示例#1
0
    private void RotatePlayer()
    {
        // Rotate if position outside set boundaries.
        if (UsefulFunctions.Between(-0.5f, -settings.restZone, playerX))
        {
            rotationDelta =
                Mathf.Clamp(
                    1 - ((0.5f + playerX - settings.deathZone) / sideLength), 0f, 1f
                    );
        }
        else if (UsefulFunctions.Between(settings.restZone, 0.5f, playerX))
        {
            rotationDelta =
                Mathf.Clamp(
                    -(playerX - settings.restZone) / sideLength, -1f, 0f
                    );
        }
        else
        {
            rotationDelta = 0;
        }

        newRotation = settings.modMaxRotation * rotationDelta;
        playerSprite.transform.eulerAngles = new Vector3(0, 0, newRotation);
    }
示例#2
0
    private bool EvaluateFall()
    {
        if (!UsefulFunctions.Between(marginLeft, marginRight, playerX))
        {
            animator.enabled = false;
            standing         = false;
            return(true);
        }

        return(false);
    }
示例#3
0
    // Update is called once per frame
    void Update()
    {
        // GameState (changes if player is on the deathzone)
        if (currentState == GameState.Playing)
        {
            // Check if player is standing
            if (!playerScript.standing)
            {
                this.PlayerCaiu();
            }

            // Timer
            innerTimer    += Time.deltaTime;
            totalTimer    += Time.deltaTime;
            timerText.text = totalTimer.ToString("#0.00's'");

            // This random nudge has to be refactored later.
            if (innerTimer >= settings.nudgeInterval)
            {
                if (UsefulFunctions.Between(
                        -settings.restZone,
                        settings.restZone,
                        UsefulFunctions.GetGameObjectXFromCenter(playerObject))
                    )
                {
                    playerScript.ReceiveNudge(1, UsefulFunctions.GetRandomDirection());
                    innerTimer = 0;
                }
            }
        }
        else if (currentState == GameState.Paused)
        {
        }

        // TODO
        // Wave System
    }