Browse Source

Merge branch 'develop' of https://git.joshuareason.com/Jam/GGJ_2021 into develop

develop
Mack Branagan 3 years ago
parent
commit
3e0abe036d
30 changed files with 1340 additions and 10 deletions
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      Assets/Scenes/CrowdGen.unity
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  8. BIN
      Assets/Scenes/Testing Scenes/PlayerTest.unity
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  26. +468
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BabyController : MonoBehaviour
{
private Vector3 currentVector;
[HideInInspector]
public Vector3 targetVector;
private Rigidbody rb;
public float speed;
private float timer = 0;
public float minRandTimer;
public float maxRandTimer;
public float randTimer;
void Start()
{
rb = GetComponent<Rigidbody>();
currentVector = RandomNormVector();
targetVector = RandomNormVector();
randTimer = Random.Range(minRandTimer, maxRandTimer);
}
void FixedUpdate()
{
currentVector = Vector3.Slerp(currentVector, targetVector, Time.deltaTime);
rb.MovePosition(transform.position + (currentVector * speed));
timer += Time.deltaTime;
if (timer > randTimer)
{
targetVector = RandomNormVector();
timer = 0;
randTimer = Random.Range(minRandTimer, maxRandTimer);
}
}
public Vector3 RandomNormVector()
{
float _x = Random.Range(-1f, 1f);
float _z = Random.Range(-1f, 1f);
return new Vector3(_x, 0, _z).normalized;
}
private void OnDrawGizmos()
{
Gizmos.DrawLine(transform.position, transform.position + currentVector);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(PlayerInput), typeof(CharacterController))]
public class PlayerInputController : MonoBehaviour
{
[SerializeField]
private float m_playerSpeed = 1;
[SerializeField]
private float m_rotationSpeed = 1;
[SerializeField]
[Tooltip("Used to spin on spot\n"
+ "0 = back\n"
+ "0.5 = left/right\n"
+ "1.0 = forward")]
private AnimationCurve m_turnRadius;
private PlayerInput m_input;
private CharacterController m_controller;
private Vector3 m_desiredDirection;
private bool m_recievedInput => m_desiredDirection.magnitude != 0;
private void Awake()
{
m_input = GetComponent<PlayerInput>();
m_controller = GetComponent<CharacterController>();
}
private void Update()
{
ApplyRotation();
ApplyMovement();
}
private void OnMovement(InputValue value)
{
Vector2 m_recievedInput = value.Get<Vector2>();
m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
}
private void ApplyRotation()
{
transform.forward = Vector3.Slerp(transform.forward, m_desiredDirection.normalized, m_rotationSpeed * Time.deltaTime);
}
private void ApplyMovement()
{
if (!m_recievedInput)
return;
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
m_controller.Move(transform.forward * speed * Time.deltaTime);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class spawner : MonoBehaviour
{
public GameObject childPrefab;
public float spawnTime;
private float timer = 0;
void Start()
{
}
// Update is called once per frame
void Update()
{
timer += Time.deltaTime;
float _x = Random.Range(-40, 40);
float _z = Random.Range(-40, 40);
if (timer > spawnTime)
{
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_newChild.transform.parent = this.transform;
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