From 22891bf59032ba88262824255a706d652031384b Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 10 Mar 2022 14:07:40 +0800 Subject: * move folder --- .../WebDemo/scripts/Projectile.cs | 102 --------------------- 1 file changed, 102 deletions(-) delete mode 100644 Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs (limited to 'Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs') diff --git a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs b/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs deleted file mode 100644 index 69c939c6..00000000 --- a/Assets/Art/Vfx/StylizedProjectilePack1/WebDemo/scripts/Projectile.cs +++ /dev/null @@ -1,102 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace StylizedProjectile -{ - - -public class Projectile : MonoBehaviour -{ - private float disappearAfterTime = 3; - private float disappearTimer = 0; - - private bool isActive = false; - - // private MeshRenderer meshRenderer; - - private Vector3 direction; - private Vector3 startPosition; - - private float movementSpeed = 1; - - private Vector3 targetPosition; - - private float distanceToTarget; - private float movementValue; - - // Use this for initialization - void Start () - { - // We cache this for performance reasons, GetComponent is slow to do realtime - // meshRenderer = GetComponent(); - // meshRenderer = GetComponent(); - } - - // Update is called once per frame - void Update () { - if (isActive) // Only update stuff if we're alive - { - disappearTimer += Time.deltaTime; // Increase disappear timer - if (disappearTimer > disappearAfterTime) // If we're alive too long, get rekt - { - disappearTimer = 0; // Reset timer - isActive = false; // Is not active anymore - // meshRenderer.enabled = false; // Disable meshrender so it's invisible - } - - - // 1/distanceToTarget is the calculation to move 1 unit per second, movementspeed defines how many units per second you want to move - movementValue += (1/distanceToTarget*movementSpeed) * Time.deltaTime; - if (movementValue > 1) - { - movementValue = 1; - Explode(); - } - Move(); - - } - } - - void Move() - { - // lerp goes from 0 to 1, 0 is startPosition, 1 is the targets position; - transform.position = Vector3.Lerp(startPosition, targetPosition, movementValue); - } - - void MoveWithoutTargetHit() - { - transform.position += direction.normalized * movementSpeed; - } - - public void Fire(Vector3 target, Vector3 spawnPosition, Vector3 Direction, float speed) - { - if (isActive) // If we're active, just return so we don't execute any code - return; - - isActive = true; // Set active - disappearTimer = 0; // Reset timer just in case it's not reset - transform.position = spawnPosition; // set spawn position - // meshRenderer.enabled = true; // Enable meshrender so it's visible - movementSpeed = speed; // Units per second - direction = Direction.normalized; // Normalize the direction - targetPosition = target; // Set target transform - Can be null for continous movement without target - distanceToTarget = Vector3.Distance(targetPosition, transform.position); - startPosition = spawnPosition; - movementValue = 0; - } - - // It gets here after it hits something - void Explode() - { - disappearTimer = 0; // Reset timer - isActive = false; // Is not active anymore - // meshRenderer.enabled = false; // Disable meshrender so it's invisible - } - - public bool GetIsActive() - { - return isActive; - } -} -} \ No newline at end of file -- cgit v1.1-26-g67d0