HeavenStudio/Assets/Scripts/Transform/ScaleByVelocity.cs
minenice55 3002e48350
Alternate Control Styles Support (#554)
* add mouse controller

* support different control styles in options

deprecate old input check methods

* fully functional input actions system

* btsds InputAction

* blue bear InputAction

* more games

fix bugs with some input related systems

* coin toss re-toss

* cheer readers touch

* dog ninja touch

* multiple games

* last of the easy games' touch

* more specialized games

* specialized games 2

* finish ktb games

* remove legacy settings disclaimer

* "only" two games left

* karate man touch

* rockers touch

still needs fixes and bad judge strum

* DSGuy flicking animation

* playstyle chart property

* improve performance of minigame preloading

* improve look of cursor

make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit

* prime conductor stream playback to stabilize seeking operations

* fix air rally swing on pad release

* use virtual mouse pointer

* add UniTask

* make BeatAction use UniTask

* implement UniTask to replace some coroutines

* add touch style UI elements and effects

games now support the ability to define two cursor colours if they need split screen touch inputs

* update plugins and buildscript

* implement thresholded pointer position clipping

* fix clamping

* instant show / hide

fix discord game SDK crashes
2023-10-29 19:44:47 +00:00

43 lines
870 B
C#

using UnityEngine;
public class ScaleByVelocity : MonoBehaviour
{
public enum Axis { X, Y }
public float bias = 1f;
public float strength = 1f;
public Axis axis = Axis.Y;
public float size;
public new Rigidbody2D rigidbody;
private Vector2 startScale;
private void Start()
{
startScale = transform.localScale;
}
private void Update()
{
var velocity = rigidbody.velocity.magnitude;
/*if (Mathf.Approximately (velocity, 0f))
return;*/
var amount = velocity * strength + bias;
var inverseAmount = 1.0f;
if (velocity > 0.4f)
inverseAmount = (1f / amount) * startScale.magnitude;
switch (axis)
{
case Axis.X:
transform.localScale = new Vector3(amount - 0.414214f, inverseAmount, 1f);
return;
case Axis.Y:
transform.localScale = new Vector3(Mathf.Clamp(inverseAmount, 0.6f, 1f), amount, 1f);
return;
}
}
}