using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = System.Random;
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public class PlayerController : MonoBehaviour
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{
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public float walkSpeed;
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public float gravity;
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public GameObject model;
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public CharacterController cController;
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public Camera cam;
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public HerdController herd;
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public float speedMulitplier;
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private float randomizer;
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private float directionRandmoizer;
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private Vector2 receivedInput;
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private Vector3 moveDirection = Vector3.zero;
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private float moveDelta;
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private float lastMoveTime;
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// Start is called before the first frame update
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void Start()
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{
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speedMulitplier = UnityEngine.Random.Range(0.8f, 1.2f);
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cController = GetComponent<CharacterController>();
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randomizer = UnityEngine.Random.Range(0,10);
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cam = FindObjectOfType<Camera>();
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herd = FindObjectOfType<HerdController>();
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}
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public void SetMovement(Vector2 input)
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{
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receivedInput = input;
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}
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public void UpdatePosition()
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{
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moveDelta = Time.time - lastMoveTime;
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lastMoveTime = Time.time;
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float HorseX, HorseZ;
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HorseZ = receivedInput.y;
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HorseX = receivedInput.x;
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if (receivedInput.magnitude != 0)
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{
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if (Mathf.Abs(HorseZ) == Mathf.Min(Mathf.Abs(HorseZ), Mathf.Abs(HorseX)))
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{
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HorseZ += directionRandmoizer;
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}
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else
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{
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HorseX += directionRandmoizer;
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}
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}
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if (cController.isGrounded)
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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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}
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moveDirection.y -= gravity * Time.deltaTime;
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cController.Move(moveDirection * Time.deltaTime);
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//float rotateTo = RotateObject(HorseX, HorseZ);
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//HorseZ *= Time.deltaTime * walkSpeed * speedMulitplier;
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//HorseX *= Time.deltaTime * walkSpeed * speedMulitplier;
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//
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//
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//transform.Translate(HorseX, 0, HorseZ);
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//Vector3 dir = Quaternion.Euler(-90, rotateTo, 0) * Vector3.forward;
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//model.transform.forward = dir;
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//LeanTween.rotateY(model, rotateTo, 0.1f);
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}
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public float RotateObject(float xInput, float zInput)
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{
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float to = model.transform.rotation.eulerAngles.y;
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//Debug.Log(to);
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if (receivedInput.x != 0 || receivedInput.y != 0)
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{
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if (zInput > 0 && xInput == 0)
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to = 0;
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else if (zInput < 0 && xInput == 0)
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to = 180;
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else if (zInput == 0 && xInput > 0)
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to = 90;
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else if (zInput == 0 && xInput < 0)
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to = 270;
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else if (zInput > 0 && xInput > 0)
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to = 45;
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else if (zInput < 0 && xInput > 0)
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to = 135;
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else if (zInput < 0 && xInput < 0)
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to = 225;
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else if (zInput > 0 && xInput < 0)
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to = 315;
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}
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return to;
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}
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public void MoveObject(float wait)
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{
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StartCoroutine(RandomWait(wait));
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}
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public IEnumerator RandomWait(float wait)
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{
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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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{
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Vector3 rotateDir = new Vector3(90 * Math.Sign(receivedInput.y), 0, -90 * Math.Sign(receivedInput.x));
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model.transform.Rotate(rotateDir, Space.World);
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}
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}
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public void DestroyOffCamera()
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{
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Vector3 viewPos = cam.WorldToViewportPoint(transform.position);
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if (viewPos.y < -0.1)
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herd.RemoveHorse(this);
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}
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// Update is called once per frame
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void Update()
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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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UpdatePosition();
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DestroyOffCamera();
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}
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}
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