Question by
hassaanshabbir789 · Sep 22, 2021 at 12:46 PM ·
quaternionscripting beginnervisual studiomovetowardsc# tutorial
Can some one Help me to convert bolt graph to c# script
I was trying to make a Rolling ball game in which ball moves in the direction of camera view. I successfully programmed the simple ball movement but failed to move in the direction of camera view. I searched on YouTube but only one tutorial that fulfills my need was in bolt graph. I tried to convert it in c# but failed in the Quaternion steps.
So I need help for the conversion in the bolt to c#. So following is the bolt image.
here is the code that I have written.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BallPlayer : MonoBehaviour
{
public GameObject player;
public float movSensitivity;
public GameObject CameraTarget;
public Quaternion InitialRot;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Rigidbody rb = player.GetComponent<Rigidbody>();
float xMove = Input.GetAxisRaw("Vertical")*-1.0f;
float yMove = Input.GetAxisRaw("Horizontal");
float MouseMove = Input.GetAxisRaw("Mouse X");
float yAngle = CameraTarget.transform.rotation.eulerAngles.y;
//transform.eulerAngles = new Vector3(transform.eulerAngles.x, yAngle, transform.eulerAngles.z);
Quaternion pksf=Quaternion.EulerAngles(CameraTarget.transform.localRotation.x,yAngle,CameraTarget.transform.localRotation.z);
// Quaternion CamAngle = Quaternion.Euler(0, 0, 0);
InitialRot=Quaternion.Euler(0, yAngle,0);
//Quaternion pks = Quaternion.Euler(new Vector3(0, CameraTarget.transform.eulerAngles.y, 0));
Vector3 plmov= new Vector3(xMove, 0, yMove);
plmov.Normalize();
rb.AddTorque(plmov* movSensitivity * Time.deltaTime);
CameraTarget.transform.position = player.transform.position + new Vector3(0, 0.5f, 0);
CameraTarget.transform.Rotate(new Vector3(0,MouseMove*Time.deltaTime*100.0f,0));
}
}
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