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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Island : MonoBehaviour {
public static Island Instance {
get;
set;
}
public float rotateSpeed;
public float smooth;
public Vector3 leftPosition;
private float yRot;
private Vector3 gameRotation = Vector3.zero;
private Vector3 gameRotVel;
private Vector3 moveVel;
private Vector3 rightPosition;
private Vector3 side;
private bool rotatesToZero;
private bool rotates = true;
void Awake() {
//Manage Singleton
if (Instance != null && Instance != this)
Destroy(gameObject);
else
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Start() {
rightPosition = transform.position;
side = rightPosition;
}
void Update() {
if (rotatesToZero) {
Vector3 eulers = Vector3.SmoothDamp(transform.rotation.eulerAngles, gameRotation, ref gameRotVel, smooth);
transform.rotation = Quaternion.Euler(eulers);
float diff = Quaternion.Angle(transform.rotation, Quaternion.Euler(gameRotation));
if (diff < 5)
CameraController.Instance.MoveOnTable();
}
if (rotates) {
yRot += rotateSpeed;
transform.rotation = Quaternion.AngleAxis(yRot, Vector3.up);
}
MoveToSide();
}
private void MoveToSide() {
transform.position = Vector3.SmoothDamp(transform.position, side, ref moveVel, smooth * 0.5f);
}
public void MoveLeft() {
side = leftPosition;
}
public void MoveRight() {
side = rightPosition;
}
public void RotateToZero() {
rotatesToZero = true;
rotates = false;
}
public void FreeRotate() {
rotates = true;
rotatesToZero = false;
}
}