JoshuaReason 5 years ago
parent
commit
c0c654fb00
5 changed files with 131 additions and 401 deletions
  1. +85
    -378
      Assets/Scenes/TuteLevelFive.unity
  2. +41
    -18
      Assets/Scripts/Character.cs
  3. +3
    -3
      Assets/Scripts/KeyboardInput.cs
  4. +1
    -1
      Assets/Scripts/Logic/Blocks/Jump.cs
  5. +1
    -1
      Assets/Scripts/Logic/Blocks/Rotate.cs

+ 85
- 378
Assets/Scenes/TuteLevelFive.unity View File

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propertyPath: m_RootOrder
value: 65
value: 62
objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.x
@ -7419,7 +7126,7 @@ PrefabInstance:
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propertyPath: m_RootOrder
value: 50
value: 47
objectReference: {fileID: 0}
- target: {fileID: 4482437886289408, guid: 1d9cc67243350f643b8c562ed0503c49, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
@ -7519,7 +7226,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.x
@ -7580,7 +7287,7 @@ PrefabInstance:
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@ -7680,7 +7387,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.x
@ -7751,7 +7458,7 @@ PrefabInstance:
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+ 41
- 18
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 heightMax)
{
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), heightMax);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax)
{
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), heightMax);
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, 0.3f));
//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>();
@ -109,32 +131,31 @@ 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, 0.15f));
//transform.forward = direction.ToVector(transform);
}
/// <summary>
/// Jumps in specefied direction, picks between Long Jump and Jumping up
/// </summary>
/// <param name="direction">Direction to Jump</param>
public void Jump(Direction direction)
public void Jump(Direction direction, float speed)
{
//if there is a block infront JumpUp else LongJump
if (Block.isBlockAtPosition(CurrentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore))
JumpUp(direction);
JumpUp(direction, speed);
else
JumpLong(direction);
JumpLong(direction, speed);
}
#endregion Class Implementation
@ -146,7 +167,7 @@ public class Character : MonoBehaviour
/// </summary>
/// <param name="direction">Direction of obstacle</param>
/// <param name="height">max height</param>
private void JumpUp(Direction direction, int height = 1)
private void JumpUp(Direction direction, float speed, int height = 1)
{
//setting up variables
Vector3 position; // position wanted
@ -163,10 +184,11 @@ 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;
StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
/// <summary>
@ -174,7 +196,7 @@ public class Character : MonoBehaviour
/// </summary>
/// <param name="direction">Direction to Jump</param>
/// <param name="Distance">Max distance</param>
private void JumpLong(Direction direction, int Distance = 2)
private void JumpLong(Direction direction, float speed, int Distance = 2)
{
//setting up variables
Vector3 position; // position wanted
@ -200,10 +222,11 @@ public class Character : MonoBehaviour
moveTo = hit;
}//end for
//Set Current Block and move
CurrentBlock = moveTo;
transform.position = CurrentBlock.VisualPosition;
StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
#endregion Private Functions

+ 3
- 3
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))
{
@ -37,7 +37,7 @@ public class KeyboardInput : MonoBehaviour
}
if (Input.GetKeyDown(KeyCode.Space))
{
character.Jump(Direction.Forward);
character.Jump(Direction.Forward, characterSpeed);
}
}

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

@ -21,7 +21,7 @@ public class Jump : LogicBlock
/// <param name="player">Player to move</param>
protected override void BlockLogic(Character player, float animationTime)
{
player.Jump(direction);
player.Jump(direction, animationTime);
}
#endregion Class Functions

+ 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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