diff --git a/Assets/GadGame/Scripts/MiniGame/MiniGameController.cs b/Assets/GadGame/Scripts/MiniGame/MiniGameController.cs index 0e59cee..fc3afc7 100644 --- a/Assets/GadGame/Scripts/MiniGame/MiniGameController.cs +++ b/Assets/GadGame/Scripts/MiniGame/MiniGameController.cs @@ -15,7 +15,6 @@ namespace GadGame.MiniGame public int GameTime; [SerializeField] private Transform _basket; [SerializeField] private float _lerp; - [SerializeField] private float _speed; [SerializeField] private float _spawnTime; [SerializeField, Range(0,1)] private float _bombChange; [SerializeField] private Rect _spawnArea; @@ -33,7 +32,7 @@ namespace GadGame.MiniGame private GameManager _gameManager; private Camera _camera; private float _spawnTimer; - + private void Start() { _gameManager = GameManager.Instance; @@ -74,28 +73,21 @@ namespace GadGame.MiniGame { //640x480; var inputData = DataReceiver.Instance.DataReceived.PosPoint; - var inputNormalize = new Vector2(inputData.x / 640, inputData.y / 480); - var screenPoint = new Vector2 + var inputNormalize = new Vector2(inputData.x / 230, inputData.y / 480); + var input = new Vector2(); + input.x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x); + input.y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y); + if (input != Vector2.zero) { - x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x), - y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y) - }; - if (screenPoint != Vector2.zero) - { - var worldPoint = _camera.ScreenToWorldPoint(screenPoint); + var mousePos = input; + var pos = _camera.ScreenToWorldPoint(mousePos); var currentPosition = _basket.position; - var dirMove = worldPoint - new Vector3(0, 0); - dirMove.y = 0; - dirMove.z = 0; - dirMove.Normalize(); - var targetPos = currentPosition + dirMove * _speed; - targetPos.x *= -1; - _basket.Translate(dirMove * (_speed * Time.deltaTime)); - currentPosition = _basket.position; - currentPosition.x = Mathf.Clamp(currentPosition.x, -2.25f, 2.25f); - _basket.position = currentPosition; - // _basket.position = Vector3.Lerp(currentPosition, targetPos, _lerp * Time.deltaTime); + pos.x *= -1; + pos.y = currentPosition.y; + pos.z = 0; + _basket.position = Vector3.Lerp(currentPosition, pos, _lerp * Time.deltaTime); } + } public void SetTextTime(float time)