Browse Source

Added character little bounce on move and rotate

Josh_Dev_branch
Claire Peta 5 years ago
parent
commit
4ad8ba23f7
4 changed files with 116 additions and 388 deletions
  1. +81
    -374
      Assets/Scenes/TuteLevelFive.unity
  2. +32
    -11
      Assets/Scripts/Character.cs
  3. +2
    -2
      Assets/Scripts/KeyboardInput.cs
  4. +1
    -1
      Assets/Scripts/Logic/Blocks/Rotate.cs

+ 81
- 374
Assets/Scenes/TuteLevelFive.unity View File

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@ -7580,7 +7287,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 4482437886289408, guid: 1d9cc67243350f643b8c562ed0503c49, type: 3}
propertyPath: m_RootOrder
value: 14
value: 13
objectReference: {fileID: 0}
- target: {fileID: 4482437886289408, guid: 1d9cc67243350f643b8c562ed0503c49, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
@ -7680,7 +7387,7 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 4482437886289408, guid: 1d9cc67243350f643b8c562ed0503c49, type: 3}
propertyPath: m_RootOrder
value: 46
value: 43
objectReference: {fileID: 0}
- target: {fileID: 4482437886289408, guid: 1d9cc67243350f643b8c562ed0503c49, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
@ -7751,7 +7458,7 @@ PrefabInstance:
- target: {fileID: 5857971677613878141, guid: 294b606c3a106394bbb96600703a5a0a,
type: 3}
propertyPath: m_RootOrder
value: 61
value: 57
objectReference: {fileID: 0}
- target: {fileID: 5857971677613878141, guid: 294b606c3a106394bbb96600703a5a0a,
type: 3}

+ 32
- 11
Assets/Scripts/Character.cs View File

@ -45,8 +45,14 @@ public class Character : MonoBehaviour
#region Class Implementation
public Vector3 yValue(float time, float heightMultiplier)
{
float y = Mathf.Sin((Mathf.PI*time)) * heightMultiplier;
return new Vector3(0, y, 0);
}
IEnumerator MoveCoRoutine(Block Target, Transform Current, float time)
IEnumerator MoveCoroutine(Block Target, Transform Current, float time)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
@ -54,12 +60,30 @@ public class Character : MonoBehaviour
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position += yValue((elapsedTime / time), 0.3f);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator rotateCoroutine(Direction direction, Transform Current, float time)
{
float elapsedTime = 0;
time *= 0.8f;
Vector3 endDirection = direction.ToVector(Current);
Vector3 startDirection = Current.forward;
Vector3 startPosition = transform.position;
while (elapsedTime < time)
{
transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time));
transform.position = startPosition +yValue((elapsedTime / time), 0.15f);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.forward = endDirection;
}
/// <summary>
/// Moves one block in specefied direction, Can walk off obstacles
@ -87,18 +111,16 @@ public class Character : MonoBehaviour
//set current block && move
CurrentBlock = moveTo;
StartCoroutine(MoveCoRoutine(CurrentBlock, transform, speed));
StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed));
//transform.position = CurrentBlock.VisualPosition;
}
/// <summary>
/// Upon collision with a floating block, collect its
/// Upon collision with the end portal, end of level
/// </summary>
/// <param name="other">name of collided object</param>
void OnTriggerEnter(Collider other)
void OnTriggerEnter(Collider other)
{
Collectable collectable = other.GetComponentInChildren<Collectable>();
@ -109,19 +131,18 @@ public class Character : MonoBehaviour
if (other.gameObject.name == "End Portal")
{
other.GetComponent<Collider>().enabled = false;
Debug.Log("You finished this level!");
SceneManager.LoadScene(nextScene);
}
}
/// <summary>
/// Rotates to point in specific direction based on current direction
/// </summary>
/// <param name="direction">Local direction to point</param>
public void Rotate(Direction direction)
public void Rotate(Direction direction, float speed)
{
transform.forward = direction.ToVector(transform);
StartCoroutine(rotateCoroutine(direction, transform, speed));
//transform.forward = direction.ToVector(transform);
}
/// <summary>
@ -163,7 +184,7 @@ public class Character : MonoBehaviour
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
moveTo = hit;
}
//set current block && move
CurrentBlock = moveTo;
transform.position = CurrentBlock.VisualPosition;
@ -200,7 +221,7 @@ public class Character : MonoBehaviour
moveTo = hit;
}//end for
//Set Current Block and move
CurrentBlock = moveTo;
transform.position = CurrentBlock.VisualPosition;

+ 2
- 2
Assets/Scripts/KeyboardInput.cs View File

@ -25,11 +25,11 @@ public class KeyboardInput : MonoBehaviour
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
character.Rotate(Direction.Left);
character.Rotate(Direction.Left, characterSpeed);
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
character.Rotate(Direction.Right);
character.Rotate(Direction.Right, characterSpeed);
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{

+ 1
- 1
Assets/Scripts/Logic/Blocks/Rotate.cs View File

@ -24,7 +24,7 @@ public class Rotate : LogicBlock
/// <param name="player">Player to rotate</param>
protected override void BlockLogic(Character player, float animationTime)
{
player.Rotate(direction);
player.Rotate(direction, animationTime);
}
#endregion Class Functions

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