Update MiniGameController.cs
parent
23f6f546b3
commit
cd55afd82b
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@ -15,7 +15,6 @@ namespace GadGame.MiniGame
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public int GameTime;
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public int GameTime;
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[SerializeField] private Transform _basket;
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[SerializeField] private Transform _basket;
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[SerializeField] private float _lerp;
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[SerializeField] private float _lerp;
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[SerializeField] private float _speed;
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[SerializeField] private float _spawnTime;
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[SerializeField] private float _spawnTime;
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[SerializeField, Range(0,1)] private float _bombChange;
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[SerializeField, Range(0,1)] private float _bombChange;
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[SerializeField] private Rect _spawnArea;
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[SerializeField] private Rect _spawnArea;
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@ -33,7 +32,7 @@ namespace GadGame.MiniGame
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private GameManager _gameManager;
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private GameManager _gameManager;
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private Camera _camera;
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private Camera _camera;
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private float _spawnTimer;
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private float _spawnTimer;
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private void Start()
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private void Start()
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{
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{
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_gameManager = GameManager.Instance;
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_gameManager = GameManager.Instance;
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@ -74,28 +73,21 @@ namespace GadGame.MiniGame
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{
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{
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//640x480;
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//640x480;
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var inputData = DataReceiver.Instance.DataReceived.PosPoint;
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var inputData = DataReceiver.Instance.DataReceived.PosPoint;
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var inputNormalize = new Vector2(inputData.x / 640, inputData.y / 480);
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var inputNormalize = new Vector2(inputData.x / 230, inputData.y / 480);
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var screenPoint = new Vector2
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var input = new Vector2();
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input.x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x);
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input.y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y);
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if (input != Vector2.zero)
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{
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{
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x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x),
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var mousePos = input;
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y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y)
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var pos = _camera.ScreenToWorldPoint(mousePos);
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};
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if (screenPoint != Vector2.zero)
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{
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var worldPoint = _camera.ScreenToWorldPoint(screenPoint);
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var currentPosition = _basket.position;
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var currentPosition = _basket.position;
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var dirMove = worldPoint - new Vector3(0, 0);
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pos.x *= -1;
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dirMove.y = 0;
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pos.y = currentPosition.y;
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dirMove.z = 0;
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pos.z = 0;
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dirMove.Normalize();
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_basket.position = Vector3.Lerp(currentPosition, pos, _lerp * Time.deltaTime);
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var targetPos = currentPosition + dirMove * _speed;
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targetPos.x *= -1;
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_basket.Translate(dirMove * (_speed * Time.deltaTime));
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currentPosition = _basket.position;
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currentPosition.x = Mathf.Clamp(currentPosition.x, -2.25f, 2.25f);
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_basket.position = currentPosition;
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// _basket.position = Vector3.Lerp(currentPosition, targetPos, _lerp * Time.deltaTime);
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}
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}
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}
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}
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public void SetTextTime(float time)
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public void SetTextTime(float time)
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