wip : Cleaning not uses & integration liminal spaces
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using UnityEngine;
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public class BoatMover : MonoBehaviour
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{
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[SerializeField] private Transform _target;
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[SerializeField] private float _speed = 2f;
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[SerializeField] private float _tiltAmount = 3f;
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[SerializeField] private float _tiltSpeed = 0.8f;
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private Vector3 _startPosition;
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private Quaternion _startRotation;
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void Start()
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{
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_startPosition = transform.position;
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_startRotation = transform.rotation;
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}
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void Update()
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{
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if (_target == null) return;
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transform.position = Vector3.MoveTowards(transform.position, _target.position, _speed * Time.deltaTime);
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float tilt = Mathf.Sin(Time.time * _tiltSpeed) * _tiltAmount;
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transform.rotation = _startRotation * Quaternion.Euler(tilt, 0, tilt * 0.5f);
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}
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}
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+2
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fileFormatVersion: 2
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guid: 2ad389ae7a3c264478f56add3bdc53f1
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+22
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using OctoCore.Components;
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using UnityEngine;
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public class BoatPlayerSync : MonoBehaviour
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{
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private Vector3 _lastPosition;
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void OnEnable()
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{
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_lastPosition = transform.position;
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}
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void Update()
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{
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if (OctoPlayer.Instance == null) return;
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Vector3 delta = transform.position - _lastPosition;
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OctoPlayer.Instance.GetComponent<CharacterController>().Move(delta);
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_lastPosition = transform.position;
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}
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}
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+2
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2ff2be398108c8842bb01e0bb8f52f54
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