Browse Source

Added more horse stuff + horse ball

master
Joshua Reason 4 years ago
parent
commit
61337f653e
25 changed files with 1089 additions and 66 deletions
  1. +819
    -17
      Assets/Scenes/SampleScene.unity
  2. +21
    -0
      Assets/Scripts/BlackHole.cs
  3. +11
    -0
      Assets/Scripts/BlackHole.cs.meta
  4. +55
    -0
      Assets/Scripts/HammerController.cs
  5. +11
    -0
      Assets/Scripts/HammerController.cs.meta
  6. +37
    -0
      Assets/Scripts/Input/BallController.cs
  7. +11
    -0
      Assets/Scripts/Input/BallController.cs.meta
  8. +5
    -3
      Assets/Scripts/Input/HerdController.cs
  9. +1
    -13
      Assets/Scripts/Input/PlayerController.cs
  10. +2
    -2
      Assets/WorldAssets/Materials/MainMaterial.mat
  11. +8
    -9
      Assets/WorldAssets/Materials/Temp3.mat
  12. +78
    -0
      Assets/WorldAssets/Materials/Temp4.mat
  13. +8
    -0
      Assets/WorldAssets/Materials/Temp4.mat.meta
  14. +2
    -2
      Assets/WorldAssets/Models/BigBigSmallBushes.fbx.meta
  15. +1
    -1
      Assets/WorldAssets/Models/CrumblingWall.fbx.meta
  16. +1
    -1
      Assets/WorldAssets/Models/HorseModel.fbx.meta
  17. +2
    -2
      Assets/WorldAssets/Models/LongBushes.fbx.meta
  18. +2
    -2
      Assets/WorldAssets/Models/LongSledgeHammer.fbx.meta
  19. +2
    -2
      Assets/WorldAssets/Models/Rocks.fbx.meta
  20. +2
    -2
      Assets/WorldAssets/Models/ShortSledgeHammer.fbx.meta
  21. +2
    -2
      Assets/WorldAssets/Models/SmallBush.fbx.meta
  22. +2
    -2
      Assets/WorldAssets/Models/SmallBushes.fbx.meta
  23. +2
    -2
      Assets/WorldAssets/Models/SmallWideBushes.fbx.meta
  24. +2
    -2
      Assets/WorldAssets/Models/TallSmallBushes.fbx.meta
  25. +2
    -2
      Assets/WorldAssets/Models/TallWideBushes.fbx.meta

+ 819
- 17
Assets/Scenes/SampleScene.unity View File

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Assets/Scripts/BlackHole.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlackHole : MonoBehaviour
{
[SerializeField]
private float Force = 5;
private void OnTriggerStay(Collider other)
{
var horse = other.GetComponent<PlayerController>();
if (horse != null)
{
Vector3 direction = horse.transform.position - transform.position;
horse.AddForce(direction.normalized * Force);
}
}
}

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Assets/Scripts/HammerController.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HammerController : MonoBehaviour
{
[SerializeField]
private Vector2 AngleLimit;
[SerializeField]
private Vector3 RotationAxis;
[SerializeField]
private Vector3 HitDirection;
[SerializeField]
private float Force;
[SerializeField]
private float Speed;
private Vector3 startDir;
private void Start()
{
transform.forward = Vector3.up;
startDir = transform.forward;
}
// Update is called once per frame
void FixedUpdate()
{
float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2;
transform.forward = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * startDir;
Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * transform.parent.InverseTransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed));
Debug.DrawRay(transform.position, hitDirection * Force, Color.green);
}
private void OnTriggerStay(Collider other)
{
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.InverseTransformDirection(RotationAxis)) * transform.parent.InverseTransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed));
horse.AddForce((hitDirection.normalized + Vector3.up) * Force);
Debug.Log("Hitting horse");
}
}
}

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Assets/Scripts/Input/BallController.cs View File

@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BallController : MonoBehaviour
{
public int HorseCount;
public float size;
public GameObject horsePrefab;
// Start is called before the first frame update
void Start()
{
SpawnHorses();
}
// Update is called once per frame
void Update()
{
}
public void SpawnHorses()
{
for (int i = 0; i < HorseCount; i++)
{
Vector3 position = Random.onUnitSphere * size + transform.position;
Instantiate(horsePrefab, position,Random.rotation , transform);
}
}
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Assets/Scripts/Input/HerdController.cs View File

@ -125,9 +125,11 @@ public class HerdController : MonoBehaviour
} }
} }
Centre.position = centreofMass/CountedHorses;
Centre.localScale = bound.size * 0.9f;
if (CountedHorses != 0)
{
Centre.position = centreofMass / CountedHorses;
Centre.localScale = bound.size * 0.75f;
}
} }
else else
{ {

+ 1
- 13
Assets/Scripts/Input/PlayerController.cs View File

@ -78,18 +78,6 @@ public class PlayerController : MonoBehaviour
isRagdoll = false; isRagdoll = false;
//float rotateTo = RotateObject(HorseX, HorseZ);
//HorseZ *= Time.deltaTime * walkSpeed * speedMulitplier;
//HorseX *= Time.deltaTime * walkSpeed * speedMulitplier;
//
//
//transform.Translate(HorseX, 0, HorseZ);
//Vector3 dir = Quaternion.Euler(-90, rotateTo, 0) * Vector3.forward;
//model.transform.forward = dir;
//LeanTween.rotateY(model, rotateTo, 0.1f);
} }
public float RotateObject(float xInput, float zInput) public float RotateObject(float xInput, float zInput)
@ -129,7 +117,7 @@ public class PlayerController : MonoBehaviour
Vector3 input = receivedInput; Vector3 input = receivedInput;
yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait / 2)); yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait / 2));
if (/*cController.isGrounded*/ true)
if (cController.isGrounded)
{ {
Vector3 rotateDir = new Vector3(90 * Math.Sign(input.y), 0, -90 * Math.Sign(input.x)); Vector3 rotateDir = new Vector3(90 * Math.Sign(input.y), 0, -90 * Math.Sign(input.x));
model.transform.Rotate(rotateDir, Space.World); model.transform.Rotate(rotateDir, Space.World);

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