-
-
Save Avet1k/7e58a3bfe00fd8d8872501700c2f5549 to your computer and use it in GitHub Desktop.
Code Style Task. Проведите рефакторинг кода, исправьте все ошибки в именовании и форматировании так, чтобы не изменить принцип работы кода
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
public class WaypointMovement : MonoBehaviour | |
{ | |
private Transform _path; | |
private Transform[] _points; | |
private int _currentPoint; | |
private float _speed; | |
private void Start() | |
{ | |
_points = new Transform[_path.childCount]; | |
for (int i = 0; i < _path.childCount; i++) | |
_points[i] = _path.GetChild(i).GetComponent<Transform>(); | |
} | |
private void Update() | |
{ | |
Transform target = _points[_currentPoint]; | |
transform.position = Vector3.MoveTowards(transform.position , target.position, | |
_speed * Time.deltaTime); | |
if (transform.position == target.position) | |
ChangeTarget(); | |
} | |
private void ChangeTarget() | |
{ | |
_currentPoint++; | |
if (_currentPoint >= _points.Length) | |
_currentPoint = 0; | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Serialization; | |
[RequireComponent(typeof(Rigidbody))] | |
public class Shooting : MonoBehaviour | |
{ | |
[SerializeField] private float _speed; | |
[SerializeField] private float _cooldown; | |
[SerializeField] private GameObject _bullet; | |
[SerializeField] private Transform _target; | |
private void Start() | |
{ | |
StartCoroutine(Shoot()); | |
} | |
private IEnumerator Shoot() | |
{ | |
bool isWork = enabled; | |
while (isWork) | |
{ | |
Vector3 direction = (_target.position - transform.position).normalized; | |
GameObject newBullet = Instantiate(_bullet, transform.position + direction, Quaternion.identity); | |
newBullet.transform.up = direction; | |
newBullet.GetComponent<Rigidbody>().velocity = direction * _speed; | |
yield return new WaitForSeconds(_cooldown); | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment