Fixed grabber sorting logic

Added grabber sounds
Improved grabber marker placement
This commit is contained in:
Jan Groß
2021-06-13 04:24:20 +02:00
parent 5f1a9b301d
commit b5bf4a6d03
4 changed files with 78 additions and 9 deletions

View File

@@ -19,6 +19,15 @@ public class RobotArmController : MonoBehaviour
public GameObject targetMarker;
//Audio
public AudioSource backgroundSource;
public AudioSource sfxSource;
public AudioSource interactSource;
public AudioClip idleSound;
public AudioClip interactSound;
public AudioClip moveClip;
// Start is called before the first frame update
void Start()
{
@@ -28,7 +37,10 @@ public class RobotArmController : MonoBehaviour
private void Update()
{
targetMarker.transform.position = new Vector3(target.transform.position.x, transform.position.y + .5f, target.transform.position.z);
RaycastHit hit;
Physics.Raycast(grabber.grabSpot.transform.position, Vector3.down, out hit, 10);
targetMarker.transform.position = new Vector3(grabber.grabSpot.transform.position.x, hit.point.y + 0.05f, grabber.grabSpot.transform.position.z);
}
public void InteractNode(Node pre)
@@ -43,6 +55,8 @@ public class RobotArmController : MonoBehaviour
{
if (!isInUse) { return; }
bool isMoving = false;
//return to network view with x
if (Keyboard.current.xKey.wasPressedThisFrame)
{
@@ -53,20 +67,29 @@ public class RobotArmController : MonoBehaviour
}
//return to network view with x
if (Keyboard.current.spaceKey.wasPressedThisFrame)
if (Keyboard.current.spaceKey.wasPressedThisFrame && !sfxSource.isPlaying)
{
grabber.GrabClosest();
interactSource.clip = interactSound;
interactSource.Play();
}
//Hoch/Runter
if (Keyboard.current.ctrlKey.isPressed && target.transform.position.y > transform.position.y)
{
if(Physics.Raycast(grabber.transform.position, Vector3.down, .9f))
{
target.transform.localPosition -= Vector3.down * Time.deltaTime * armSpeed;
}
target.transform.localPosition += Vector3.down * Time.deltaTime * armSpeed;
isMoving = true;
}
if (Keyboard.current.shiftKey.isPressed && target.transform.localPosition.y < targetConstraints.y)
{
target.transform.localPosition += Vector3.up * Time.deltaTime * armSpeed;
isMoving = true;
}
//Debug.Log(-targetConstraints.z);
@@ -74,33 +97,50 @@ public class RobotArmController : MonoBehaviour
if (Keyboard.current.aKey.isPressed && target.transform.localPosition.z > -targetConstraints.z)
{
target.transform.localPosition += Vector3.back * Time.deltaTime * armSpeed;
isMoving = true;
}
if (Keyboard.current.dKey.isPressed && target.transform.localPosition.z < targetConstraints.z)
{
target.transform.localPosition += Vector3.forward * Time.deltaTime * armSpeed;
isMoving = true;
}
//Left/Right
if (Keyboard.current.qKey.isPressed)
{
transform.Rotate(0.0f, armRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
isMoving = true;
}
if (Keyboard.current.eKey.isPressed)
{
transform.Rotate(0.0f, -armRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
isMoving = true;
}
//Forwards/Backwards
if (Keyboard.current.wKey.isPressed && target.transform.localPosition.x > -targetConstraints.x)
{
target.transform.localPosition += Vector3.left * Time.deltaTime * armSpeed;
isMoving = true;
}
if (Keyboard.current.sKey.isPressed && target.transform.localPosition.x < -3.5f)
{
target.transform.localPosition += Vector3.right * Time.deltaTime * armSpeed;
isMoving = true;
}
if (!sfxSource.isPlaying && isMoving)
{
sfxSource.clip = moveClip;
sfxSource.Play();
}
if(!isMoving)
{
sfxSource.Stop();
}
}
}