try different shuttle rotation method
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@ -38,14 +38,15 @@ namespace HeavenStudio.Games.Scripts_AirRally
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void Update()
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{
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var cond = Conductor.instance;
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Vector3 lastPos = transform.position;
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float startRotation;
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float endrotation;
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Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
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Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
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Vector3 midPos;
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if (!GetComponent<Rigidbody2D>().simulated)
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{
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float flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
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Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
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flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
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transform.position = Vector3.LerpUnclamped(startPos, endPos, flyPos);
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@ -54,11 +55,23 @@ namespace HeavenStudio.Games.Scripts_AirRally
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transform.position += Vector3.up * yWeight * (flyType ? TargetHeightLong : TargetHeight);
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}
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Vector3 direction = (transform.position - lastPos).normalized;
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float rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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this.transform.eulerAngles = new Vector3(0, 0, rotation - 90f);
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// calculates next position
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{
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midPos = Vector3.LerpUnclamped(startPos, endPos, 0.5f);
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if (miss && flyPos > 2f)
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float yMulN = (0.5f) * 2f - 1f;
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float yWeightN = -(yMulN*yMulN) + 1f;
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midPos += Vector3.up * yWeightN * (flyType ? TargetHeightLong : TargetHeight);
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Vector3 direction = (midPos - startPos).normalized;
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startRotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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direction = (endPos - midPos).normalized;
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endrotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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this.transform.eulerAngles = new Vector3(0, 0, Mathf.LerpAngle(startRotation, endrotation, flyPos) - 90f);
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}
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if (miss && flyPos > 4f)
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{
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if (cond.GetPositionFromBeat(startBeat, flyBeats + 1f) >= 1f)
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{
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