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@ -7,7 +7,7 @@ using Networking.Server; |
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public class Character : MonoBehaviour |
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public class Character : MonoBehaviour |
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{ |
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{ |
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public enum Animation {Walk,Jump,Slide} |
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public enum Animation {Walk,Run,Jump,Slide} |
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public string nextScene; |
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public string nextScene; |
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Animator characterAnimator; |
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Animator characterAnimator; |
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@ -106,7 +106,60 @@ public class Character : MonoBehaviour |
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return new Vector3(0, y, 0); |
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return new Vector3(0, y, 0); |
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} |
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} |
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public IEnumerator MoveToBlock(Block Target, Animation animation, float time) |
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public IEnumerator MoveToBlock(Block target, Animation animation, float time) |
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{ |
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switch (animation) |
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{ |
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case Animation.Walk: |
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characterAnimator.SetBool("isWalking", true); |
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break; |
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case Animation.Run: |
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characterAnimator.SetBool("isRunning", true); |
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break; |
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case Animation.Jump: |
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characterAnimator.SetTrigger("Jump"); |
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break; |
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default: |
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break; |
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} |
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yield return null; |
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} |
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public IEnumerator LerpToBlock(Block target,float time, System.Func<float,float> heightOffset) |
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{ |
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Vector3 _startPos = transform.position; |
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Vector3 _endPos = target.VisualPosition; |
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Vector3 _newPos; |
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float elapsedTime = 0; |
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while(elapsedTime/time < 1) |
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{ |
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_newPos = Vector3.Lerp(_startPos, _endPos, (elapsedTime / time)); |
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_newPos.y += heightOffset(elapsedTime / time); |
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transform.position = _newPos; |
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yield return new WaitForEndOfFrame(); |
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elapsedTime += Time.deltaTime; |
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} |
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_newPos = _endPos; |
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_newPos.y += heightOffset(elapsedTime / time); |
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transform.position = _newPos; |
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} |
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IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax) |
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IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax) |
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{ |
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{ |
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