Basic Test level and lurch movement
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Assets/Script.meta
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142
Assets/Script/LurchMovement.cs
Normal file
142
Assets/Script/LurchMovement.cs
Normal file
@@ -0,0 +1,142 @@
|
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|
using System.Collections;
|
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|
using System.Collections.Generic;
|
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|
using UnityEngine;
|
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|
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|
public class LurchMovement : MonoBehaviour {
|
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|
[Header("Mouse")]
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[Range(0.01f, 4.0f)]
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public float mouseSensitivity;
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|
public bool invertMouse;
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public bool lockMouse;
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|
private float yaw = 0.0f;
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|
private float pitch = 0.0f;
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|
[Header("Smooth Follow")]
|
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|
[Range(0.1f, 2)]
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|
public float speed;
|
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|
private Vector3 velocity = Vector3.zero;
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|
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|
[Header("Lurch")]
|
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|
public Transform theLurch;
|
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|
private Rigidbody lurchBody;
|
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|
public Material lurchMaterial;
|
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|
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|
public float maxJumpForce;
|
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|
private float currentJumpForce;
|
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|
public float forceIncreaseSpeed;
|
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|
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|
public Color normalColor;
|
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|
public Color fullyChargedColor;
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|
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|
[Header("Jump n Stick")]
|
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|
public bool canStick;
|
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|
private float cooldown;
|
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|
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||||||
|
private void Start()
|
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|
{
|
||||||
|
lurchBody = theLurch.GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
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|
{
|
||||||
|
theLurch.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
|
||||||
|
|
||||||
|
MouseControl();
|
||||||
|
JumpControl();
|
||||||
|
SmoothFollow();
|
||||||
|
|
||||||
|
|
||||||
|
Debug.DrawRay(theLurch.position, Vector3.down * 0.45f, Color.blue);
|
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|
|
||||||
|
}
|
||||||
|
|
||||||
|
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)
|
||||||
|
{
|
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|
Cursor.lockState = CursorLockMode.Locked;
|
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|
}
|
||||||
|
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;
|
||||||
|
}
|
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|
|
||||||
|
if (cooldown > 0.0f)
|
||||||
|
cooldown -= Time.deltaTime;
|
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|
|
||||||
|
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;
|
||||||
|
}
|
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|
|
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|
if (!LurchOnGround())
|
||||||
|
{
|
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|
currentJumpForce = 0.0f;
|
||||||
|
lurchBody.isKinematic = false;
|
||||||
|
}
|
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|
}
|
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|
|
||||||
|
bool LurchOnGround()
|
||||||
|
{
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(theLurch.position, Vector3.down, out hit, 0.4f))
|
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|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (canStick)
|
||||||
|
{
|
||||||
|
|
||||||
|
Debug.DrawRay(theLurch.position, Vector3.forward* 1.6f);
|
||||||
|
|
||||||
|
if (Physics.Raycast(theLurch.position, Vector3.forward, out hit, 1.6f))
|
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|
{
|
||||||
|
return true;
|
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|
}
|
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|
}
|
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|
|
||||||
|
return false;
|
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|
}
|
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|
}
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11
Assets/Script/LurchMovement.cs.meta
Normal file
11
Assets/Script/LurchMovement.cs.meta
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Reference in New Issue
Block a user