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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class movw : MonoBehaviour
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{
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	private float speed_x;
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	private float speed_y;
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	private float angle;
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	private float speed_angle;
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	private float speed_fall;
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	private bool up;
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	private bool down;
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	private Quaternion StartRotation = Quaternion.AngleAxis(0f, new Vector3(1f, 1f, 1f));
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    void Start()
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    {
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        this.speed_x = 0f;
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		this.speed_y = 0.1f;
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		this.speed_angle = 2f;
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		this.speed_fall = 1f;
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		this.angle = 0f;
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    }
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    public void Bberx(){
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        if (PlayerPrefs.GetInt("esc") == 0){
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            if (base.transform.position.y < 5f){
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		        if (this.angle < 30f)
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		        {
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			        this.angle += this.speed_angle;
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			        Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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			        base.transform.rotation = this.StartRotation * rhs;
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                }
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		        this.up = true;
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            }
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		}
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    }
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    public void Bnip(){
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    	if (PlayerPrefs.GetInt("esc") == 0){
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    	    if (base.transform.position.y > -5f){
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		        if (this.angle > -30f)
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		        {
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			        this.angle -= this.speed_angle;
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                    Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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			        base.transform.rotation = this.StartRotation * rhs;
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		        }
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		        this.down = true;
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		    }
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		}
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	}
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    private void FixedUpdate()
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	{
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        if (PlayerPrefs.GetInt("esc") == 0)
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		{
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			this.up = false;
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			this.down = false;
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			if (!this.up && this.angle > 0f)
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			{
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				this.angle -= this.speed_fall;
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			}
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			if (!this.down && this.angle < 0f)
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			{
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				this.angle += this.speed_fall;
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			}
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			if (base.transform.position.y < 5f && this.angle > 0f)
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			{
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				base.transform.Translate(0f, this.speed_y * this.angle, 0f);
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			}
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			if (base.transform.position.y > -5f && this.angle < 0f)
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			{
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				base.transform.Translate(0f, this.speed_y * this.angle, 0f);
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			}
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			base.transform.Translate(this.speed_x, 0f, 0f);
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			PlayerPrefs.SetInt("Score", (int)base.transform.position.x);
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		}
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	    if (PlayerPrefs.GetInt("esc") == 0)
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		{
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			this.up = false;
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			this.down = false;
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			if (base.transform.position.y >= 4.9f)
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			{
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				if (this.angle > 0f)
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				{
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					this.angle -= this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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				if (this.angle > 0f)
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				{
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					this.angle -= this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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				if (this.angle > 0f)
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				{
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					this.angle -= this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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				if (this.angle > 0f)
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				{
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					this.angle -= this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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			}
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			if (base.transform.position.y <= -4.9f)
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			{
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				if (this.angle < 0f)
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				{
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					this.angle += this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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				if (this.angle < 0f)
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				{
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					this.angle += this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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				if (this.angle < 0f)
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				{
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					this.angle += this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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				if (this.angle < 0f)
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				{
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					this.angle += this.speed_fall;
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					Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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					base.transform.rotation = this.StartRotation * rhs;
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				}
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			}
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			if (!this.up && this.angle > 0f)
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			{
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				this.angle -= this.speed_fall;
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				Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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				base.transform.rotation = this.StartRotation * rhs;
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			}
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			if (!this.down && this.angle < 0f)
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			{
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				this.angle += this.speed_fall;
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				Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f));
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				base.transform.rotation = this.StartRotation * rhs;
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			}
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	    }
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	}
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}
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