I checked how to move a gameObject
with animation within the Update()
function so you can use Time.deltaTime
but I am trying to move the gameObject
outside this function, and I also want to move the gameObject
constantly (Travel on screen randomly). My current code without animation is:
using UnityEngine;
using System.Collections;
public class ObjectMovement : MonoBehaviour
{
float x1, x2;
void Start()
{
InvokeRepeating("move", 0f, 1f);
}
void move()
{
x1 = gameObject.transform.position.x;
gameObject.transform.position += new Vector3(Random.Range(-0.1f, 0.1f), Random.Range(-0.1f, 0.1f), 0);
x2 = gameObject.transform.position.x;
if (x2 < x1)
gameObject.GetComponent<SpriteRenderer>().flipX = true;
else
gameObject.GetComponent<SpriteRenderer>().flipX = false;
}
void Update()
{
}
}
What is a better way of achieving this?
You could use Lerp to help you.
Vector3 a, b;
float deltaTime = 1f/30f;
float currentTime;
void Start()
{
InvokeRepeating("UpdateDestiny", 0f, 1f);
InvokeRepeating("Move", 0f, deltaTime);
}
void Move()
{
currentTime += deltaTime;
gameObject.transform.position = Vector3.Lerp(a, b, currentTime);
}
void UpdateDestiny()
{
currentTime = 0.0f;
float x1, x2;
a = gameObject.transform.position;
x1 = a.x;
b = gameObject.transform.position + new Vector3(Random.Range(-0.1f, 0.1f), Random.Range(-0.1f, 0.1f), 0);
x2 = b.x;
if (x2 < x1)
gameObject.GetComponent<SpriteRenderer>().flipX = true;
else
gameObject.GetComponent<SpriteRenderer>().flipX = false;
}