Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using UnityEngine;
- using System.Collections;
- public class Moon : StateMachine<Moon.State>
- {
- public enum State
- {
- Idle,
- Move,
- Max
- }
- public float moveForce = 1.0f;
- public Transform model;
- public float velocityLookMultiplier = 0.1f;
- public float lookForward = 0.5f;
- public GameObject leftEye;
- public GameObject rightEye;
- public float minBlinkTime = 0.5f;
- public float maxBlinkTime = 2.0f;
- public float blinkDuration = 0.125f;
- void Awake()
- {
- Blink();
- }
- void Blink()
- {
- leftEye.SetActiveRecursively(false);
- rightEye.SetActiveRecursively(false);
- Invoke("UnBlink", blinkDuration);
- }
- void UnBlink()
- {
- leftEye.SetActiveRecursively(true);
- rightEye.SetActiveRecursively(true);
- Invoke("Blink", Random.Range(minBlinkTime, maxBlinkTime));
- }
- void Update()
- {
- UpdateMovement();
- }
- void UpdateMovement()
- {
- Vector3 move = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0.0f);
- rigidbody.AddForce(move * moveForce * Time.deltaTime);
- transform.forward = -rigidbody.velocity * velocityLookMultiplier * (1.0f - lookForward) + Vector3.forward * lookForward;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement