Revert camera changes, sprites, organization

This commit is contained in:
Norbi Peti 2020-11-06 20:02:44 +01:00
parent e571047781
commit bbf6eb4ea5
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22 changed files with 1107 additions and 74 deletions

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@ -1,61 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Class for following the player with the camera
public class CameraController : MonoBehaviour {
// Camera speed
public float speed = 0.1f;
// GameObject to be followed.
public Transform target;
// Our own transform
private Transform _tr;
// Center position of the target relative to the camera.
public Vector3 offset;
private float _goingSince;
private bool _goingRight;
// Store initial values
void Start()
{
_tr = transform;
offset = target.position - _tr.position;
}
// Update positions
void FixedUpdate()
{
if (!target) return;
float horiz = Input.GetAxis("Horizontal");
if (_goingSince == 0 && Mathf.Abs(horiz) > 0.1f)
{
_goingRight = horiz > 0;
_goingSince = Time.time;
}
if (Mathf.Abs(horiz) < 0.01f)
_goingSince = 0;
// Get where the camera should be, and what movement is required.
var ownPos = _tr.position;
Vector3 anchorPosL = ownPos + offset;
Vector3 anchorPosR = ownPos + new Vector3(-offset.x, offset.y, offset.z);
var targetPos = target.position;
Vector3 movementL = targetPos - anchorPosL;
Vector3 movementR = targetPos - anchorPosR;
if (movementL.x > 0 && movementR.x < 0
&& _goingSince == 0)
return;
var movement = (_goingSince != 0 ? _goingRight : movementL.x < movementR.x)
? movementL //Ha már egy ideje megyünk egy irányba vagy ha arra közelebb van a kamerának, akkor arra megy
: movementR;
// Update position based on movement and speed.
Vector3 newCamPos = ownPos + movement * speed;
ownPos = newCamPos;
_tr.position = ownPos;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Class for following the player with the camera
public class CameraController : MonoBehaviour {
// Camera speed
public float speed = 0.05f;
// GameObject to be followed.
public Transform target;
// Our own transform
private Transform tr;
// Center position of the target relative to the camera.
public Vector3 offset;
// Store initial values
void Start()
{
tr = transform;
offset = target.position - tr.position;
}
// Update positions
void FixedUpdate ()
{
if (!target) return;
// Get where the camera should be, and what movement is required.
var position = tr.position;
Vector3 anchorPos = position + offset;
Vector3 movement = target.position - anchorPos;
// Update position based on movement and speed.
Vector3 newCamPos = position + movement*speed;
position = newCamPos;
tr.position = position;
}
}

View file

@ -31,17 +31,14 @@ public class OwnCharacterController : MonoBehaviour
} }
rb.AddForce(new Vector2(input * 5, 0)); rb.AddForce(new Vector2(input * 5, 0));
var cols = new Collider2D[5];
/*if (Input.GetButtonDown("Jump") && rb.OverlapCollider(new ContactFilter2D(), cols) > 0
&& cols.Any(col => col.CompareTag("Tiled")))*/
if (Input.GetButtonDown("Jump") && IsOnGround()) if (Input.GetButtonDown("Jump") && IsOnGround())
rb.AddForce(new Vector2(0, 3), ForceMode2D.Impulse); rb.AddForce(new Vector2(0, 4), ForceMode2D.Impulse);
} }
private bool IsOnGround() private bool IsOnGround()
{ {
var bounds = collider.bounds; var res = new List<Collider2D>();
return Physics.CheckCapsule(bounds.center, new Vector3(bounds.center.x, bounds.min.y - 0.1f, bounds.center.z), rb.OverlapCollider(new ContactFilter2D(), res);
0.28f); return res.Any(col => col.CompareTag("Ground"));
} }
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