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gstuitje
RingMaster
Commits
74f5b715
Commit
74f5b715
authored
Jan 22, 2019
by
astatham
Browse files
Angle select resumes once space is released
parent
44e618a8
Changes
5
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RingMaster/RingMaster/.vs/RingMaster/xs/sqlite3/storage.ide-shm
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RingMaster/RingMaster/.vs/RingMaster/xs/sqlite3/storage.ide-wal
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RingMaster/RingMaster/Assets/Scenes/PieThrowing.unity
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74f5b715
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RingMaster/RingMaster/Assets/Scripts/PieScripts/Needle.cs
View file @
74f5b715
...
...
@@ -3,7 +3,7 @@ using System.Collections.Generic;
using
UnityEngine
;
public
class
Needle
:
MonoBehaviour
{
public
static
float
angleChangeSpeed
=
50
;
public
static
float
angleChangeSpeed
;
public
static
float
maxAngle
=
90f
;
public
static
float
minAngle
=
0
;
public
static
float
currentAngle
=
0
;
...
...
@@ -12,50 +12,47 @@ public class Needle : MonoBehaviour {
void
Update
()
{
if
(!
FindObjectOfType
<
Pie
>())
{
if
(
currentAngle
>=
minAngle
&&
currentAngle
<
maxAngle
&&
currentAngle
>
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
+=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
else
if
(
currentAngle
<=
maxAngle
&&
currentAngle
>
minAngle
&&
currentAngle
<
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
-=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
else
if
(
currentAngle
>
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
-=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
else
if
(
currentAngle
<
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
+=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
if
(
Input
.
GetKeyDown
(
"space"
))
{
finalAngle
=
currentAngle
;
angleChangeSpeed
=
0
;
PowerBar
.
previousPos
=
-
9f
;
}
if
(
Input
.
GetKeyDown
(
"space"
))
{
finalAngle
=
currentAngle
;
angleChangeSpeed
=
0
;
PowerBar
.
previousPos
=
-
9f
;
}
else
if
(!
Input
.
GetKey
(
"space"
)){
MoveNeedle
();
}
}
public
static
void
ResetAng
le
s
()
public
void
MoveNeed
le
()
{
angleChangeSpeed
=
50
;
//currentAngle = 0;
previousAngle
=
-
1f
;
//finalAngle = -1f;
if
(
currentAngle
>=
minAngle
&&
currentAngle
<
maxAngle
&&
currentAngle
>
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
+=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
else
if
(
currentAngle
<=
maxAngle
&&
currentAngle
>
minAngle
&&
currentAngle
<
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
-=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
else
if
(
currentAngle
>
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
-=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
else
if
(
currentAngle
<
previousAngle
)
{
gameObject
.
transform
.
rotation
=
Quaternion
.
Euler
(
0
,
0
,
currentAngle
);
previousAngle
=
currentAngle
;
currentAngle
+=
(
angleChangeSpeed
*
Time
.
deltaTime
);
}
}
}
RingMaster/RingMaster/Assets/Scripts/PieScripts/PowerBar.cs
View file @
74f5b715
...
...
@@ -6,7 +6,7 @@ public class PowerBar : MonoBehaviour {
public
float
posChangeSpeed
,
maxPos
,
minPos
;
public
Transform
piePrefab
;
float
currentPos
=
-
2f
;
public
static
float
currentPos
=
-
2f
;
public
static
float
previousPos
=
-
2f
;
public
static
float
finalPos
;
...
...
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