Update MiniGameController.cs

master
tiendat3699 2024-04-16 13:48:06 +07:00
parent 23f6f546b3
commit cd55afd82b
1 changed files with 13 additions and 21 deletions

View File

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