frica-de-gaze/FricaDeGaze/Assets/misca2.cs
2015-01-14 05:29:40 +02:00

78 lines
2.5 KiB
C#

using UnityEngine;
using System.Collections;
public class misca2 : MonoBehaviour {
public Transform target;
public float RotationSpeed;
IEnumerator Start () {
//yield return new WaitForSeconds (0.2f);
//float width = camera.pixelWidth;
/*float speed = 1;
//move towards the center of the world (or where ever you like)
Vector3 targetPosition = target.position;
Vector3 currentPosition = this.transform.position;
//first, check to see if we're close enough to the target
if(Vector3.Distance(currentPosition, targetPosition) > .1f) {
Vector3 directionOfTravel = targetPosition - currentPosition;
//now normalize the direction, since we only want the direction information
directionOfTravel.Normalize();
//scale the movement on each axis by the directionOfTravel vector components
this.transform.Translate(
0,
(directionOfTravel.y * speed * Time.deltaTime),
0,
Space.World);
}*/
//transform.RotateAround (target.position, new Vector3 (0, target.position.y, 0), 0);
//transform.position = new Vector3(target.position.x,0.1f+target.position.y,target.position.z);
float dis = Vector3.Distance (transform.position, target.position);
float xpos = Random.Range (-target.position.x, target.position.x);
//while (xpos > target.position.x)
xpos = Random.Range (-target.position.x, target.position.x);
float zpos = Random.Range (-target.position.z, target.position.z);
//while (zpos > target.position.z)
zpos = Random.Range (-target.position.z, target.position.z);
Vector3 position = new Vector3(xpos, 0, zpos);
//transform.TransformVector (new Vector3(target.position.x,target.position.y,target.position));
Vector3 pointA = transform.position;
//Vector3 pointB = pointA + new Vector3 (0.5f,0,0.5f);
while (true) {
yield return StartCoroutine(MoveObject(transform, pointA, position, 0.1f));
yield return StartCoroutine(MoveObject(transform, position, pointA, 0.1f));
//while (xpos > target.position.x)
xpos = Random.Range (-target.position.x, target.position.x);
//while (zpos > target.position.z)
zpos = Random.Range (-target.position.z, target.position.z);
position.x = xpos;
position.z = zpos;
}
}
IEnumerator MoveObject (Transform thisTransform, Vector3 startPos, Vector3 endPos, float time) {
float i = 0.0f;
float rate = 0.1f / time;
while (i < 1.0f) {
i += Time.deltaTime * rate;
thisTransform.position = Vector3.Lerp(startPos, endPos, i);
yield return null;
}
}
// Update is called once per frame
void Update () {
}
}