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Fixed mushrooms + hammer direction hit

master
Joshua Reason 4 years ago
parent
commit
43283e4c1b
2 changed files with 22 additions and 5 deletions
  1. +9
    -0
      Assets/Scripts/BlackHole.cs
  2. +13
    -5
      Assets/Scripts/HammerController.cs

+ 9
- 0
Assets/Scripts/BlackHole.cs View File

@ -10,11 +10,20 @@ public class BlackHole : MonoBehaviour
private void OnTriggerStay(Collider other)
{
var ball = other.GetComponent<BallController>();
if (ball != null)
ball.EatHorse = false;
var horse = other.GetComponent<PlayerController>();
if (horse != null)
{
horse.AddForce((Vector3.up * 2 + transform.forward) * Force);
return;
}
}
}

+ 13
- 5
Assets/Scripts/HammerController.cs View File

@ -21,6 +21,7 @@ public class HammerController : MonoBehaviour
private float Speed;
private Vector3 startDir;
private Vector3 lastHitDir;
private void Start()
{
@ -33,23 +34,30 @@ public class HammerController : MonoBehaviour
void FixedUpdate()
{
float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2;
float ratioOffset = (Mathf.Cos(Time.time * Speed) + 1) / 2;
transform.forward = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * startDir;
Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * transform.parent.TransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed));
lastHitDir = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * transform.parent.TransformDirection(HitDirection) * -Mathf.Sign(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratioOffset));
Debug.DrawRay(transform.position, hitDirection * Force, Color.green);
Debug.DrawRay(transform.position, lastHitDir * Force, Color.green);
}
private void OnTriggerStay(Collider other)
{
var ball = other.GetComponent<BallController>();
if (ball != null)
ball.EatHorse = false;
var horse = other.GetComponent<PlayerController>();
if (horse != null)
{
float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2;
Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * transform.parent.TransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed));
horse.AddForce((hitDirection.normalized + Vector3.up) * Force);
horse.AddForce((lastHitDir.normalized + Vector3.up) * Force);
Debug.Log("Hitting horse");
return;
}
}
}

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