tempY       = position2;

        transform.position   = pos_tempY;
        transform.localScale = size_temp;
    }