Gameplay improvement

This commit is contained in:
2020-01-19 18:43:37 +01:00
parent f866882f24
commit 0d80cee4aa
20 changed files with 953 additions and 54 deletions

View File

@@ -71,13 +71,13 @@ public class AIController : MonoBehaviour
inputs[AiInputs.VERTICAL] = 1;
}
Debug.DrawRay(transform.position, transform.TransformDirection(-Vector3.forward) * 8, Color.magenta, 0, false);
inputs[AiInputs.HORIZONTAL] = Mathf.Floor(this.angleToDestination * 10) / 10;
if (this.distanceToTarget < this.turnRadius)
{
inputs[AiInputs.HORIZONTAL] = Mathf.Floor(-this.angleToBall * 10) / 10;
Debug.DrawRay(transform.position, transform.TransformDirection(-Vector3.forward) * 10, Color.magenta, 0,false);
if (Physics.Raycast(transform.position, transform.TransformDirection(-Vector3.forward), 10))
if (Physics.Raycast(transform.position, transform.TransformDirection(-Vector3.forward), 8))
{
inputs[AiInputs.BOOST] = 1;
}
@@ -85,6 +85,7 @@ public class AIController : MonoBehaviour
}
if (this.distanceToBall < this.turnRadius)
{
RaycastHit hit;

View File

@@ -5,7 +5,7 @@ using UnityEngine;
public class ForceZone : MonoBehaviour
{
public float force = 0;
public GameObject player;
public GameObject forceOrigin;
// Start is called before the first frame update
void Start()
{
@@ -20,7 +20,7 @@ public class ForceZone : MonoBehaviour
private void OnTriggerStay(Collider other)
{
Vector3 direction = other.transform.position - this.player.transform.position;
Vector3 direction = other.transform.position - this.forceOrigin.transform.position;
Debug.DrawRay(this.transform.position, direction);
Rigidbody otherRigidbody = other.transform.GetComponent<Rigidbody>();

View File

@@ -33,6 +33,7 @@ public class PlayerController : MonoBehaviour
}
}
// Update is called once per frame
void Update()
{
@@ -48,11 +49,20 @@ public class PlayerController : MonoBehaviour
aiInput = this.aiController.GetInputs();
rotationDirection = aiInput[AiInputs.HORIZONTAL];
movementDirection = aiInput[AiInputs.VERTICAL];
}
if (this.useController) {
//Debug.Log(Input.GetAxis("VerticalBack" + this.playerNumber));
movementDirection = Input.GetAxis("VerticalBack" + this.playerNumber) > 0 ? -1 : movementDirection;
movementDirection = Input.GetAxis("Horizontal" + this.playerNumber) != 0 ? 1 : movementDirection;
float horizontal = Input.GetAxis("Horizontal3");
float vertical = Input.GetAxis("Vertical3");
if (movementDirection != 0)
{
Vector3 direction = new Vector3(horizontal, 0, -vertical).normalized;
this.transform.rotation = Quaternion.LookRotation(direction, Vector3.up);
}
}
//Links
@@ -67,18 +77,19 @@ public class PlayerController : MonoBehaviour
transform.Rotate(Vector3.up, -this.rotationSpeed * Time.deltaTime);
}
Debug.Log(movementDirection);
//Forward
if (movementDirection > 0)
if (movementDirection != 0)
{
this.rb.drag = this.drag;
this.rb.AddRelativeForce(Vector3.forward * this.movementSpeed * Time.deltaTime, ForceMode.Impulse);
}
//Zurück
if (movementDirection < 0)
{
this.rb.AddRelativeForce(Vector3.back * this.movementSpeed / 2 * Time.deltaTime, ForceMode.Impulse);
}
//if (movementDirection < 0)
//{
// this.rb.AddRelativeForce(Vector3.back * this.movementSpeed / 2 * Time.deltaTime, ForceMode.Impulse);
//}
//Boost
if (Input.GetButtonDown("Boost" + this.playerNumber) || aiInput[AiInputs.BOOST] > 0 && !this.lockBoost)
@@ -99,5 +110,7 @@ public class PlayerController : MonoBehaviour
this.forceZone.SetActive(false);
}
}
}

27
Assets/Scripts/test.cs Normal file
View File

@@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class test : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
private void OnDrawGizmos()
{
}
// Update is called once per frame
void Update()
{
//float horizontal = Input.GetAxis("Horizontal3");
//float vertical = Input.GetAxis("Vertical3");
//Vector3 direction = new Vector3(horizontal, 0, -vertical).normalized;
//this.transform.rotation = Quaternion.LookRotation(Vector3.up, direction);
//this.transform.position += Vector3.forward * -10 * Time.deltaTime;
}
}

View File

@@ -0,0 +1,11 @@
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