Basic Test level and lurch movement

This commit is contained in:
Richard Ott
2018-09-01 09:55:35 +02:00
parent 47d0f95fe5
commit 1f3d9d8640
19 changed files with 1187 additions and 53 deletions

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8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LurchMovement : MonoBehaviour {
[Header("Mouse")]
[Range(0.01f, 4.0f)]
public float mouseSensitivity;
public bool invertMouse;
public bool lockMouse;
private float yaw = 0.0f;
private float pitch = 0.0f;
[Header("Smooth Follow")]
[Range(0.1f, 2)]
public float speed;
private Vector3 velocity = Vector3.zero;
[Header("Lurch")]
public Transform theLurch;
private Rigidbody lurchBody;
public Material lurchMaterial;
public float maxJumpForce;
private float currentJumpForce;
public float forceIncreaseSpeed;
public Color normalColor;
public Color fullyChargedColor;
[Header("Jump n Stick")]
public bool canStick;
private float cooldown;
private void Start()
{
lurchBody = theLurch.GetComponent<Rigidbody>();
}
void Update()
{
theLurch.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
MouseControl();
JumpControl();
SmoothFollow();
Debug.DrawRay(theLurch.position, Vector3.down * 0.45f, Color.blue);
}
void MouseControl()
{
float mouseInputX = Input.GetAxis("Mouse X") * mouseSensitivity;
float mouseInputY;
transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
if (!invertMouse)
{
mouseInputY = Input.GetAxis("Mouse Y") * mouseSensitivity;
}
else
{
mouseInputY = -Input.GetAxis("Mouse Y") * mouseSensitivity;
}
yaw += mouseInputX;
pitch -= mouseInputY;
if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked;
}
else
{
Cursor.lockState = CursorLockMode.None;
}
}
void SmoothFollow()
{
Vector3 targetPosition = theLurch.TransformPoint(new Vector3(0, 0, 0));
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, speed);
}
void JumpControl()
{
if (Input.GetButton("Fire1") && currentJumpForce < maxJumpForce)
{
currentJumpForce += forceIncreaseSpeed;
}
if (cooldown > 0.0f)
cooldown -= Time.deltaTime;
if (Input.GetButtonUp("Fire1")) {
cooldown += 0.5f;
lurchBody.isKinematic = false;
Debug.Log("Ich springe");
lurchBody.AddForce(theLurch.forward * currentJumpForce, ForceMode.Impulse);
lurchBody.AddForce(theLurch.up * currentJumpForce, ForceMode.Impulse);
}
else if (LurchOnGround() && Time.time > cooldown)
{
lurchBody.isKinematic = true;
}
if (!LurchOnGround())
{
currentJumpForce = 0.0f;
lurchBody.isKinematic = false;
}
}
bool LurchOnGround()
{
RaycastHit hit;
if (Physics.Raycast(theLurch.position, Vector3.down, out hit, 0.4f))
{
return true;
}
if (canStick)
{
Debug.DrawRay(theLurch.position, Vector3.forward* 1.6f);
if (Physics.Raycast(theLurch.position, Vector3.forward, out hit, 1.6f))
{
return true;
}
}
return false;
}
}

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