void Update() { ShipPlatform currentShipPlatform = shipSelectionController.GetCurrentShipPlatform(); Vector3 destinyPos = currentShipPlatform.transform.position + initialOffset; transform.position = Vector3.SmoothDamp(transform.position, destinyPos, ref smoothDampCurrentVelocity, 0.4f); Quaternion destinyRot = GameObject.Find("ShipSelection/NavPoint").transform.rotation; // Quaternion.LookRotation(currentShipPlatform.transform.position - transform.position, Vector3.up); transform.rotation = Quaternion.Slerp(transform.rotation, destinyRot, Time.deltaTime * lookAtShipPlatformRotationSpeed); }
void Update() { ShipPlatform currentShipPlatform = shipSelectionController.GetCurrentShipPlatform(); nameText.text = currentShipPlatform.GetName(); speedStatBar.fillAmount = Mathf.Lerp(speedStatBar.fillAmount, currentShipPlatform.GetSpeed(), Time.deltaTime * fillBarSpeed); controlStatBar.fillAmount = Mathf.Lerp(controlStatBar.fillAmount, currentShipPlatform.GetControl(), Time.deltaTime * fillBarSpeed); resilienceStatBar.fillAmount = Mathf.Lerp(resilienceStatBar.fillAmount, currentShipPlatform.GetResilience(), Time.deltaTime * fillBarSpeed); }
void Update() { if (Input.GetKeyDown(KeyCode.A)) { GoToPreviousShip(); } else if (Input.GetKeyDown(KeyCode.D)) { GoToNextShip(); } for (int i = 0; i < shipPlatforms.Length; ++i) { ShipPlatform sp = shipPlatforms[i]; sp.GetComponent <PermanentRotation>().SetRotationEnabled(i == currentShipIndex); } }