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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; | |||
} | |||
} | |||
*/ | |||
} |
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licenseType: Free | |||
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executionOrder: 0 | |||
icon: {instanceID: 0} | |||
userData: | |||
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@ -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; | |||
} | |||
} |
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