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Quaternion deltaRotation = Quaternion.Euler(zAxis * rotateZ); |
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m_AgentRb.MoveRotation(m_AgentRb.rotation * deltaRotation); |
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if (invertX && transform.position.x - transform.parent.transform.position.x < -m_InvertMult * 3f || |
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!invertX && transform.position.x - transform.parent.transform.position.x > -m_InvertMult * 3f) |
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if (invertX && transform.position.x - transform.parent.transform.position.x < -m_InvertMult || |
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!invertX && transform.position.x - transform.parent.transform.position.x > -m_InvertMult) |
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transform.position = new Vector3(-m_InvertMult * 3f + transform.parent.transform.position.x, |
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transform.position = new Vector3(-m_InvertMult + transform.parent.transform.position.x, |
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transform.position.y, |
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transform.position.z); |
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} |
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