private IEnumerator pullObject(Rigidbody collidedRigidbody) { while(Vector3.Distance(transform.parent.position, collidedRigidbody.transform.position) > 1.5f) { pullTimer -= Time.deltaTime; if(pullTimer < 0) { yield return new WaitForSeconds(0.333f); pullTimer = resetPullTimer; } else { collidedRigidbody.MovePosition(collidedRigidbody.transform.position + Vector3.up * pullSpeed * Time.deltaTime); yield return null; } } //reach top now make fall if (collidedRigidbody.gameObject.tag != "Player") { collidedRigidbody.AddForce(Vector3.right * 10, ForceMode.Impulse); } // else // { // //atTop = true; // } }
void Start () { rb3d = GetComponent<Rigidbody> (); //Set startup position rb3d.MovePosition(new Vector3(0.0f, playerAboveLevel, 0.0f)); }
public static void Move(UnityEngine.Rigidbody rigidbody, Vector3 velocity) { if (velocity == Vector3.zero) { return; } rigidbody.MovePosition(rigidbody.position + velocity * Time.fixedDeltaTime); }
void Grab(Rigidbody rb) { rb.isKinematic = false; isGrapped = true; rb.MovePosition(hand.transform.position); rb.velocity = Vector3.zero; hj.connectedBody = rb; rb.GetComponent<Item>().checkIfKaverit(); }
void Start() { Vector3 tangent = Vector3.zero; int kn = 0; rb = GetComponent<Rigidbody>(); Vector3 p = transform.position; Vector3 np = path.FindNearestPointWorld(p, 5, ref kn, ref tangent, ref alpha); rb.MovePosition(np); }
static public int MovePosition(IntPtr l) { try { UnityEngine.Rigidbody self = (UnityEngine.Rigidbody)checkSelf(l); UnityEngine.Vector3 a1; checkType(l, 2, out a1); self.MovePosition(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
private void FixedUpdate() { if (!doUpdate) { return; } t += Time.deltaTime * 10; // / timeToReachTarget; //rb.MovePosition(Vector3.Lerp(syncStartPosition, syncEndPosition, t)); //rb.MoveRotation(Quaternion.Lerp(syncStartRotation, syncEndRotation, t)); rb.MovePosition(syncEndPosition); rb.MoveRotation(syncEndRotation); }
private void Awake() { _transform = transform; _rigidbody = GetComponent<Rigidbody>(); this.UpdateAsObservable() .Select(_ => new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"))) .Subscribe(axis => { Vector3 currentPos = _transform.position; currentPos += axis * Time.smoothDeltaTime * speed; _rigidbody.MovePosition(currentPos); }); }
static int MovePosition(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.Rigidbody obj = (UnityEngine.Rigidbody)ToLua.CheckObject(L, 1, typeof(UnityEngine.Rigidbody)); UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); obj.MovePosition(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void Update() { Vector3 temp = transform.position; temp.y = 0f; transform.position = temp; screenPos = Camera.main.WorldToScreenPoint(transform.position); foreach (multi.MultiplayerHandler.PlayerData data in clientServer.multiplayerHandler.playerDB) { if (data.name == name) { body = gameObject.GetComponent<Rigidbody> (); body.MovePosition (new Vector3 ((float)data.posX, (float)data.posY, (float)data.posZ)); //body.MoveRotation (new Quaternion (0f, (float)clientServer.multiplayerHandler.recD, 0f, 0f)); Quaternion rot = new Quaternion (); rot.eulerAngles = new Vector3 (0, (float)data.angleY, 0); gameObject.transform.rotation = rot; gameObject.GetComponent<Animator> ().SetBool ("IsWalking", data.IsWalking); gameObject.GetComponentInChildren<GunAnimation> ().isShooting = data.IsShooting; } } }
// Use this for initialization void Start() { RigidPlayer = GetComponent<Rigidbody>(); RigidPlayer.MovePosition (Middle.transform.position); pos = 2; }
// void Receive(Transform warpee) // { // float yPosition = warpee.position.y; //// warpee.position = new Vector3(transform.position.x, yPosition, transform.position.z); //// warpee.position = new Vector3(spawn.position.x, yPosition, spawn.position.z); // // // //// warpee.GetComponent<NavMeshAgent>().ResetPath(); //// warpee.position = new Vector3(spawn.position.x, yPosition, spawn.position.z); // warpee.GetComponent<NavMeshAgent>().Warp(new Vector3(spawn.position.x, yPosition, spawn.position.z)); // } // // void Send(Transform warpee) // { // destination.Receive(warpee); // } void Receive(Rigidbody body) { float yPosition = body.position.y; body.position = new Vector3(transform.position.x, yPosition, transform.position.z); body.MovePosition(new Vector3(spawn.position.x, yPosition, spawn.position.z)); }
void Update() { if(nIdentity == null) return; if (doubleScore == true) { doubleScoreTime -= Time.deltaTime; if (doubleScoreTime <= 0) { doubleScore = false; doubleScoreTime = doubleScoreTimeInit; } } if (fasterFire == true) { fasterFireTime -= Time.deltaTime; if (fasterFireTime <= 0) { fasterFire = false; fasterFireTime = fasterFireTimeInit; //Resets timer currentFireRate = fireRate; //Resets fire rate to classic fire rate. Only needed for local-viewing } } if (shielded == true) { shieldedTime -= Time.deltaTime; if (shieldedTime <= 0) { shielded = false; shield.SetActive(false); Destroy(shield); shieldedTime = fasterFireTimeInit; //Resets timer } } if (!nIdentity.isLocalPlayer) return; rb = GetComponent<Rigidbody>(); Vector3 forward = transform.forward; Vector3 right = transform.right; #if UNITY_ANDROID float aimH = CrossPlatformInputManager.GetAxis ("AimH"); float aimV = CrossPlatformInputManager.GetAxis ("AimV"); float moveV = CrossPlatformInputManager.GetAxis("MoveV"); float moveH = CrossPlatformInputManager.GetAxis("MoveH"); #endif #if UNITY_STANDALONE float aimH = (-(Input.GetKey("left") ? 1 : 0) + (Input.GetKey("right") ? 1 : 0)); float aimV = ((Input.GetKey("up") ? 1 : 0) - (Input.GetKey("down") ? 1 : 0)); float moveV = ((Input.GetKey("w") ? 1 : 0) - (Input.GetKey("s") ? 1 : 0)); float moveH = (-(Input.GetKey("a") ? 1 : 0) + (Input.GetKey("d") ? 1 : 0)); #endif lastMoveH = moveH; lastMoveV = moveV; if (needsReflection && invertControls) { Vector3 refMove = reflectPoint(moveH, moveV); Vector3 refAim = reflectPoint(aimH, aimV); moveH = refMove[0]; moveV = refMove[1]; aimH = refAim[0]; aimV = refAim[1]; } float forwardSpeed = speed * moveV; float strafeSpeed = speed * moveH; Vector3 moveDir = forwardSpeed * forward + strafeSpeed * right; Vector3 turretDirection = ((forward * aimV) + (right * aimH)).normalized; rotateObject(turret, turretDirection); Vector3 worldPos = obsCamera.position + obsCamera.parent.transform.position; Vector3 newLocation = transform.position + moveDir * Time.deltaTime * 5; float distPlanetToCam = Vector3.Distance(planetCenter, worldPos); float distPlayerToCam = Vector3.Distance(newLocation, worldPos); rotateObject(model, moveDir.normalized); rb.MovePosition(newLocation); }
public override void OnFixedUpdate() { rigidbody.MovePosition(owner.GetValue(position)); Finish(); }