fix for zhen
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2799c4ffa3
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@ -4,7 +4,6 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Assertions;
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[RequireComponent(typeof(ProjectileSpawner))]
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public class ProjectileTower : Tower
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public class ProjectileTower : Tower
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{
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{
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[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
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[SerializeField, Range(0.01f, 20f)] private float attackSecondsDelay = 1f;
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@ -1,7 +1,6 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Assertions;
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[RequireComponent(typeof(HealthComponent))]
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public abstract class Tower : MonoBehaviour
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public abstract class Tower : MonoBehaviour
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{
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{
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public bool towerSelected { get; set; } = true;
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public bool towerSelected { get; set; } = true;
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@ -72,11 +72,12 @@ public class EditableArc : MonoBehaviour
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Vector3 v1 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value);
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Vector3 v1 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value);
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Vector3 v2 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value + 0.01f);
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Vector3 v2 = SamplePointOnArcAngle(start, end, visualRadius, Value.Value + 0.01f);
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Vector3 arcTangent = v2 - v1;
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Vector3 arcTangent = v2 - v1;
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Debug.DrawRay(knob.transform.position, arcTangent, Color.yellow, 5f);
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// TODO: figure out this based on camera orientation
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// TODO: figure out this based on camera orientation
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float sign = -1f;
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float sign = -1f;
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float delta = Vector2.Dot(arcTangent, Vector2.down * mouseMovement) * knobSensitiviy;
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float delta = (Vector2.Dot(arcTangent, Vector2.up * mouseMovement.x) + Vector2.Dot(arcTangent, Vector2.right * mouseMovement.y)) * knobSensitiviy;
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Debug.Log(delta);
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Debug.Log(delta);
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float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
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float newAngle = ClampAngle(Value.Value + delta, rotationMinMax.x, rotationMinMax.y);
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Value.Value = newAngle;
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Value.Value = newAngle;
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