示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (allowMovement)
        {
            //Check for movement touch
            if (TouchInput.TouchIsValid(TouchDefines.movementTouchID))
            {
                //Get the amount that that touch has moved in the last frame
                Touch movementTouch    = Input.GetTouch(TouchDefines.movementTouchID);
                float platformMovement = TouchInput.GetDeltaTouchMovement(movementTouch).x *inputSensitivity;

                //Update target postion based on player input, clamp to our max screen bounds
                targetPosition += new Vector3(0f, 0f, platformMovement);
                targetPosition  = MathUtils.ClampVec3(targetPosition, minPosition, maxPosition);
            }

            //Update postion using dampening so that movement is smooth
            Vector3.SmoothDamp(transform.position, targetPosition, ref currentVelocity, movementDampening, maxVelocity);
            blockRB.velocity = currentVelocity;
        }
    }
    //Do Movement
    private void Update()
    {
        if (movementEnabled)
        {
            //Check for movement touch
            if (TouchInput.TouchIsValid(TouchDefines.movementTouchID))
            {
                //Get the amount that that touch has moved in the last frame
                Touch movementTouch = Input.GetTouch(TouchDefines.movementTouchID);
                float shipMovement  = TouchInput.GetDeltaTouchMovement(movementTouch).y *inputSensitivity;

                //Update target postion based on player input, clamp to our max screen bounds
                targetPostion += new Vector3(0, shipMovement, 0);
                targetPostion  = MathUtils.ClampVec3(targetPostion, minPosition, maxPosition);
            }

            //Update postion using dampening so that movement is smooth
            transform.position = Vector3.SmoothDamp(transform.position, targetPostion, ref currentVelocity, movementDampening, maxYVelocity);
        }

        //Look at our target direction with an amount to look ahead (so we don't just look straight up)
        //and add some randomness to the rotation
        transform.LookAt(targetPostion + lookAheadDistance);
    }