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August 29, 2015 13:57
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Unity3d horizontal mobile platform controller. no lag with physics. don't use it.. see https://gist.github.com/nicloay/9662874
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public class HorizontalMovePlatformController : MonoBehaviour { | |
public float routeLenght = 10; | |
public float horizontalSpeed = 10; | |
[Range (0,1)] | |
public float startRelativePosition=0; | |
public bool goRight; | |
Vector3 basePosition, remotePosition; | |
void Start(){ | |
basePosition = transform.position; | |
remotePosition = getRemotePosition(); | |
transform.position = Vector3.Lerp(basePosition, remotePosition, startRelativePosition); | |
updateVelocity(); | |
} | |
Vector2 velocity; | |
void Update(){ | |
if (goRight && (transform.position.x - remotePosition.x) > 0){ | |
goRight = false; | |
updateVelocity(); | |
} else if (!goRight && (transform.position.x - basePosition.x) <0){ | |
goRight = true; | |
updateVelocity(); | |
} | |
rigidbody2D.velocity = velocity; | |
} | |
void updateVelocity(){ | |
velocity = new Vector2( goRight ? horizontalSpeed : -horizontalSpeed, 0); | |
} | |
Vector3 getRemotePosition(){ | |
return basePosition + new Vector3(routeLenght, 0, 0); | |
} | |
Vector3 remoteVelocity; | |
void OnCollisionStay2D(Collision2D collision){ | |
remoteVelocity= collision.rigidbody.velocity; | |
remoteVelocity.x = rigidbody2D.velocity.x; | |
} | |
void OnDrawGizmos(){ | |
if (Application.isPlaying){ | |
Gizmos.DrawLine(basePosition, remotePosition); | |
} else { | |
Vector2 boxSize = (collider2D as BoxCollider2D).size; | |
basePosition = transform.position; | |
remotePosition = getRemotePosition(); | |
Gizmos.DrawLine(transform.position, remotePosition); | |
Gizmos.DrawCube(Vector3.Lerp(basePosition, remotePosition, startRelativePosition),boxSize); | |
} | |
} | |
} |
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