mirror of
https://github.com/chibicitiberiu/frica-de-gaze
synced 2024-02-24 08:23:32 +00:00
AddSpider.cs
This commit is contained in:
parent
96c75a01fc
commit
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@ -46,6 +46,7 @@
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Assets\AddSpider.cs" />
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<Compile Include="Assets\MiscaPaianjen.cs" />
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<Compile Include="Assets\MiscaPaianjen.cs" />
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<Compile Include="Assets\RandomSpider.cs" />
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<Compile Include="Assets\RandomSpider.cs" />
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<Compile Include="Assets\misca2.cs" />
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<Compile Include="Assets\misca2.cs" />
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@ -46,6 +46,7 @@
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Assets\AddSpider.cs" />
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<Compile Include="Assets\MiscaPaianjen.cs" />
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<Compile Include="Assets\MiscaPaianjen.cs" />
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<Compile Include="Assets\RandomSpider.cs" />
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<Compile Include="Assets\RandomSpider.cs" />
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<Compile Include="Assets\misca2.cs" />
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<Compile Include="Assets\misca2.cs" />
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@ -4,15 +4,38 @@ using System.Collections;
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public class misca2 : MonoBehaviour {
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public class misca2 : MonoBehaviour {
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public Transform target;
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public Transform target;
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public float RotationSpeed;
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IEnumerator Start () {
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IEnumerator Start () {
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//yield return new WaitForSeconds (0.2f);
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//yield return new WaitForSeconds (0.2f);
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//float width = camera.pixelWidth;
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//float width = camera.pixelWidth;
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Vector3 dis = transform.position - target.position;
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/*float speed = 1;
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float xpos = Random.Range (-dis.x, dis.x);
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//move towards the center of the world (or where ever you like)
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while (xpos+dis.x > target.position.x || xpos+dis.x < -target.position.x )
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Vector3 targetPosition = target.position;
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Vector3 currentPosition = this.transform.position;
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//first, check to see if we're close enough to the target
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if(Vector3.Distance(currentPosition, targetPosition) > .1f) {
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Vector3 directionOfTravel = targetPosition - currentPosition;
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//now normalize the direction, since we only want the direction information
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directionOfTravel.Normalize();
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//scale the movement on each axis by the directionOfTravel vector components
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this.transform.Translate(
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0,
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(directionOfTravel.y * speed * Time.deltaTime),
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0,
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Space.World);
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}*/
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//transform.RotateAround (target.position, new Vector3 (0, target.position.y, 0), 0);
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//transform.position = new Vector3(target.position.x,0.1f+target.position.y,target.position.z);
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float dis = Vector3.Distance (transform.position, target.position);
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float xpos = Random.Range (-target.position.x, target.position.x);
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//while (xpos > target.position.x)
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xpos = Random.Range (-target.position.x, target.position.x);
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xpos = Random.Range (-target.position.x, target.position.x);
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float zpos = Random.Range (-target.position.z, target.position.z);
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float zpos = Random.Range (-target.position.z, target.position.z);
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while (zpos+dis.z > target.position.z)
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//while (zpos > target.position.z)
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zpos = Random.Range (-target.position.z, target.position.z);
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zpos = Random.Range (-target.position.z, target.position.z);
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Vector3 position = new Vector3(xpos, 0, zpos);
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Vector3 position = new Vector3(xpos, 0, zpos);
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@ -21,30 +44,34 @@ public class misca2 : MonoBehaviour {
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Vector3 pointA = transform.position;
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Vector3 pointA = transform.position;
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//Vector3 pointB = pointA + new Vector3 (0.5f,0,0.5f);
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//Vector3 pointB = pointA + new Vector3 (0.5f,0,0.5f);
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while (true) {
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while (true) {
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yield return StartCoroutine(MoveObject(transform, pointA, position, 1.5f));
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yield return StartCoroutine(MoveObject(transform, pointA, position, 0.1f));
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yield return StartCoroutine(MoveObject(transform, position, pointA, 1.5f));
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yield return StartCoroutine(MoveObject(transform, position, pointA, 0.1f));
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while (xpos > target.position.x)
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//while (xpos > target.position.x)
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xpos = Random.Range (-target.position.x, target.position.x);
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xpos = Random.Range (-target.position.x, target.position.x);
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while (zpos > target.position.z || zpos< -target.position.z)
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//while (zpos > target.position.z)
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zpos = Random.Range (-target.position.z, target.position.z);
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zpos = Random.Range (-target.position.z, target.position.z);
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position.x = xpos;
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position.x = xpos;
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position.y = zpos;
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position.z = zpos;
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}
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}
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}
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}
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IEnumerator MoveObject (Transform thisTransform, Vector3 startPos, Vector3 endPos, float time) {
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IEnumerator MoveObject (Transform thisTransform, Vector3 startPos, Vector3 endPos, float time) {
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float i = 0.0f;
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float i = 0.0f;
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float rate = 1.0f / time;
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float rate = 0.1f / time;
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while (i < 1.0f) {
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while (i < 1.0f) {
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i += Time.deltaTime * rate;
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i += Time.deltaTime * rate;
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thisTransform.position = Vector3.Lerp(startPos, endPos, i);
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thisTransform.position = Vector3.Lerp(startPos, endPos, i);
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yield return null;
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yield return null;
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}
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}
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update () {
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void Update () {
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}
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}
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}
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}
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@ -374,7 +374,7 @@ ModelImporter:
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isReadable: 1
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isReadable: 1
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meshes:
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meshes:
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lODScreenPercentages: []
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lODScreenPercentages: []
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globalScale: 1
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globalScale: .200000003
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meshCompression: 0
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meshCompression: 0
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addColliders: 0
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addColliders: 0
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importBlendShapes: 1
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importBlendShapes: 1
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@ -1,11 +1,11 @@
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<Properties>
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<Properties>
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<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
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<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" />
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<MonoDevelop.Ide.Workbench ActiveDocument="Assets\misca2.cs">
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<MonoDevelop.Ide.Workbench ActiveDocument="Assets\misca2.cs">
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<Files>
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<Files>
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<File FileName="Assets\misca2.cs" Line="13" Column="29" />
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<File FileName="Assets\misca2.cs" Line="48" Column="4" />
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<File FileName="Assets\AddSpider.cs" Line="12" Column="4" />
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<File FileName="Assets\RandomSpider.cs" Line="1" Column="1" />
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<File FileName="Assets\RandomSpider.cs" Line="1" Column="1" />
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<File FileName="Assets\MiscaPaianjen.cs" Line="1" Column="1" />
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<File FileName="Assets\MiscaPaianjen.cs" Line="1" Column="1" />
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<File FileName="Assets\misca3.cs" Line="11" Column="53" />
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</Files>
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</Files>
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</MonoDevelop.Ide.Workbench>
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</MonoDevelop.Ide.Workbench>
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<MonoDevelop.Ide.DebuggingService.Breakpoints>
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<MonoDevelop.Ide.DebuggingService.Breakpoints>
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