Browse Source

Rotation is now cleaner

Josh_Dev_branch
JoshuaReason 5 years ago
parent
commit
d78130ec4d
10 changed files with 536 additions and 61 deletions
  1. +394
    -19
      Assets/Animations/CharacterController.controller
  2. +1
    -1
      Assets/Models.meta
  3. +8
    -0
      Assets/Plugins/IngameDebugConsole/Android.meta
  4. +8
    -0
      Assets/Plugins/IngameDebugConsole/Prefabs.meta
  5. +8
    -0
      Assets/Plugins/IngameDebugConsole/Scripts.meta
  6. +8
    -0
      Assets/Plugins/IngameDebugConsole/Sprites/Unused.meta
  7. +1
    -1
      Assets/Scenes/Menus/Lobby.unity
  8. +97
    -39
      Assets/Scripts/Character.cs
  9. +3
    -1
      Assets/Scripts/Logic/Blocks/Rotate.cs
  10. +8
    -0
      Assets/Scripts/LogicBlocks.meta

+ 394
- 19
Assets/Animations/CharacterController.controller View File

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@ -150,19 +441,47 @@ AnimatorState:
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+ 97
- 39
Assets/Scripts/Character.cs View File

@ -7,7 +7,7 @@ using Networking.Server;
public class Character : MonoBehaviour public class Character : MonoBehaviour
{ {
public enum Animation { Walk, Run, Jump, Slide }
public enum Animation { Walk, Run, Jump, Sit, Attack, Hit }
public string nextScene; public string nextScene;
Animator characterAnimator; Animator characterAnimator;
@ -101,57 +101,42 @@ public class Character : MonoBehaviour
} }
} }
public float yValue(float time, float heightMultiplier)
{
float y = Mathf.Sin((Mathf.PI * time)) * heightMultiplier;
return y;
}
public IEnumerator MoveToBlock(Block target, Animation animation, float time) public IEnumerator MoveToBlock(Block target, Animation animation, float time)
{ {
System.Func<float, float> yFunction = null; System.Func<float, float> yFunction = null;
if (animation == Animation.Jump)
yFunction = (t) => Mathf.Sin((Mathf.PI * t));
switch (animation)
{
case Animation.Walk:
characterAnimator.SetBool("isWalking", true);
break;
case Animation.Run:
characterAnimator.SetBool("isRunning", true);
break;
case Animation.Jump:
characterAnimator.SetTrigger("Jump");
yFunction = (t) => yValue(t, 1.0f);
break;
default:
break;
}
StartAnimation(animation, time);
yield return StartCoroutine(LerpToBlock(target, time, yFunction));
yield return StartCoroutine(LerpToBlock(target.VisualPosition, time, yFunction));
_currentBlock= target; _currentBlock= target;
switch (animation)
{
case Animation.Walk:
characterAnimator.SetBool("isWalking", false);
break;
case Animation.Run:
characterAnimator.SetBool("isRunning", false);
break;
case Animation.Jump:
break;
default:
break;
}
StopAnimation(animation);
} }
public IEnumerator LerpToBlock(Block target, float time, System.Func<float, float> heightOffset = null)
public IEnumerator RotateToDirection(Direction direction, Animation animation, float time, bool isLocal = true)
{
System.Func<float, float> yFunction = null;
if (animation == Animation.Jump)
yFunction = (t) => Mathf.Sin((Mathf.PI * t));
Vector3 _endDir = isLocal ? direction.ToVector(transform) : direction.ToVector();
StartAnimation(animation, time);
yield return StartCoroutine(LerpToRotation(_endDir, time, yFunction));
StopAnimation(animation);
}
private IEnumerator LerpToBlock(Vector3 target, float time, System.Func<float, float> heightOffset = null)
{ {
Vector3 _startPos = transform.position; Vector3 _startPos = transform.position;
Vector3 _endPos = target.VisualPosition;
Vector3 _endPos = target;
Vector3 _newPos; Vector3 _newPos;
@ -173,11 +158,84 @@ public class Character : MonoBehaviour
_newPos = _endPos; _newPos = _endPos;
if (heightOffset != null) if (heightOffset != null)
_newPos.y += heightOffset(elapsedTime / time);
_newPos.y += heightOffset(1);
transform.position = _newPos; transform.position = _newPos;
} }
private IEnumerator LerpToRotation(Vector3 target, float time, System.Func<float, float> heightOffset = null)
{
Vector3 _startDir = transform.forward;
Vector3 _endDir = target;
Vector3 _startPos = transform.position;
float elapsedTime = 0;
while (elapsedTime / time < 1)
{
transform.forward = Vector3.Slerp(_startDir, _endDir, (elapsedTime / time));
if (heightOffset != null)
transform.position = _startPos + Vector3.up * heightOffset(elapsedTime / time);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.forward = target;
if (heightOffset != null)
transform.position = _startPos + Vector3.up * heightOffset(1);
}
private void StartAnimation(Animation animation,float speed = 1)
{
characterAnimator.SetFloat("AnimationSpeed", (1 / speed));
switch (animation)
{
case Animation.Walk:
characterAnimator.SetBool("isWalking", true);
break;
case Animation.Run:
characterAnimator.SetBool("isRunning", true);
break;
case Animation.Sit:
characterAnimator.SetBool("isSitting", true);
break;
case Animation.Jump:
characterAnimator.SetTrigger("Jump");
break;
case Animation.Attack:
characterAnimator.SetTrigger("Attack");
break;
case Animation.Hit:
characterAnimator.SetTrigger("Hit");
break;
default:
break;
}
}
private void StopAnimation(Animation animation)
{
characterAnimator.SetFloat("AnimationSpeed", 1f);
switch (animation)
{
case Animation.Walk:
characterAnimator.SetBool("isWalking", false);
break;
case Animation.Run:
characterAnimator.SetBool("isRunning", false);
break;
case Animation.Sit:
characterAnimator.SetBool("isSitting", false);
break;
}
}
IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax) IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax)
{ {

+ 3
- 1
Assets/Scripts/Logic/Blocks/Rotate.cs View File

@ -25,7 +25,9 @@ public class Rotate : LogicBlock
/// <param name="player">Player to rotate</param> /// <param name="player">Player to rotate</param>
protected override void BlockLogic(Character player, float animationTime) protected override void BlockLogic(Character player, float animationTime)
{ {
player.Rotate(direction, animationTime);
//player.Rotate(direction, animationTime);
player.StartCoroutine(player.RotateToDirection(direction, Character.Animation.Jump, animationTime, true));
} }
/// <summary> /// <summary>

+ 8
- 0
Assets/Scripts/LogicBlocks.meta View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8936b441d7647f74884c94f97bfb8931
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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