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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) | |||
{ | |||
var _newChild = Instantiate(childPrefab, new Vector3(_x, 0.5f, _z), Quaternion.identity); | |||
_newChild.transform.parent = this.transform; | |||
timer = 0; | |||
} | |||
} | |||
} |
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{ | |||
"name": "PlayerControls", | |||
"maps": [ | |||
{ | |||
"name": "Gameplay", | |||
"id": "63e31309-151e-48ff-854a-81cb2511f050", | |||
"actions": [ | |||
{ | |||
"name": "Movement", | |||
"type": "Value", | |||
"id": "bf1a8588-8f15-44c0-8b63-99b0c81ae917", | |||
"expectedControlType": "Vector2", | |||
"processors": "", | |||
"interactions": "" | |||
} | |||
], | |||
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{ | |||
"name": "", | |||
"id": "c9243088-eb6b-43dc-9e2f-d5e430537d8e", | |||
"path": "<Gamepad>/leftStick", | |||
"interactions": "", | |||
"processors": "", | |||
"groups": "", | |||
"action": "Movement", | |||
"isComposite": false, | |||
"isPartOfComposite": false | |||
}, | |||
{ | |||
"name": "WASD", | |||
"id": "10493fb9-ee0e-4108-810b-4e044671a0df", | |||
"path": "2DVector", | |||
"interactions": "", | |||
"processors": "", | |||
"groups": "", | |||
"action": "Movement", | |||
"isComposite": true, | |||
"isPartOfComposite": false | |||
}, | |||
{ | |||
"name": "up", | |||
"id": "e5212df3-0a81-4fcb-8caa-b63231f99d8b", | |||
"path": "<Keyboard>/w", | |||
"interactions": "", | |||
"processors": "", | |||
"groups": "", | |||
"action": "Movement", | |||
"isComposite": false, | |||
"isPartOfComposite": true | |||
}, | |||
{ | |||
"name": "down", | |||
"id": "4e94f320-2c46-4d16-9f51-680dab52d6ba", | |||
"path": "<Keyboard>/s", | |||
"interactions": "", | |||
"processors": "", | |||
"groups": "", | |||
"action": "Movement", | |||
"isComposite": false, | |||
"isPartOfComposite": true | |||
}, | |||
{ | |||
"name": "left", | |||
"id": "42869a17-91be-4772-a354-db6530ff08d3", | |||
"path": "<Keyboard>/a", | |||
"interactions": "", | |||
"processors": "", | |||
"groups": "", | |||
"action": "Movement", | |||
"isComposite": false, | |||
"isPartOfComposite": true | |||
}, | |||
{ | |||
"name": "right", | |||
"id": "1ad5654c-314b-4f9c-b60a-a3c31bd0917b", | |||
"path": "<Keyboard>/d", | |||
"interactions": "", | |||
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"groups": "", | |||
"action": "Movement", | |||
"isComposite": false, | |||
"isPartOfComposite": true | |||
}, | |||
{ | |||
"name": "ArrowKeys", | |||
"id": "5cc96739-ad4a-4c75-9ca3-6ac4d6f9fab7", | |||
"path": "2DVector", | |||
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"action": "Movement", | |||
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