Browse Source

Edited player movement and added horse model

master
NickFowler 4 years ago
parent
commit
94e0c380f0
12 changed files with 623 additions and 171 deletions
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@ -4,17 +4,20 @@ using UnityEngine;
public class NewBehaviourScript : MonoBehaviour public class NewBehaviourScript : MonoBehaviour
{ {
public GameObject Target;
public GameObject target;
public float camHeight;
// Start is called before the first frame update
void Start()
void Follow()
{ {
Vector3 tempDest = target.transform.position;
tempDest.y = camHeight;
Vector3 destination = Vector3.Lerp(transform.position, tempDest, 1);
transform.position = destination;
} }
// Update is called once per frame // Update is called once per frame
void Update()
void FixedUpdate()
{ {
Follow();
} }
} }

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Assets/Scripts/Input/PlayerController.cs View File

@ -7,15 +7,20 @@ using Random = System.Random;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
{ {
public float walkSpeed; public float walkSpeed;
public float gravity;
public GameObject model; public GameObject model;
public CharacterController cController;
private float speedMulitplier; private float speedMulitplier;
private Vector2 receivedInput; private Vector2 receivedInput;
private Vector3 moveDirection = Vector3.zero;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
speedMulitplier = UnityEngine.Random.Range(0.8f, 1.2f); speedMulitplier = UnityEngine.Random.Range(0.8f, 1.2f);
cController = GetComponent<CharacterController>();
} }
public void SetMovement(Vector2 input) public void SetMovement(Vector2 input)
@ -28,14 +33,24 @@ public class PlayerController : MonoBehaviour
float HorseX, HorseZ; float HorseX, HorseZ;
HorseZ = receivedInput.y; HorseZ = receivedInput.y;
HorseX = receivedInput.x; HorseX = receivedInput.x;
if (cController.isGrounded)
{
moveDirection = new Vector3(HorseX, 0, HorseZ);
moveDirection *= walkSpeed * speedMulitplier;
}
float rotateTo = RotateObject(HorseX, HorseZ);
moveDirection.y -= gravity * Time.deltaTime;
HorseZ *= Time.deltaTime * walkSpeed * speedMulitplier;
HorseX *= Time.deltaTime * walkSpeed * speedMulitplier;
cController.Move(moveDirection * Time.deltaTime);
transform.Translate(HorseX, 0, HorseZ);
//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; //Vector3 dir = Quaternion.Euler(-90, rotateTo, 0) * Vector3.forward;
//model.transform.forward = dir; //model.transform.forward = dir;
@ -78,9 +93,12 @@ public class PlayerController : MonoBehaviour
public IEnumerator RandomWait(float wait) public IEnumerator RandomWait(float wait)
{ {
yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait/2)); yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait/2));
Vector3 rotateDir = new Vector3(90 * Math.Sign(receivedInput.y), 0, -90 * Math.Sign(receivedInput.x));
model.transform.Rotate(rotateDir, Space.World);
if (cController.isGrounded)
{
Vector3 rotateDir = new Vector3(90 * Math.Sign(receivedInput.y), 0, -90 * Math.Sign(receivedInput.x));
model.transform.Rotate(rotateDir, Space.World);
}
} }
// Update is called once per frame // Update is called once per frame

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