Compare commits
8 Commits
ui_manager
...
respawn
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|
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8
Assets/Script.meta
Normal file
8
Assets/Script.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ba5231659e638b1448c448e047f20e5a
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assetBundleVariant:
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207
Assets/Script/LurchMovement.cs
Normal file
207
Assets/Script/LurchMovement.cs
Normal file
@@ -0,0 +1,207 @@
|
|||||||
|
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;
|
||||||
|
|
||||||
|
[Header("Jump Charge")]
|
||||||
|
public float maxJumpForce;
|
||||||
|
private float currentJumpForce;
|
||||||
|
public float forceIncreaseSpeed;
|
||||||
|
|
||||||
|
public Color normalColor;
|
||||||
|
public Color fullyChargedColor;
|
||||||
|
private Color lerpedColor;
|
||||||
|
|
||||||
|
public Vector3 normalSize;
|
||||||
|
[Range(0.1f, 1.0f)]
|
||||||
|
public float chargedSizeModifier;
|
||||||
|
private Vector3 chargedSize;
|
||||||
|
private Vector3 currentSize;
|
||||||
|
|
||||||
|
static float t = 0.0f;
|
||||||
|
|
||||||
|
[Header("Jump n Stick")]
|
||||||
|
public bool canStick;
|
||||||
|
[SerializeField]
|
||||||
|
private float cooldown;
|
||||||
|
|
||||||
|
[Header("Gliding")]
|
||||||
|
public bool canGlide;
|
||||||
|
private Vector3 glideSize;
|
||||||
|
[Range(1.0f, 10.0f)]
|
||||||
|
public float glideForce;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
lurchBody = theLurch.GetComponent<Rigidbody>();
|
||||||
|
normalSize = theLurch.transform.localScale;
|
||||||
|
chargedSize = theLurch.transform.localScale * chargedSizeModifier;
|
||||||
|
glideSize = new Vector3(normalSize.x, normalSize.y * 0.5f, normalSize.z);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
theLurch.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
|
||||||
|
|
||||||
|
theLurch.GetComponent<Renderer>().material.color = lerpedColor;
|
||||||
|
theLurch.transform.localScale = currentSize;
|
||||||
|
|
||||||
|
MouseControl();
|
||||||
|
JumpControl();
|
||||||
|
SmoothFollow();
|
||||||
|
Gliding();
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
lerpedColor = Color.Lerp(normalColor, fullyChargedColor, t);
|
||||||
|
if (t < 1.0f)
|
||||||
|
{
|
||||||
|
t += 2 * Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
currentSize = Vector3.Lerp(currentSize, chargedSize, Time.deltaTime * 1.5f);
|
||||||
|
|
||||||
|
}
|
||||||
|
else if(!Input.GetButton("Fire1"))
|
||||||
|
{
|
||||||
|
lerpedColor = normalColor;
|
||||||
|
t = 0.0f;
|
||||||
|
currentSize = normalSize;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if (cooldown > 0.0f)
|
||||||
|
{
|
||||||
|
cooldown -= Time.deltaTime;
|
||||||
|
currentJumpForce = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetButtonUp("Fire1")) {
|
||||||
|
cooldown = 0.5f;
|
||||||
|
lurchBody.isKinematic = false;
|
||||||
|
|
||||||
|
lurchBody.AddForce(theLurch.forward * currentJumpForce, ForceMode.Impulse);
|
||||||
|
lurchBody.AddForce(theLurch.up * currentJumpForce, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
else if (LurchOnGround() && Time.time > cooldown)
|
||||||
|
{
|
||||||
|
lurchBody.isKinematic = true;
|
||||||
|
}
|
||||||
|
else if (!LurchOnGround() && Time.time > cooldown && !AmSticking())
|
||||||
|
{
|
||||||
|
currentJumpForce = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Gliding()
|
||||||
|
{
|
||||||
|
|
||||||
|
if (canGlide && !lurchBody.isKinematic && Input.GetButton("Fire1") &&!LurchOnGround())
|
||||||
|
{
|
||||||
|
Debug.Log("Ich kann jetzt gleiten");
|
||||||
|
theLurch.transform.localScale = glideSize;
|
||||||
|
|
||||||
|
lurchBody.AddForce(theLurch.forward * glideForce);
|
||||||
|
lurchBody.AddForce(theLurch.up * 0.08f, ForceMode.Impulse);
|
||||||
|
|
||||||
|
}
|
||||||
|
if (!Input.GetButton("Fire1"))
|
||||||
|
{
|
||||||
|
theLurch.transform.localScale = currentSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool LurchOnGround()
|
||||||
|
{
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(theLurch.position, Vector3.down, out hit, 0.36f) && cooldown <= 0.0f)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (AmSticking())
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool AmSticking()
|
||||||
|
{
|
||||||
|
RaycastHit hit;
|
||||||
|
if (Physics.Raycast(theLurch.position, theLurch.forward, out hit, 1.4f))
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (lurchBody.isKinematic)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Script/LurchMovement.cs.meta
Normal file
11
Assets/Script/LurchMovement.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9a548db4f33b8a24aa4ebca81f61e6dd
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
133
Assets/Script/LurchRespawn.cs
Normal file
133
Assets/Script/LurchRespawn.cs
Normal file
@@ -0,0 +1,133 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class LurchRespawn : MonoBehaviour {
|
||||||
|
|
||||||
|
//Spawnpoints
|
||||||
|
[SerializeField]
|
||||||
|
private List<GameObject> respawnPoints = new List<GameObject>();
|
||||||
|
private GameObject lastRespawnPoint;
|
||||||
|
private int lastRespawnPointIndex;
|
||||||
|
|
||||||
|
//Refs
|
||||||
|
[SerializeField]
|
||||||
|
private Transform lowerBounds;
|
||||||
|
|
||||||
|
//ExtRefs
|
||||||
|
[SerializeField]
|
||||||
|
private GameObject lurch;
|
||||||
|
private LurchMovement compLurchMovement;
|
||||||
|
|
||||||
|
//States
|
||||||
|
private bool offGround = false;
|
||||||
|
private Vector3 lastGroundPos;
|
||||||
|
|
||||||
|
//Settings
|
||||||
|
[Header("Settings")]
|
||||||
|
[SerializeField]
|
||||||
|
[Tooltip("Update the spawnpoint every n frames")]
|
||||||
|
private int UpdateFrequenzy = 15;
|
||||||
|
[SerializeField]
|
||||||
|
private float maxFallDist = 100;
|
||||||
|
[SerializeField]
|
||||||
|
private KeyCode respawnKey = KeyCode.R;
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
if (respawnPoints.Count == 0)
|
||||||
|
{
|
||||||
|
this.enabled = false;
|
||||||
|
throw new System.Exception("No respawn points assigned");
|
||||||
|
}
|
||||||
|
compLurchMovement = gameObject.GetComponent<LurchMovement>();
|
||||||
|
lastGroundPos = lurch.transform.position;
|
||||||
|
|
||||||
|
lastRespawnPoint = respawnPoints[0];
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update () {
|
||||||
|
if(Input.GetKeyDown(respawnKey))
|
||||||
|
{
|
||||||
|
RespawnLurch("Player respawned");
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!offGround)
|
||||||
|
{
|
||||||
|
if(!compLurchMovement.LurchOnGround())
|
||||||
|
{
|
||||||
|
offGround = true;
|
||||||
|
lastGroundPos = lurch.transform.position;
|
||||||
|
}
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
if (compLurchMovement.LurchOnGround())
|
||||||
|
{
|
||||||
|
offGround = false;
|
||||||
|
float fallDist = Vector3.Distance(lurch.transform.position, lastGroundPos);
|
||||||
|
if (fallDist > maxFallDist)
|
||||||
|
{
|
||||||
|
//We fell too far
|
||||||
|
RespawnLurch("Lurch fell too far");
|
||||||
|
}
|
||||||
|
lastGroundPos = lurch.transform.position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(Time.frameCount % UpdateFrequenzy == 0)
|
||||||
|
{
|
||||||
|
UpdateRespawnPoint();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Time.frameCount % UpdateFrequenzy * 2 == 0)
|
||||||
|
{
|
||||||
|
CheckBounds();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CheckBounds()
|
||||||
|
{
|
||||||
|
if(transform.position.y < lowerBounds.position.y)
|
||||||
|
{
|
||||||
|
RespawnLurch("Lurch went out of bounds");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateRespawnPoint()
|
||||||
|
{
|
||||||
|
float nextPointDist;
|
||||||
|
float lastPointDist = Vector3.Distance(transform.position, lastRespawnPoint.transform.position);
|
||||||
|
for (int i = lastRespawnPointIndex; i < respawnPoints.Count; i++)
|
||||||
|
{
|
||||||
|
nextPointDist = Vector3.Distance(transform.position, respawnPoints[i].transform.position);
|
||||||
|
if (nextPointDist < lastPointDist)
|
||||||
|
{
|
||||||
|
lastRespawnPoint = respawnPoints[i];
|
||||||
|
lastRespawnPointIndex = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RespawnLurch(string message = "Lurch respawned")
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Lurch respawned: " + message);
|
||||||
|
lurch.transform.position = lastRespawnPoint.transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
for(int i = 0; i < respawnPoints.Count; i++)
|
||||||
|
{
|
||||||
|
if(respawnPoints[i] == lastRespawnPoint)
|
||||||
|
{
|
||||||
|
Gizmos.DrawIcon(respawnPoints[i].transform.position, "RespawnActive.png");
|
||||||
|
} else if (i < lastRespawnPointIndex)
|
||||||
|
{
|
||||||
|
Gizmos.DrawIcon(respawnPoints[i].transform.position, "RespawnInactive.png");
|
||||||
|
} else
|
||||||
|
Gizmos.DrawIcon(respawnPoints[i].transform.position, "Respawn.png");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Script/LurchRespawn.cs.meta
Normal file
11
Assets/Script/LurchRespawn.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 167337a6a977deb408440dbf31acb6c9
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Reference in New Issue
Block a user