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WeaponSwitchCursorMove.cs
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WeaponSwitchCursorMove.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponSwitchCursorMove : MonoBehaviour {
public float radius = 0.450f;
public float speed = 20;
public string weaponString;
public float maxDist;
private Vector2 primaryAxis;
private Vector3 velocity;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
primaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);
// print(primaryAxis);
//transform.localPosition = new Vector3(primaryAxis.x * 15 * (Time.deltaTime * speed), primaryAxis.y* 15 * (Time.deltaTime * speed), 0);
// transform.localPosition = Vector3.Lerp(transform.localPosition, new Vector3(primaryAxis.x * maxDist * (Time.deltaTime * speed), primaryAxis.y * maxDist * (Time.deltaTime * speed), 0), 1.0f);
Vector3 targetPosition = new Vector3(primaryAxis.x * maxDist * (Time.deltaTime * speed), primaryAxis.y * maxDist * (Time.deltaTime * speed), 0);
transform.localPosition = Vector3.SmoothDamp(transform.localPosition, targetPosition, ref velocity, 0.02f);
}
private void LateUpdate()
{
//float xAxis = Mathf.Clamp(primaryAxis.x, -maxDist * primaryAxis.x, maxDist * primaryAxis.x);
//float yAxis = Mathf.Clamp(primaryAxis.y, -maxDist * primaryAxis.y, maxDist * primaryAxis.y);
// Vector3 targetPosition = new Vector3(primaryAxis.x * maxDist * (Time.deltaTime * speed), primaryAxis.y * maxDist * (Time.deltaTime * speed), 0);
// transform.localPosition = Vector3.SmoothDamp(transform.localPosition, targetPosition, ref velocity, 0.02f);
}
private void OnTriggerEnter(Collider other)
{
// print(other.name);
weaponString = other.name;
}
}