Added rotation count

Added rotation count to SpinningCube.cs
-Change increment to change amount of speed added per level
This commit is contained in:
Shaun Reed 2017-09-03 15:58:42 -04:00
parent 12775c8ef7
commit f20d8340bb
5 changed files with 34 additions and 6 deletions

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@ -67,6 +67,7 @@ public class ExperienceBar : MonoBehaviour {
previousExpRequired = expRequired;
expObtained = 0;
expRequired = Mathf.Pow(expRequired, 1.05f);
GameObject.FindGameObjectWithTag("Player").GetComponent<SpinningCube>().RaiseRotationSpeed();
}
public void ResetExp()

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@ -9,9 +9,15 @@ public class SpinningCube : MonoBehaviour
private string RotationDirection = "Up";
private Vector3 m_RotationDirection = Vector3.up;
private Vector3 rotationOrigin;
private Vector3 stopRotation = Vector3.zero;
private Vector3 tempRotation;
private float angle2 = 0;
private float angledif, angle1;
private float angleSum = 0;
[SerializeField]
private int rotations;
public void ToggleRotationDirection()
{
@ -105,12 +111,33 @@ public class SpinningCube : MonoBehaviour
gameObject.GetComponent<Renderer>().material.color = Color.cyan;
}
void Update()
public void Start()
{
Vector3 rotationOrigin = GameObject.FindGameObjectWithTag("Player").transform.rotation.eulerAngles;
}
void FixedUpdate()
{
//Set angle1 = eulerAngle of axis being rotated prior to applying rotation
angle1 = this.gameObject.transform.rotation.eulerAngles.y;
transform.Rotate(m_RotationDirection * Time.deltaTime * m_Speed);
}
//angle2 = eulerAngle of axis after rotation applied
angle2 = this.gameObject.transform.rotation.eulerAngles.y;
//Difference between angle2 and angle1, how much the object rotated between frames
angledif = angle2 - angle1;
//rotations += (int)(m_Speed / 360);
//if object is rotating, and angle difference is less than 0
//If object has rotated 20 degrees (m_speed = 20), when angle1 = 350, && angle2 = 10
//angle2(10)-angle1(350) = -340
//Object has rotated past 360
if ((m_Speed > 0) && (angledif < 0))
{
++rotations;
GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().ExpMore();
}
}
}

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