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Code Style Task. Проведите рефакторинг кода, исправьте все ошибки в именовании и форматировании так, чтобы не изменить принцип работы кода. Учтите, что ошибки допущены не только в именовании и форматировании, но и в нарушении общепринятых стандартов и неоптимальной реализации некоторых механик. После рефакторинга должны получиться краткие, оптим…
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class GoPlaces : MonoBehaviour | |
{ | |
public float _float; | |
public Transform AllPlacespoint; | |
Transform[] arrayPlaces; | |
private int NumberOfPlaceInArrayPlaces; | |
void Start() { | |
arrayPlaces = new Transform[AllPlacespoint.childCount]; | |
for (int abcd = 0; abcd < AllPlacespoint.childCount; abcd++) | |
arrayPlaces[abcd] = AllPlacespoint.GetChild(abcd).GetComponent<Transform>(); | |
} | |
// Update is called once per frame | |
public void Update() | |
{ | |
var _pointByNumberInArray= arrayPlaces[NumberOfPlaceInArrayPlaces]; | |
transform.position = Vector3.MoveTowards(transform.position , _pointByNumberInArray.position, _float * Time.deltaTime); | |
if (transform.position == _pointByNumberInArray.position) NextPlaceTakerLogic(); | |
} | |
public Vector3 NextPlaceTakerLogic(){ | |
NumberOfPlaceInArrayPlaces++; | |
if (NumberOfPlaceInArrayPlaces == arrayPlaces.Length) | |
NumberOfPlaceInArrayPlaces = 0; | |
var thisPointVector = arrayPlaces[NumberOfPlaceInArrayPlaces].transform.position; | |
transform.forward = thisPointVector - transform.position; | |
return thisPointVector; | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(Rigidbody))] | |
public class InstantiateBulletsShooting : MonoBehaviour | |
{ | |
[SerializeField] public float number; | |
[SerializeField] GameObject _prefab; | |
public Transform ObjectToShoot; | |
[SerializeField] float _timeWaitShooting; | |
// Start is called before the first frame update | |
void Start() { | |
StartCoroutine(_shootingWorker()); | |
} | |
IEnumerator _shootingWorker() | |
{ | |
bool isWork = enabled; | |
while (isWork){ | |
var _vector3direction = (ObjectToShoot.position - transform.position).normalized; | |
var NewBullet = Instantiate(_prefab, transform.position + _vector3direction, Quaternion.identity); | |
NewBullet.GetComponent<Rigidbody>().transform.up = _vector3direction; | |
NewBullet.GetComponent<Rigidbody>().velocity = _vector3direction * number; | |
yield return new WaitForSeconds(_timeWaitShooting); | |
} | |
} | |
public void Update(){ | |
// Update is called once per frame | |
} | |
} |
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