Created
May 10, 2022 11:45
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Acceleration Move example calculations
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| using System; | |
| using UnityEngine; | |
| public interface IMovable | |
| { | |
| public Vector3 Forward { get; } | |
| public Vector3 Position { get; } | |
| public void Move(Vector3 vector3); | |
| } | |
| [Serializable] | |
| public class TransformMovable : IMovable | |
| { | |
| [SerializeField] private Transform movableTransform; | |
| public Vector3 Forward => movableTransform.forward; | |
| public Vector3 Position => movableTransform.position; | |
| public void Move(Vector3 vector3) | |
| { | |
| movableTransform.position = vector3; | |
| } | |
| } | |
| public class AccelerationMove : MonoBehaviour | |
| { | |
| [SerializeField] private float speed = 5f; | |
| [SerializeField] private float accelerationSpeed = 1f; | |
| [SerializeReference] private IMovable movable = new TransformMovable(); | |
| private float acceleration = 0f; | |
| // Update is called once per frame | |
| private void Update() | |
| { | |
| var input = Input.GetAxis("Vertical"); | |
| if (acceleration > 0) | |
| { | |
| movable.Move(movable.Position + movable.Forward * speed * input * Time.deltaTime * acceleration); | |
| } | |
| var f = Time.deltaTime * accelerationSpeed; | |
| acceleration += f * (Mathf.Abs(input) > 0 ? 1 : -1); | |
| acceleration = Mathf.Clamp01(acceleration); | |
| } | |
| } |
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