Browse Source

added lift, fixed jump, some other stuff

master
Joshua Reason 9 years ago
parent
commit
61bd8ab74a
16 changed files with 1460 additions and 6 deletions
  1. BIN
      unity_Project/Assets/Animations/Rod_Forward.fbx
  2. +315
    -0
      unity_Project/Assets/Animations/Rod_Forward.fbx.meta
  3. BIN
      unity_Project/Assets/Animations/jump_feedback.fbx
  4. +331
    -0
      unity_Project/Assets/Animations/jump_feedback.fbx.meta
  5. BIN
      unity_Project/Assets/Animations/run_Cycle_01(15fps).fbx
  6. +315
    -0
      unity_Project/Assets/Animations/run_Cycle_01(15fps).fbx.meta
  7. BIN
      unity_Project/Assets/Animations/walk_Cycle_New_01(30fps).fbx
  8. +315
    -0
      unity_Project/Assets/Animations/walk_Cycle_New_01(30fps).fbx.meta
  9. +10
    -1
      unity_Project/Assets/Scripts/fence.cs
  10. +78
    -0
      unity_Project/Assets/Scripts/liftScale.cs
  11. +12
    -0
      unity_Project/Assets/Scripts/liftScale.cs.meta
  12. +9
    -3
      unity_Project/Assets/Scripts/magnetGun.cs
  13. +45
    -0
      unity_Project/Assets/Scripts/script.cs
  14. +12
    -0
      unity_Project/Assets/Scripts/script.cs.meta
  15. +18
    -2
      unity_Project/Assets/Scripts/thirdPersonController.cs
  16. BIN
      unity_Project/Assets/_Scenes/MainLevel.unity

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100104: Character_Advanced_01_0004:l_Toe_Controller
100106: Character_Advanced_01_0004:l_Wrist_Controller
100108: Character_Advanced_01_0004:Master
100110: Character_Advanced_01_0004:MASTER_CONTROLLER
100112: Character_Advanced_01_0004:Mid_Controller
100114: Character_Advanced_01_0004:Neck
100116: Character_Advanced_01_0004:Neck_Controller
100118: Character_Advanced_01_0004:r_Elbow
100120: Character_Advanced_01_0004:r_Fist_Controller
100122: Character_Advanced_01_0004:r_Foot_Controller
100124: Character_Advanced_01_0004:r_Hand
100126: Character_Advanced_01_0004:r_Hand_Controls
100128: Character_Advanced_01_0004:r_Heel
100130: Character_Advanced_01_0004:r_Hip
100132: Character_Advanced_01_0004:r_Index_1
100134: Character_Advanced_01_0004:r_Index_2
100136: Character_Advanced_01_0004:r_Index_3
100138: Character_Advanced_01_0004:r_Index_4
100140: Character_Advanced_01_0004:r_Index_Controller
100142: Character_Advanced_01_0004:r_Knee
100144: Character_Advanced_01_0004:r_Middle_1
100146: Character_Advanced_01_0004:r_Middle_2
100148: Character_Advanced_01_0004:r_Middle_3
100150: Character_Advanced_01_0004:r_Middle_4
100152: Character_Advanced_01_0004:r_Middle_Controller
100154: Character_Advanced_01_0004:r_Pinky_1
100156: Character_Advanced_01_0004:r_Pinky_2
100158: Character_Advanced_01_0004:r_Pinky_3
100160: Character_Advanced_01_0004:r_Pinky_4
100162: Character_Advanced_01_0004:r_Pinky_Controller
100164: Character_Advanced_01_0004:r_Ring_1
100166: Character_Advanced_01_0004:r_Ring_2
100168: Character_Advanced_01_0004:r_Ring_3
100170: Character_Advanced_01_0004:r_Ring_4
100172: Character_Advanced_01_0004:r_Ring_Controller
100174: Character_Advanced_01_0004:r_Shoulder
100176: Character_Advanced_01_0004:r_Thumb_1
100178: Character_Advanced_01_0004:r_Thumb_2
100180: Character_Advanced_01_0004:r_Thumb_Controller
100182: Character_Advanced_01_0004:r_Toe
100184: Character_Advanced_01_0004:r_Toe_Controller
100186: Character_Advanced_01_0004:r_Wrist_Controller
100188: Character_Advanced_01_0004:Spine_Bot
100190: Character_Advanced_01_0004:Spine_Mid
100192: Character_Advanced_01_0004:Spine_Top
100194: Character_Advanced_01_0004:Staff1
100196: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:Character_new_06:polySurface50
100198: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:transform30
100200: Character_Advanced_02:Character_Advanced_01_0004:Hand_Controllers
100202: Character_Advanced_02:Character_Advanced_01_0004:l_Hand_Controls
100204: Character_Advanced_02:Character_Advanced_01_0004:r_Hand_Controls
100206: curve1
100208: imagePlane1
100210: joint3
100212: locator1
100214: locator2
100216: nurbsCircle1
100218: nurbsCircle2
100220: nurbsCircle3
100222: nurbsCircle4
100224: nurbsCircle5
100226: nurbsSquare1
100228: nurbsSquare2
100230: nurbsSquare3
100232: polySurface1
100234: staff_bot
100236: staff_top
100238: //RootNode
400000: Character_Advanced_01_0004:Backpack
400002: Character_Advanced_01_0004:Character_new_06:Character_new_06:polySurface50
400004: Character_Advanced_01_0004:Character_new_06:ikHandle10
400006: Character_Advanced_01_0004:Character_new_06:ikHandle11
400008: Character_Advanced_01_0004:Character_new_06:ikHandle5
400010: Character_Advanced_01_0004:Character_new_06:ikHandle6
400012: Character_Advanced_01_0004:Character_new_06:ikHandle7
400014: Character_Advanced_01_0004:Character_new_06:ikHandle9
400016: Character_Advanced_01_0004:Character_new_06:transform30
400018: Character_Advanced_01_0004:Face
400020: Character_Advanced_01_0004:face_Controller
400022: Character_Advanced_01_0004:Feet_Controller
400024: Character_Advanced_01_0004:Hand_Controllers
400026: Character_Advanced_01_0004:Head
400028: Character_Advanced_01_0004:Head_Controller
400030: Character_Advanced_01_0004:head_Locator
400032: Character_Advanced_01_0004:head_upNode
400034: Character_Advanced_01_0004:Hip
400036: Character_Advanced_01_0004:Hip_Controller
400038: Character_Advanced_01_0004:l_Elbow
400040: Character_Advanced_01_0004:l_Fist_Controller
400042: Character_Advanced_01_0004:l_Foot_Controller
400044: Character_Advanced_01_0004:l_Hand
400046: Character_Advanced_01_0004:l_Hand_Controls
400048: Character_Advanced_01_0004:l_Heel
400050: Character_Advanced_01_0004:l_Hip
400052: Character_Advanced_01_0004:l_Index_1
400054: Character_Advanced_01_0004:l_Index_2
400056: Character_Advanced_01_0004:l_Index_3
400058: Character_Advanced_01_0004:l_Index_4
400060: Character_Advanced_01_0004:l_Index_Controller
400062: Character_Advanced_01_0004:l_Knee
400064: Character_Advanced_01_0004:l_Middle_1
400066: Character_Advanced_01_0004:l_Middle_2
400068: Character_Advanced_01_0004:l_Middle_3
400070: Character_Advanced_01_0004:l_Middle_4
400072: Character_Advanced_01_0004:l_Middle_Controller
400074: Character_Advanced_01_0004:l_Pinky_1
400076: Character_Advanced_01_0004:l_Pinky_2
400078: Character_Advanced_01_0004:l_Pinky_3
400080: Character_Advanced_01_0004:l_Pinky_4
400082: Character_Advanced_01_0004:l_Pinky_Controller
400084: Character_Advanced_01_0004:l_Ring_1
400086: Character_Advanced_01_0004:l_Ring_2
400088: Character_Advanced_01_0004:l_Ring_3
400090: Character_Advanced_01_0004:l_Ring_4
400092: Character_Advanced_01_0004:l_Ring_Controller
400094: Character_Advanced_01_0004:l_Shoulder
400096: Character_Advanced_01_0004:l_Thumb_1
400098: Character_Advanced_01_0004:l_Thumb_2
400100: Character_Advanced_01_0004:l_Thumb_Controller
400102: Character_Advanced_01_0004:l_Toe
400104: Character_Advanced_01_0004:l_Toe_Controller
400106: Character_Advanced_01_0004:l_Wrist_Controller
400108: Character_Advanced_01_0004:Master
400110: Character_Advanced_01_0004:MASTER_CONTROLLER
400112: Character_Advanced_01_0004:Mid_Controller
400114: Character_Advanced_01_0004:Neck
400116: Character_Advanced_01_0004:Neck_Controller
400118: Character_Advanced_01_0004:r_Elbow
400120: Character_Advanced_01_0004:r_Fist_Controller
400122: Character_Advanced_01_0004:r_Foot_Controller
400124: Character_Advanced_01_0004:r_Hand
400126: Character_Advanced_01_0004:r_Hand_Controls
400128: Character_Advanced_01_0004:r_Heel
400130: Character_Advanced_01_0004:r_Hip
400132: Character_Advanced_01_0004:r_Index_1
400134: Character_Advanced_01_0004:r_Index_2
400136: Character_Advanced_01_0004:r_Index_3
400138: Character_Advanced_01_0004:r_Index_4
400140: Character_Advanced_01_0004:r_Index_Controller
400142: Character_Advanced_01_0004:r_Knee
400144: Character_Advanced_01_0004:r_Middle_1
400146: Character_Advanced_01_0004:r_Middle_2
400148: Character_Advanced_01_0004:r_Middle_3
400150: Character_Advanced_01_0004:r_Middle_4
400152: Character_Advanced_01_0004:r_Middle_Controller
400154: Character_Advanced_01_0004:r_Pinky_1
400156: Character_Advanced_01_0004:r_Pinky_2
400158: Character_Advanced_01_0004:r_Pinky_3
400160: Character_Advanced_01_0004:r_Pinky_4
400162: Character_Advanced_01_0004:r_Pinky_Controller
400164: Character_Advanced_01_0004:r_Ring_1
400166: Character_Advanced_01_0004:r_Ring_2
400168: Character_Advanced_01_0004:r_Ring_3
400170: Character_Advanced_01_0004:r_Ring_4
400172: Character_Advanced_01_0004:r_Ring_Controller
400174: Character_Advanced_01_0004:r_Shoulder
400176: Character_Advanced_01_0004:r_Thumb_1
400178: Character_Advanced_01_0004:r_Thumb_2
400180: Character_Advanced_01_0004:r_Thumb_Controller
400182: Character_Advanced_01_0004:r_Toe
400184: Character_Advanced_01_0004:r_Toe_Controller
400186: Character_Advanced_01_0004:r_Wrist_Controller
400188: Character_Advanced_01_0004:Spine_Bot
400190: Character_Advanced_01_0004:Spine_Mid
400192: Character_Advanced_01_0004:Spine_Top
400194: Character_Advanced_01_0004:Staff1
400196: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:Character_new_06:polySurface50
400198: Character_Advanced_02:Character_Advanced_01_0004:Character_new_06:transform30
400200: Character_Advanced_02:Character_Advanced_01_0004:Hand_Controllers
400202: Character_Advanced_02:Character_Advanced_01_0004:l_Hand_Controls
400204: Character_Advanced_02:Character_Advanced_01_0004:r_Hand_Controls
400206: curve1
400208: imagePlane1
400210: joint3
400212: locator1
400214: locator2
400216: nurbsCircle1
400218: nurbsCircle2
400220: nurbsCircle3
400222: nurbsCircle4
400224: nurbsCircle5
400226: nurbsSquare1
400228: nurbsSquare2
400230: nurbsSquare3
400232: polySurface1
400234: staff_bot
400236: staff_top
400238: //RootNode
4300000: Character_Advanced_01_0004:Staff1
4300002: polySurface1
7400000: Take 001
9500000: //RootNode
13700000: Character_Advanced_01_0004:Staff1
13700002: polySurface1
materials:
importMaterials: 1
materialName: 0
materialSearch: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
optimizeGameObjects: 0
motionNodeName:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
animationCompression: 1
animationRotationError: .5
animationPositionError: .5
animationScaleError: .5
animationWrapMode: 0
extraExposedTransformPaths: []
clipAnimations: []
isReadable: 1
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
importBlendShapes: 1
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
optimizeMeshForGPU: 1
keepQuads: 0
weldVertices: 1
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVPackMargin: 4
useFileScale: 1
tangentSpace:
normalSmoothAngle: 60
splitTangentsAcrossUV: 1
normalImportMode: 0
tangentImportMode: 1
importAnimation: 1
copyAvatar: 0
humanDescription:
human: []
skeleton: []
armTwist: .5
foreArmTwist: .5
upperLegTwist: .5
legTwist: .5
armStretch: .0500000007
legStretch: .0500000007
feetSpacing: 0
rootMotionBoneName:
lastHumanDescriptionAvatarSource: {instanceID: 0}
animationType: 2
additionalBone: 0
userData:
assetBundleName:
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+ 10
- 1
unity_Project/Assets/Scripts/fence.cs View File

@ -18,7 +18,16 @@ public class fence : MonoBehaviour {
}
void OnCollisionEnter(Collision collision) {
if (collision.transform.tag == "moveable")
if (collision.transform.tag == "moveable") {
rigidbody.isKinematic = false;
/*
ContactPoint contact = collision.contacts[0];
Vector3 push = transform.position - contact.point;
push.Normalize();
Debug.Log("fence: " + push);
rigidbody.AddForceAtPosition(push*1000, contact.point);
*/
}
}
}

+ 78
- 0
unity_Project/Assets/Scripts/liftScale.cs View File

@ -0,0 +1,78 @@
using UnityEngine;
using System.Collections;
public class liftScale : MonoBehaviour {
public GameObject otherObject;
public liftScale otherScript;
private Rigidbody rigidbody;
private float minHeight;
private float maxHeight;
private float startingHeight;
private float otherStartingHeight;
private Vector3 prevPosition;
private Vector3 otherPrevPosition;
private int top = 1;
// Use this for initialization
void Start () {
rigidbody = GetComponent <Rigidbody> ();
maxHeight = Mathf.Max (transform.position.y, otherObject.transform.position.y);
minHeight = Mathf.Min (transform.position.y, otherObject.transform.position.y);
startingHeight = transform.position.y;
otherStartingHeight = otherObject.transform.position.y;
if (startingHeight < otherStartingHeight){
top = -1;
}
}
// Update is called once per frame
void Update () {
if (transform.position != prevPosition) {
float dist = Mathf.Abs(startingHeight - transform.position.y);
prevPosition = transform.position;
Vector3 newPos = otherObject.transform.position;
newPos.y = otherStartingHeight + (dist * top);
//otherObject.transform.position = newPos;
otherObject.GetComponent<Rigidbody>().MovePosition(newPos);
//otherObject.GetComponent<Rigidbody>().velocity = -GetComponent<Rigidbody>().velocity;
otherScript.prevPosition = otherObject.transform.position;
}
rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
/*
if (otherObject.transform.position != otherPrevPosition) {
float dist = Mathf.Abs(otherStartingHeight - otherObject.transform.position.y);
Vector3 newPos = transform.position;
newPos.y = startingHeight + (dist * -top);
transform.position = newPos;
prevPosition = transform.position;
}*/
}
/*
void OnTriggerStay(Collider collider) {
if (collider.transform.tag == "Player") {
Vector3 pos = collider.transform.position;
pos.y = transform.position.y;
collider.transform.position = pos;
}
}
*/
}

+ 12
- 0
unity_Project/Assets/Scripts/liftScale.cs.meta View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 4bab6020486953540967393517bd70ff
timeCreated: 1442133942
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

+ 9
- 3
unity_Project/Assets/Scripts/magnetGun.cs View File

@ -29,6 +29,9 @@ public class magnetGun : MonoBehaviour {
public float minDistance = 3.0f;
public float impulsePower = 50.0f;
private RigidbodyConstraints originalConstrants;
private bool originalGravity;
private float maxWalkSpeed;
private Renderer lastTargetRenderer;
private Color lastTargetColour;
@ -115,9 +118,12 @@ public class magnetGun : MonoBehaviour {
private void pickUpItem(Collider item){
if (item != null) {
if (item.tag == "moveable"){
originalConstrants = item.attachedRigidbody.constraints;
originalGravity = item.attachedRigidbody.useGravity;
item.attachedRigidbody.useGravity = false;
item.attachedRigidbody.drag = 3.0f;
item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation;
item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation | originalConstrants;
//camera.transform.LookAt(item.transform.position);
//playerController.cameraX = camera.transform.eulerAngles.x;
//playerController.cameraY = camera.transform.eulerAngles.y;
@ -160,9 +166,9 @@ public class magnetGun : MonoBehaviour {
private void dropItem(Collider item){
if (item != null) {
item.attachedRigidbody.useGravity = true;
item.attachedRigidbody.useGravity = originalGravity;
item.attachedRigidbody.drag = 0.0f;
item.attachedRigidbody.constraints = RigidbodyConstraints.None;
item.attachedRigidbody.constraints = originalConstrants;
if(topScreen)
item.attachedRigidbody.velocity = Vector3.ClampMagnitude (item.attachedRigidbody.velocity, 5);

+ 45
- 0
unity_Project/Assets/Scripts/script.cs View File

@ -0,0 +1,45 @@
using UnityEngine;
using System.Collections;
public class script : MonoBehaviour {
public GameObject player;
private thirdPersonController playerController;
public float minDistance;
private float maxDistance;
private bool colliding = false;
private float curCameraX;
private float curCameraY;
private Vector3 curPosition;
// Use this for initialization
void Start () {
playerController = player.GetComponent<thirdPersonController> ();
maxDistance = playerController.cameraDistance;
}
// Update is called once per frame
void Update () {
if (!colliding && playerController.cameraDistance < maxDistance && (curCameraX != playerController.cameraX ||curCameraY != playerController.cameraY || player.transform.position != curPosition))
playerController.cameraDistance += 0.2f;
}
void OnTriggerStay(Collider other) {
colliding = true;
Debug.Log ("cameraCollider");
if (playerController.cameraDistance > minDistance) {
playerController.cameraDistance -= 0.2f;
curCameraX = playerController.cameraX;
curCameraY = playerController.cameraY;
curPosition = player.transform.position;
}
}
void OnTriggerExit(Collider other) {
colliding = false;
}
}

+ 12
- 0
unity_Project/Assets/Scripts/script.cs.meta View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: f8d0877aa3584fe4aa87867357618482
timeCreated: 1442150239
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

+ 18
- 2
unity_Project/Assets/Scripts/thirdPersonController.cs View File

@ -20,6 +20,9 @@ public class thirdPersonController : MonoBehaviour {
public float movementSpeed;
public float jumpHeight;
public float grip;
public float maxVelocity;
public float maxAirVelocity;
private float curMaxVelocity;
public float cameraX;
public float cameraY;
@ -53,23 +56,36 @@ public class thirdPersonController : MonoBehaviour {
if (Physics.Raycast (ray, out hit, 1.3f)) {
grounded = true;
curMaxVelocity = maxVelocity;
if (hit.collider.tag == "moveable")
matchVelocity(hit.collider);
} else {
grounded = false;
curMaxVelocity = maxAirVelocity;
}
if (active) {
applyMovement ();
Vector3 checkVelocity = rigidbody.velocity;
//Debug.Log ("VelMag: " + checkVelocity.magnitude);
if (checkVelocity.magnitude > maxVelocity){
float vertVelo = checkVelocity.y;
checkVelocity = Vector3.ClampMagnitude (checkVelocity, curMaxVelocity);
checkVelocity.y = vertVelo;
//Debug.Log (checkVelocity);
rigidbody.velocity = checkVelocity;
}
transform.rotation = Quaternion.Euler (new Vector3 (0.0f, camera.transform.rotation.eulerAngles.y, 0.0f));
applyGrip();
applyJump (jumpHeight);
}
}
@ -133,7 +149,7 @@ public class thirdPersonController : MonoBehaviour {
if (grounded && Mathf.Abs(movementX) < 0.8f ) {
rigidbody.AddForce(transform.right * -localVelX * grip);
if (movementY < 0.5f && localVelZ > 1.0f){
if (Mathf.Abs(movementY) < 0.5f && Mathf.Abs(localVelZ )> 1.0f){
rigidbody.AddForce(-transform.forward * grip * localVelZ );
}

BIN
unity_Project/Assets/_Scenes/MainLevel.unity View File


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