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| 1 | using System.Collections; | |
| 2 | using System.Collections.Generic; | |
| 3 | using UnityEngine; | |
| 4 | ||
| 5 | public class movw : MonoBehaviour | |
| 6 | {
| |
| 7 | private float speed_x; | |
| 8 | private float speed_y; | |
| 9 | private float angle; | |
| 10 | private float speed_angle; | |
| 11 | private float speed_fall; | |
| 12 | private bool up; | |
| 13 | private bool down; | |
| 14 | private Quaternion StartRotation = Quaternion.AngleAxis(0f, new Vector3(1f, 1f, 1f)); | |
| 15 | ||
| 16 | void Start() | |
| 17 | {
| |
| 18 | this.speed_x = 0f; | |
| 19 | this.speed_y = 0.1f; | |
| 20 | this.speed_angle = 2f; | |
| 21 | this.speed_fall = 1f; | |
| 22 | this.angle = 0f; | |
| 23 | } | |
| 24 | ||
| 25 | public void Bberx(){
| |
| 26 | if (PlayerPrefs.GetInt("esc") == 0){
| |
| 27 | if (base.transform.position.y < 5f){
| |
| 28 | if (this.angle < 30f) | |
| 29 | {
| |
| 30 | this.angle += this.speed_angle; | |
| 31 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 32 | base.transform.rotation = this.StartRotation * rhs; | |
| 33 | } | |
| 34 | this.up = true; | |
| 35 | } | |
| 36 | } | |
| 37 | } | |
| 38 | ||
| 39 | public void Bnip(){
| |
| 40 | if (PlayerPrefs.GetInt("esc") == 0){
| |
| 41 | if (base.transform.position.y > -5f){
| |
| 42 | if (this.angle > -30f) | |
| 43 | {
| |
| 44 | this.angle -= this.speed_angle; | |
| 45 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 46 | base.transform.rotation = this.StartRotation * rhs; | |
| 47 | } | |
| 48 | this.down = true; | |
| 49 | } | |
| 50 | } | |
| 51 | } | |
| 52 | ||
| 53 | private void FixedUpdate() | |
| 54 | {
| |
| 55 | ||
| 56 | if (PlayerPrefs.GetInt("esc") == 0)
| |
| 57 | {
| |
| 58 | this.up = false; | |
| 59 | this.down = false; | |
| 60 | if (!this.up && this.angle > 0f) | |
| 61 | {
| |
| 62 | this.angle -= this.speed_fall; | |
| 63 | } | |
| 64 | if (!this.down && this.angle < 0f) | |
| 65 | {
| |
| 66 | this.angle += this.speed_fall; | |
| 67 | } | |
| 68 | if (base.transform.position.y < 5f && this.angle > 0f) | |
| 69 | {
| |
| 70 | base.transform.Translate(0f, this.speed_y * this.angle, 0f); | |
| 71 | } | |
| 72 | if (base.transform.position.y > -5f && this.angle < 0f) | |
| 73 | {
| |
| 74 | base.transform.Translate(0f, this.speed_y * this.angle, 0f); | |
| 75 | } | |
| 76 | base.transform.Translate(this.speed_x, 0f, 0f); | |
| 77 | PlayerPrefs.SetInt("Score", (int)base.transform.position.x);
| |
| 78 | } | |
| 79 | ||
| 80 | if (PlayerPrefs.GetInt("esc") == 0)
| |
| 81 | {
| |
| 82 | this.up = false; | |
| 83 | this.down = false; | |
| 84 | if (base.transform.position.y >= 4.9f) | |
| 85 | {
| |
| 86 | if (this.angle > 0f) | |
| 87 | {
| |
| 88 | this.angle -= this.speed_fall; | |
| 89 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 90 | base.transform.rotation = this.StartRotation * rhs; | |
| 91 | } | |
| 92 | if (this.angle > 0f) | |
| 93 | {
| |
| 94 | this.angle -= this.speed_fall; | |
| 95 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 96 | base.transform.rotation = this.StartRotation * rhs; | |
| 97 | } | |
| 98 | if (this.angle > 0f) | |
| 99 | {
| |
| 100 | this.angle -= this.speed_fall; | |
| 101 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 102 | base.transform.rotation = this.StartRotation * rhs; | |
| 103 | } | |
| 104 | if (this.angle > 0f) | |
| 105 | {
| |
| 106 | this.angle -= this.speed_fall; | |
| 107 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 108 | base.transform.rotation = this.StartRotation * rhs; | |
| 109 | } | |
| 110 | } | |
| 111 | if (base.transform.position.y <= -4.9f) | |
| 112 | {
| |
| 113 | if (this.angle < 0f) | |
| 114 | {
| |
| 115 | this.angle += this.speed_fall; | |
| 116 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 117 | base.transform.rotation = this.StartRotation * rhs; | |
| 118 | } | |
| 119 | if (this.angle < 0f) | |
| 120 | {
| |
| 121 | this.angle += this.speed_fall; | |
| 122 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 123 | base.transform.rotation = this.StartRotation * rhs; | |
| 124 | } | |
| 125 | if (this.angle < 0f) | |
| 126 | {
| |
| 127 | this.angle += this.speed_fall; | |
| 128 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 129 | base.transform.rotation = this.StartRotation * rhs; | |
| 130 | } | |
| 131 | if (this.angle < 0f) | |
| 132 | {
| |
| 133 | this.angle += this.speed_fall; | |
| 134 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 135 | base.transform.rotation = this.StartRotation * rhs; | |
| 136 | } | |
| 137 | } | |
| 138 | if (!this.up && this.angle > 0f) | |
| 139 | {
| |
| 140 | this.angle -= this.speed_fall; | |
| 141 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 142 | base.transform.rotation = this.StartRotation * rhs; | |
| 143 | } | |
| 144 | if (!this.down && this.angle < 0f) | |
| 145 | {
| |
| 146 | this.angle += this.speed_fall; | |
| 147 | Quaternion rhs = Quaternion.AngleAxis(this.angle, new Vector3(0f, 0f, 1f)); | |
| 148 | base.transform.rotation = this.StartRotation * rhs; | |
| 149 | } | |
| 150 | } | |
| 151 | } | |
| 152 | } | |
| 153 |