フライパン周り調整
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File diff suppressed because it is too large
Load Diff
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@ -5,13 +5,8 @@ namespace MyGame.Scenes.Main
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{
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public class Pan : MonoBehaviour
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{
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[SerializeField] private PanController controller;
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[SerializeField] private float thrust;
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private PanController controller;
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private void Start()
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{
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controller = GetComponentInParent<PanController>();
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}
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private void OnTriggerStay2D(Collider2D other)
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{
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@ -8,80 +8,52 @@ using UnityEngine.EventSystems;
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[RequireComponent(typeof(BoxCollider2D))]
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public class PanController : MonoBehaviour, IDragHandler, IBeginDragHandler
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{
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[SerializeField] private float lerpTime = 0.1f;
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private Transform cacheTransform;
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[SerializeField] private Transform target;
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[SerializeField] private Collider2D targetBorder;
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[SerializeField, ReadOnly] private string deltaString;
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private Vector3 firstPos;
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private Vector3 prevPos;
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private Vector3 offset;
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private readonly (float min, float max) borderX = (-1.2f, 3.1f);
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private readonly (float min, float max) borderY = (-2.1f, 1.3f);
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private Vector2 direction;
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// public Vector2 Direction => direction;
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private Vector2 delta;
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public Vector2 Delta => delta;
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private Vector3 prevPos;
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private float deltaTime = 0f;
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private bool isMove;
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// Start is called before the first frame update
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void Start()
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{
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cacheTransform = gameObject.transform;
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firstPos = cacheTransform.position;
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prevPos = cacheTransform.position;
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deltaTime = 0.5f;
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direction = Vector2.left;
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target = transform.position + 1.5f / 2 * new Vector3(direction.x, direction.y, 0f);
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firstPos = target.position;
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prevPos = firstPos;
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}
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private Vector3 target;
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private static float time = .5f;
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private float freq = 1f / time;
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// Update is called once per frame
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void Update()
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{
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// OnDragが更新されていない場合は方向をゼロにしたいがUpdateでゼロにすると使えなくなるため保留
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if (cacheTransform.position == prevPos)
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// OnDragが更新されていないフレームでは0にする
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if (target.position == prevPos)
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{
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direction = Vector2.zero;
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delta = Vector2.zero;
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}
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if (deltaTime >= 1.0f)
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{
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isMove = !isMove;
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deltaTime = 0f;
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}
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if (isMove)
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{
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// transform.position = firstPos + new Vector3(Mathf.Sin(2 * (float)Math.PI * freq * deltaTime) / 2, 0f);
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}
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delta = cacheTransform.position - prevPos;
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prevPos = cacheTransform.position;
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deltaTime += Time.deltaTime;
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prevPos = target.position;
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}
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public void OnDrag(PointerEventData eventData)
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{
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var currentPoint = Camera.main.ScreenToWorldPoint(new Vector3(eventData.position.x, eventData.position.y,
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cacheTransform.position.z));
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var targetPos = target.position;
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var currentPoint = Camera.main.ScreenToWorldPoint(new Vector3(eventData.position.x, eventData.position.y, targetPos.z));
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var pos = currentPoint + offset;
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// 移動範囲を制限
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pos.x = Mathf.Clamp(pos.x, borderX.min, borderX.max);
|
||||
pos.y = Mathf.Clamp(pos.y, borderY.min, borderY.max);
|
||||
|
||||
// Debug.Log($"delta: {eventData.delta.magnitude} localDelta: {(pos - cacheTransform.position).magnitude}");
|
||||
delta = pos - cacheTransform.position;
|
||||
Debug.Log($"delta: {delta.magnitude}");
|
||||
cacheTransform.position = pos;
|
||||
pos = targetBorder.bounds.ClosestPoint(pos);
|
||||
delta = pos - targetPos;
|
||||
deltaString = $"delta: {delta.normalized} {delta.magnitude:F3}";
|
||||
target.position = pos;
|
||||
}
|
||||
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
// ドラッグ開始時のobjectのpositionからのズレを記憶
|
||||
offset = cacheTransform.position - Camera.main.ScreenToWorldPoint(new Vector3(eventData.position.x, eventData.position.y,
|
||||
cacheTransform.position.z));
|
||||
var targetPos = target.position;
|
||||
offset = targetPos - Camera.main.ScreenToWorldPoint(new Vector3(eventData.position.x, eventData.position.y,
|
||||
targetPos.z));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue