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Character_Advanced_01_0004:Master + 100110: Character_Advanced_01_0004:MASTER_CONTROLLER + 100112: Character_Advanced_01_0004:Mid_Controller + 100114: Character_Advanced_01_0004:Neck + 100116: Character_Advanced_01_0004:Neck_Controller + 100118: Character_Advanced_01_0004:r_Elbow + 100120: Character_Advanced_01_0004:r_Fist_Controller + 100122: Character_Advanced_01_0004:r_Foot_Controller + 100124: Character_Advanced_01_0004:r_Hand + 100126: Character_Advanced_01_0004:r_Hand_Controls + 100128: Character_Advanced_01_0004:r_Heel + 100130: Character_Advanced_01_0004:r_Hip + 100132: Character_Advanced_01_0004:r_Index_1 + 100134: Character_Advanced_01_0004:r_Index_2 + 100136: Character_Advanced_01_0004:r_Index_3 + 100138: Character_Advanced_01_0004:r_Index_4 + 100140: Character_Advanced_01_0004:r_Index_Controller + 100142: Character_Advanced_01_0004:r_Knee + 100144: Character_Advanced_01_0004:r_Middle_1 + 100146: Character_Advanced_01_0004:r_Middle_2 + 100148: Character_Advanced_01_0004:r_Middle_3 + 100150: Character_Advanced_01_0004:r_Middle_4 + 100152: Character_Advanced_01_0004:r_Middle_Controller + 100154: Character_Advanced_01_0004:r_Pinky_1 + 100156: Character_Advanced_01_0004:r_Pinky_2 + 100158: Character_Advanced_01_0004:r_Pinky_3 + 100160: Character_Advanced_01_0004:r_Pinky_4 + 100162: Character_Advanced_01_0004:r_Pinky_Controller + 100164: Character_Advanced_01_0004:r_Ring_1 + 100166: Character_Advanced_01_0004:r_Ring_2 + 100168: Character_Advanced_01_0004:r_Ring_3 + 100170: Character_Advanced_01_0004:r_Ring_4 + 100172: Character_Advanced_01_0004:r_Ring_Controller + 100174: Character_Advanced_01_0004:r_Shoulder + 100176: Character_Advanced_01_0004:r_Thumb_1 + 100178: Character_Advanced_01_0004:r_Thumb_2 + 100180: Character_Advanced_01_0004:r_Thumb_Controller + 100182: Character_Advanced_01_0004:r_Toe + 100184: Character_Advanced_01_0004:r_Toe_Controller + 100186: Character_Advanced_01_0004:r_Wrist_Controller + 100188: Character_Advanced_01_0004:Spine_Bot + 100190: Character_Advanced_01_0004:Spine_Mid + 100192: Character_Advanced_01_0004:Spine_Top + 100194: Character_Advanced_01_0004:Staff1 + 100196: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:Character_new_06:polySurface50 + 100198: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:transform30 + 100200: Character_Advanced_02:Character_Advanced_01_0004:Hand_Controllers + 100202: Character_Advanced_02:Character_Advanced_01_0004:l_Hand_Controls + 100204: Character_Advanced_02:Character_Advanced_01_0004:r_Hand_Controls + 100206: curve1 + 100208: imagePlane1 + 100210: joint3 + 100212: locator1 + 100214: locator2 + 100216: nurbsCircle1 + 100218: nurbsCircle2 + 100220: nurbsCircle3 + 100222: nurbsCircle4 + 100224: nurbsCircle5 + 100226: nurbsSquare1 + 100228: nurbsSquare2 + 100230: nurbsSquare3 + 100232: polySurface1 + 100234: staff_bot + 100236: staff_top + 100238: //RootNode + 400000: Character_Advanced_01_0004:Backpack + 400002: Character_Advanced_01_0004:Character_new_06:Character_new_06:polySurface50 + 400004: Character_Advanced_01_0004:Character_new_06:ikHandle10 + 400006: Character_Advanced_01_0004:Character_new_06:ikHandle11 + 400008: Character_Advanced_01_0004:Character_new_06:ikHandle5 + 400010: Character_Advanced_01_0004:Character_new_06:ikHandle6 + 400012: Character_Advanced_01_0004:Character_new_06:ikHandle7 + 400014: Character_Advanced_01_0004:Character_new_06:ikHandle9 + 400016: Character_Advanced_01_0004:Character_new_06:transform30 + 400018: Character_Advanced_01_0004:Face + 400020: Character_Advanced_01_0004:face_Controller + 400022: Character_Advanced_01_0004:Feet_Controller + 400024: Character_Advanced_01_0004:Hand_Controllers + 400026: Character_Advanced_01_0004:Head + 400028: Character_Advanced_01_0004:Head_Controller + 400030: Character_Advanced_01_0004:head_Locator + 400032: Character_Advanced_01_0004:head_upNode + 400034: Character_Advanced_01_0004:Hip + 400036: Character_Advanced_01_0004:Hip_Controller + 400038: Character_Advanced_01_0004:l_Elbow + 400040: Character_Advanced_01_0004:l_Fist_Controller + 400042: Character_Advanced_01_0004:l_Foot_Controller + 400044: Character_Advanced_01_0004:l_Hand + 400046: Character_Advanced_01_0004:l_Hand_Controls + 400048: Character_Advanced_01_0004:l_Heel + 400050: Character_Advanced_01_0004:l_Hip + 400052: Character_Advanced_01_0004:l_Index_1 + 400054: Character_Advanced_01_0004:l_Index_2 + 400056: Character_Advanced_01_0004:l_Index_3 + 400058: Character_Advanced_01_0004:l_Index_4 + 400060: Character_Advanced_01_0004:l_Index_Controller + 400062: Character_Advanced_01_0004:l_Knee + 400064: Character_Advanced_01_0004:l_Middle_1 + 400066: Character_Advanced_01_0004:l_Middle_2 + 400068: Character_Advanced_01_0004:l_Middle_3 + 400070: Character_Advanced_01_0004:l_Middle_4 + 400072: Character_Advanced_01_0004:l_Middle_Controller + 400074: Character_Advanced_01_0004:l_Pinky_1 + 400076: Character_Advanced_01_0004:l_Pinky_2 + 400078: Character_Advanced_01_0004:l_Pinky_3 + 400080: Character_Advanced_01_0004:l_Pinky_4 + 400082: Character_Advanced_01_0004:l_Pinky_Controller + 400084: Character_Advanced_01_0004:l_Ring_1 + 400086: Character_Advanced_01_0004:l_Ring_2 + 400088: Character_Advanced_01_0004:l_Ring_3 + 400090: Character_Advanced_01_0004:l_Ring_4 + 400092: Character_Advanced_01_0004:l_Ring_Controller + 400094: Character_Advanced_01_0004:l_Shoulder + 400096: Character_Advanced_01_0004:l_Thumb_1 + 400098: Character_Advanced_01_0004:l_Thumb_2 + 400100: Character_Advanced_01_0004:l_Thumb_Controller + 400102: Character_Advanced_01_0004:l_Toe + 400104: Character_Advanced_01_0004:l_Toe_Controller + 400106: Character_Advanced_01_0004:l_Wrist_Controller + 400108: Character_Advanced_01_0004:Master + 400110: Character_Advanced_01_0004:MASTER_CONTROLLER + 400112: Character_Advanced_01_0004:Mid_Controller + 400114: Character_Advanced_01_0004:Neck + 400116: Character_Advanced_01_0004:Neck_Controller + 400118: Character_Advanced_01_0004:r_Elbow + 400120: Character_Advanced_01_0004:r_Fist_Controller + 400122: Character_Advanced_01_0004:r_Foot_Controller + 400124: Character_Advanced_01_0004:r_Hand + 400126: Character_Advanced_01_0004:r_Hand_Controls + 400128: Character_Advanced_01_0004:r_Heel + 400130: Character_Advanced_01_0004:r_Hip + 400132: Character_Advanced_01_0004:r_Index_1 + 400134: Character_Advanced_01_0004:r_Index_2 + 400136: Character_Advanced_01_0004:r_Index_3 + 400138: Character_Advanced_01_0004:r_Index_4 + 400140: Character_Advanced_01_0004:r_Index_Controller + 400142: Character_Advanced_01_0004:r_Knee + 400144: Character_Advanced_01_0004:r_Middle_1 + 400146: Character_Advanced_01_0004:r_Middle_2 + 400148: Character_Advanced_01_0004:r_Middle_3 + 400150: Character_Advanced_01_0004:r_Middle_4 + 400152: Character_Advanced_01_0004:r_Middle_Controller + 400154: Character_Advanced_01_0004:r_Pinky_1 + 400156: Character_Advanced_01_0004:r_Pinky_2 + 400158: Character_Advanced_01_0004:r_Pinky_3 + 400160: Character_Advanced_01_0004:r_Pinky_4 + 400162: Character_Advanced_01_0004:r_Pinky_Controller + 400164: Character_Advanced_01_0004:r_Ring_1 + 400166: Character_Advanced_01_0004:r_Ring_2 + 400168: Character_Advanced_01_0004:r_Ring_3 + 400170: Character_Advanced_01_0004:r_Ring_4 + 400172: Character_Advanced_01_0004:r_Ring_Controller + 400174: Character_Advanced_01_0004:r_Shoulder + 400176: Character_Advanced_01_0004:r_Thumb_1 + 400178: Character_Advanced_01_0004:r_Thumb_2 + 400180: Character_Advanced_01_0004:r_Thumb_Controller + 400182: Character_Advanced_01_0004:r_Toe + 400184: Character_Advanced_01_0004:r_Toe_Controller + 400186: Character_Advanced_01_0004:r_Wrist_Controller + 400188: Character_Advanced_01_0004:Spine_Bot + 400190: Character_Advanced_01_0004:Spine_Mid + 400192: Character_Advanced_01_0004:Spine_Top + 400194: Character_Advanced_01_0004:Staff1 + 400196: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:Character_new_06:polySurface50 + 400198: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:transform30 + 400200: Character_Advanced_02:Character_Advanced_01_0004:Hand_Controllers + 400202: Character_Advanced_02:Character_Advanced_01_0004:l_Hand_Controls + 400204: Character_Advanced_02:Character_Advanced_01_0004:r_Hand_Controls + 400206: curve1 + 400208: imagePlane1 + 400210: joint3 + 400212: locator1 + 400214: locator2 + 400216: nurbsCircle1 + 400218: nurbsCircle2 + 400220: nurbsCircle3 + 400222: nurbsCircle4 + 400224: nurbsCircle5 + 400226: nurbsSquare1 + 400228: nurbsSquare2 + 400230: nurbsSquare3 + 400232: polySurface1 + 400234: staff_bot + 400236: staff_top + 400238: //RootNode + 4300000: Character_Advanced_01_0004:Staff1 + 4300002: polySurface1 + 7400000: Take 001 + 9500000: //RootNode + 13700000: Character_Advanced_01_0004:Staff1 + 13700002: polySurface1 + materials: + importMaterials: 1 + materialName: 0 + materialSearch: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + optimizeGameObjects: 0 + motionNodeName: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + animationCompression: 1 + animationRotationError: .5 + animationPositionError: .5 + animationScaleError: .5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: 1 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 1 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + optimizeMeshForGPU: 1 + keepQuads: 0 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 2 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/fence.cs b/unity_Project/Assets/Scripts/fence.cs index c368ec5..4370a53 100644 --- a/unity_Project/Assets/Scripts/fence.cs +++ b/unity_Project/Assets/Scripts/fence.cs @@ -18,7 +18,16 @@ public class fence : MonoBehaviour { } void OnCollisionEnter(Collision collision) { - if (collision.transform.tag == "moveable") + if (collision.transform.tag == "moveable") { rigidbody.isKinematic = false; + /* + ContactPoint contact = collision.contacts[0]; + Vector3 push = transform.position - contact.point; + push.Normalize(); + + Debug.Log("fence: " + push); + rigidbody.AddForceAtPosition(push*1000, contact.point); + */ + } } } diff --git a/unity_Project/Assets/Scripts/liftScale.cs b/unity_Project/Assets/Scripts/liftScale.cs new file mode 100644 index 0000000..7d878c0 --- /dev/null +++ b/unity_Project/Assets/Scripts/liftScale.cs @@ -0,0 +1,78 @@ +using UnityEngine; +using System.Collections; + +public class liftScale : MonoBehaviour { + + public GameObject otherObject; + public liftScale otherScript; + + private Rigidbody rigidbody; + + private float minHeight; + private float maxHeight; + private float startingHeight; + private float otherStartingHeight; + + + private Vector3 prevPosition; + private Vector3 otherPrevPosition; + private int top = 1; + + // Use this for initialization + void Start () { + rigidbody = GetComponent (); + maxHeight = Mathf.Max (transform.position.y, otherObject.transform.position.y); + minHeight = Mathf.Min (transform.position.y, otherObject.transform.position.y); + + startingHeight = transform.position.y; + otherStartingHeight = otherObject.transform.position.y; + + if (startingHeight < otherStartingHeight){ + top = -1; + } + + } + + // Update is called once per frame + void Update () { + + if (transform.position != prevPosition) { + float dist = Mathf.Abs(startingHeight - transform.position.y); + prevPosition = transform.position; + + Vector3 newPos = otherObject.transform.position; + newPos.y = otherStartingHeight + (dist * top); + //otherObject.transform.position = newPos; + otherObject.GetComponent().MovePosition(newPos); + + //otherObject.GetComponent().velocity = -GetComponent().velocity; + otherScript.prevPosition = otherObject.transform.position; + } + + rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ; + /* + if (otherObject.transform.position != otherPrevPosition) { + float dist = Mathf.Abs(otherStartingHeight - otherObject.transform.position.y); + + Vector3 newPos = transform.position; + newPos.y = startingHeight + (dist * -top); + transform.position = newPos; + prevPosition = transform.position; + }*/ + + + + + + + } + /* + void OnTriggerStay(Collider collider) { + if (collider.transform.tag == "Player") { + Vector3 pos = collider.transform.position; + pos.y = transform.position.y; + collider.transform.position = pos; + } + } + */ +} diff --git a/unity_Project/Assets/Scripts/liftScale.cs.meta b/unity_Project/Assets/Scripts/liftScale.cs.meta new file mode 100644 index 0000000..f97d6fd --- /dev/null +++ b/unity_Project/Assets/Scripts/liftScale.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4bab6020486953540967393517bd70ff +timeCreated: 1442133942 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/magnetGun.cs b/unity_Project/Assets/Scripts/magnetGun.cs index ceb6a4a..bec09ae 100644 --- a/unity_Project/Assets/Scripts/magnetGun.cs +++ b/unity_Project/Assets/Scripts/magnetGun.cs @@ -29,6 +29,9 @@ public class magnetGun : MonoBehaviour { public float minDistance = 3.0f; public float impulsePower = 50.0f; + private RigidbodyConstraints originalConstrants; + private bool originalGravity; + private float maxWalkSpeed; private Renderer lastTargetRenderer; private Color lastTargetColour; @@ -115,9 +118,12 @@ public class magnetGun : MonoBehaviour { private void pickUpItem(Collider item){ if (item != null) { if (item.tag == "moveable"){ + originalConstrants = item.attachedRigidbody.constraints; + originalGravity = item.attachedRigidbody.useGravity; + item.attachedRigidbody.useGravity = false; item.attachedRigidbody.drag = 3.0f; - item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation; + item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation | originalConstrants; //camera.transform.LookAt(item.transform.position); //playerController.cameraX = camera.transform.eulerAngles.x; //playerController.cameraY = camera.transform.eulerAngles.y; @@ -160,9 +166,9 @@ public class magnetGun : MonoBehaviour { private void dropItem(Collider item){ if (item != null) { - item.attachedRigidbody.useGravity = true; + item.attachedRigidbody.useGravity = originalGravity; item.attachedRigidbody.drag = 0.0f; - item.attachedRigidbody.constraints = RigidbodyConstraints.None; + item.attachedRigidbody.constraints = originalConstrants; if(topScreen) item.attachedRigidbody.velocity = Vector3.ClampMagnitude (item.attachedRigidbody.velocity, 5); diff --git a/unity_Project/Assets/Scripts/script.cs b/unity_Project/Assets/Scripts/script.cs new file mode 100644 index 0000000..ce0e6a7 --- /dev/null +++ b/unity_Project/Assets/Scripts/script.cs @@ -0,0 +1,45 @@ +using UnityEngine; +using System.Collections; + +public class script : MonoBehaviour { + + public GameObject player; + private thirdPersonController playerController; + public float minDistance; + + private float maxDistance; + private bool colliding = false; + private float curCameraX; + private float curCameraY; + private Vector3 curPosition; + + // Use this for initialization + void Start () { + playerController = player.GetComponent (); + maxDistance = playerController.cameraDistance; + + } + + // Update is called once per frame + void Update () { + if (!colliding && playerController.cameraDistance < maxDistance && (curCameraX != playerController.cameraX ||curCameraY != playerController.cameraY || player.transform.position != curPosition)) + playerController.cameraDistance += 0.2f; + + } + + + void OnTriggerStay(Collider other) { + colliding = true; + Debug.Log ("cameraCollider"); + if (playerController.cameraDistance > minDistance) { + playerController.cameraDistance -= 0.2f; + curCameraX = playerController.cameraX; + curCameraY = playerController.cameraY; + curPosition = player.transform.position; + } + } + + void OnTriggerExit(Collider other) { + colliding = false; + } +} diff --git a/unity_Project/Assets/Scripts/script.cs.meta b/unity_Project/Assets/Scripts/script.cs.meta new file mode 100644 index 0000000..79277ab --- /dev/null +++ b/unity_Project/Assets/Scripts/script.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f8d0877aa3584fe4aa87867357618482 +timeCreated: 1442150239 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/thirdPersonController.cs b/unity_Project/Assets/Scripts/thirdPersonController.cs index 2bbbb1c..1de8b98 100644 --- a/unity_Project/Assets/Scripts/thirdPersonController.cs +++ b/unity_Project/Assets/Scripts/thirdPersonController.cs @@ -20,6 +20,9 @@ public class thirdPersonController : MonoBehaviour { public float movementSpeed; public float jumpHeight; public float grip; + public float maxVelocity; + public float maxAirVelocity; + private float curMaxVelocity; public float cameraX; public float cameraY; @@ -53,23 +56,36 @@ public class thirdPersonController : MonoBehaviour { if (Physics.Raycast (ray, out hit, 1.3f)) { grounded = true; + curMaxVelocity = maxVelocity; if (hit.collider.tag == "moveable") matchVelocity(hit.collider); } else { grounded = false; + curMaxVelocity = maxAirVelocity; } if (active) { applyMovement (); + Vector3 checkVelocity = rigidbody.velocity; + //Debug.Log ("VelMag: " + checkVelocity.magnitude); + if (checkVelocity.magnitude > maxVelocity){ + float vertVelo = checkVelocity.y; + checkVelocity = Vector3.ClampMagnitude (checkVelocity, curMaxVelocity); + checkVelocity.y = vertVelo; + //Debug.Log (checkVelocity); + rigidbody.velocity = checkVelocity; + } + transform.rotation = Quaternion.Euler (new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f)); applyGrip(); applyJump (jumpHeight); } - + + } @@ -133,7 +149,7 @@ public class thirdPersonController : MonoBehaviour { if (grounded && Mathf.Abs(movementX) < 0.8f ) { rigidbody.AddForce(transform.right * -localVelX * grip); - if (movementY < 0.5f && localVelZ > 1.0f){ + if (Mathf.Abs(movementY) < 0.5f && Mathf.Abs(localVelZ )> 1.0f){ rigidbody.AddForce(-transform.forward * grip * localVelZ ); } diff --git a/unity_Project/Assets/_Scenes/MainLevel.unity b/unity_Project/Assets/_Scenes/MainLevel.unity index 53996ab..02c6d0f 100644 Binary files a/unity_Project/Assets/_Scenes/MainLevel.unity and b/unity_Project/Assets/_Scenes/MainLevel.unity differ