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Feb 4th, 2022
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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.  
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