Jumping animation without sprinting as well

State of the code before and after presentation
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Norbi Peti 2020-11-20 15:34:20 +01:00
parent e78ac39841
commit cbabc6e6a2
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9 changed files with 7 additions and 698 deletions

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@ -47,7 +47,7 @@ public class EnemyController : CharacterControllerBase
diff.Normalize(); diff.Normalize();
float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
_rb.AddForce(diff * (sp * _rb.mass * _rb.gravityScale)); _rb.AddForce(diff * sp);
if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
{ {
var scale = tr.localScale; var scale = tr.localScale;

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@ -25,7 +25,6 @@ public class EnemySpawner : MonoBehaviour
private void FixedUpdate() private void FixedUpdate()
{ {
//int timeMultiplier = _spawner.maxLevel - _spawner.Level;
int countMultiplier = _spawner.Level + 1; int countMultiplier = _spawner.Level + 1;
if (Time.fixedTime - _lastSpawn > timeBetweenSpawns && _random.Next(2) == 1) if (Time.fixedTime - _lastSpawn > timeBetweenSpawns && _random.Next(2) == 1)
{ {

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@ -57,12 +57,9 @@ public class OwnCharacterController : CharacterControllerBase
{ {
//_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse); //_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
_rb.velocity += new Vector2(0, jumpForce); _rb.velocity += new Vector2(0, jumpForce);
if (sprinting) //Csak akkor animálja az ugrást, ha fut közben
{
_jumpStatus = JumpStatus.Up; _jumpStatus = JumpStatus.Up;
_animator.SetInteger(Jump, (int) _jumpStatus); _animator.SetInteger(Jump, (int) _jumpStatus);
} }
}
else if (_jumpStatus == JumpStatus.Up && _rb.velocity.y <= 0) else if (_jumpStatus == JumpStatus.Up && _rb.velocity.y <= 0)
{ {
_jumpStatus = JumpStatus.Down; _jumpStatus = JumpStatus.Down;

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@ -8,12 +8,11 @@ public class Parallaxing : MonoBehaviour
private float _parallaxScale; private float _parallaxScale;
public float smoothing = 1f; public float smoothing = 1f;
private Transform _cam; // reference to the main cameras transform private Transform _cam;
private Vector3 _previousCamPos; // the position of the camera in the previous frame private Vector3 _previousCamPos;
// Is called before Start(). Great for references. // Is called before Start(). Great for references.
void Awake () { void Awake () {
// set up the camera reference
_cam = Camera.main.transform; _cam = Camera.main.transform;
_background = transform; _background = transform;
} }
@ -21,10 +20,7 @@ public class Parallaxing : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
// The previous frame had the current frame's camera position
_previousCamPos = _cam.position; _previousCamPos = _cam.position;
// asigning coresponding parallaxScale
_parallaxScale = _background.position.z * -1; _parallaxScale = _background.position.z * -1;
} }

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@ -23,11 +23,8 @@ public class WeaponFireController : MonoBehaviour
var theRocket = _pool.GetObject(); var theRocket = _pool.GetObject();
var rocketTransform = theRocket.transform; var rocketTransform = theRocket.transform;
rocketTransform.position = firePoint.position; rocketTransform.position = firePoint.position;
/*var scale = rocketTransform.localScale;
if (transform.localScale.x * scale.x < 0)
scale.x *= -1;
rocketTransform.localScale = scale;*/
//https://forum.unity.com/threads/look-rotation-2d-equivalent.611044/
// vector from this object towards the target location // vector from this object towards the target location
var vectorToTarget = Camera.main.ScreenToWorldPoint(Input.mousePosition) - rocketTransform.position; var vectorToTarget = Camera.main.ScreenToWorldPoint(Input.mousePosition) - rocketTransform.position;
// rotate that vector by 90 degrees around the Z axis // rotate that vector by 90 degrees around the Z axis
@ -38,10 +35,6 @@ public class WeaponFireController : MonoBehaviour
Quaternion targetRotation = Quaternion.LookRotation(Vector3.forward, rotatedVectorToTarget); Quaternion targetRotation = Quaternion.LookRotation(Vector3.forward, rotatedVectorToTarget);
rocketTransform.rotation = targetRotation; rocketTransform.rotation = targetRotation;
Debug.Log("Rotation: " + rocketTransform.rotation.eulerAngles);
/*Debug.Log("Rocket position: " + rocketTransform.position);
Debug.Log("Target position: " + Camera.main.ScreenToWorldPoint(Input.mousePosition));
Debug.Log("Difference: " + direction);*/
theRocket.SetActive(true); theRocket.SetActive(true);
} }
} }

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