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@ -21,13 +21,16 @@ public class PlayerController : MonoBehaviour |
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private Vector3 moveDirection = Vector3.zero; |
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private Vector3 moveDirection = Vector3.zero; |
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private float moveDelta; |
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private float moveDelta; |
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private float lastMoveTime; |
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private float lastMoveTime; |
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private bool isRagdoll = false; |
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public bool isGrounded { get { return (cController != null) ? cController.isGrounded : false; } } |
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start() |
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void Start() |
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{ |
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{ |
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speedMulitplier = UnityEngine.Random.Range(0.8f, 1.2f); |
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speedMulitplier = UnityEngine.Random.Range(0.8f, 1.2f); |
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cController = GetComponent<CharacterController>(); |
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cController = GetComponent<CharacterController>(); |
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randomizer = UnityEngine.Random.Range(0,10); |
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randomizer = UnityEngine.Random.Range(0, 10); |
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cam = FindObjectOfType<Camera>(); |
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cam = FindObjectOfType<Camera>(); |
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herd = FindObjectOfType<HerdController>(); |
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herd = FindObjectOfType<HerdController>(); |
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} |
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} |
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@ -36,7 +39,7 @@ public class PlayerController : MonoBehaviour |
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{ |
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{ |
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receivedInput = input; |
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receivedInput = input; |
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} |
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} |
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public void UpdatePosition() |
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public void UpdatePosition() |
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{ |
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{ |
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moveDelta = Time.time - lastMoveTime; |
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moveDelta = Time.time - lastMoveTime; |
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@ -59,15 +62,21 @@ public class PlayerController : MonoBehaviour |
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if (cController.isGrounded) |
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if (cController.isGrounded) |
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{ |
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{ |
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moveDirection = new Vector3(HorseX, 0, HorseZ); |
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moveDirection *= walkSpeed * speedMulitplier; |
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if (!isRagdoll) |
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{ |
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moveDirection = Vector3.zero; |
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moveDirection += new Vector3(HorseX, 0, HorseZ) * (walkSpeed * (1 + speedMulitplier)); |
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} |
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} |
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} |
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moveDirection.y -= gravity * Time.deltaTime; |
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moveDirection.y -= gravity * Time.deltaTime; |
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cController.Move(moveDirection * Time.deltaTime); |
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cController.Move(moveDirection * Time.deltaTime); |
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if (cController.isGrounded) |
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isRagdoll = false; |
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//float rotateTo = RotateObject(HorseX, HorseZ);
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//float rotateTo = RotateObject(HorseX, HorseZ);
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@ -117,11 +126,12 @@ public class PlayerController : MonoBehaviour |
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public IEnumerator RandomWait(float wait) |
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public IEnumerator RandomWait(float wait) |
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{ |
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{ |
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yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait/2)); |
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Vector3 input = receivedInput; |
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yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait / 2)); |
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if (cController.isGrounded) |
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if (/*cController.isGrounded*/ true) |
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{ |
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{ |
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Vector3 rotateDir = new Vector3(90 * Math.Sign(receivedInput.y), 0, -90 * Math.Sign(receivedInput.x)); |
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Vector3 rotateDir = new Vector3(90 * Math.Sign(input.y), 0, -90 * Math.Sign(input.x)); |
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model.transform.Rotate(rotateDir, Space.World); |
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model.transform.Rotate(rotateDir, Space.World); |
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} |
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} |
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} |
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} |
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@ -136,8 +146,8 @@ public class PlayerController : MonoBehaviour |
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// Update is called once per frame
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// Update is called once per frame
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void Update() |
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void Update() |
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{ |
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{ |
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speedMulitplier = (Mathf.Sin(Time.time * UnityEngine.Random.Range(0.9f,1.1f) + randomizer) + 2); |
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directionRandmoizer = Mathf.Cos(Time.time + randomizer / 2) * 0.3f; |
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speedMulitplier = ((Mathf.Sin(Time.time * UnityEngine.Random.Range(0.95f, 1.05f) + randomizer) + 2) * 0.25f); |
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directionRandmoizer = Mathf.Cos(Time.time + randomizer / 2) * 0.0f; |
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UpdatePosition(); |
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UpdatePosition(); |
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DestroyOffCamera(); |
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DestroyOffCamera(); |
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} |
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} |
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@ -145,7 +155,7 @@ public class PlayerController : MonoBehaviour |
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public void AddForce(Vector3 direction) |
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public void AddForce(Vector3 direction) |
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{ |
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{ |
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moveDirection += direction; |
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moveDirection += direction; |
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transform.Translate(direction*Time.deltaTime); |
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isRagdoll = true; |
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} |
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} |
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} |
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} |