Jumping animation without sprinting as well
State of the code before and after presentation
This commit is contained in:
parent
e78ac39841
commit
cbabc6e6a2
9 changed files with 7 additions and 698 deletions
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@ -47,7 +47,7 @@ public class EnemyController : CharacterControllerBase
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diff.Normalize();
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diff.Normalize();
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float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
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float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
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_rb.AddForce(diff * (sp * _rb.mass * _rb.gravityScale));
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_rb.AddForce(diff * sp);
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if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
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if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
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{
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{
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var scale = tr.localScale;
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var scale = tr.localScale;
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@ -25,7 +25,6 @@ public class EnemySpawner : MonoBehaviour
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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//int timeMultiplier = _spawner.maxLevel - _spawner.Level;
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int countMultiplier = _spawner.Level + 1;
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int countMultiplier = _spawner.Level + 1;
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if (Time.fixedTime - _lastSpawn > timeBetweenSpawns && _random.Next(2) == 1)
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if (Time.fixedTime - _lastSpawn > timeBetweenSpawns && _random.Next(2) == 1)
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{
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{
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@ -57,12 +57,9 @@ public class OwnCharacterController : CharacterControllerBase
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{
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{
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//_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
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//_rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
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_rb.velocity += new Vector2(0, jumpForce);
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_rb.velocity += new Vector2(0, jumpForce);
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if (sprinting) //Csak akkor animálja az ugrást, ha fut közben
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{
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_jumpStatus = JumpStatus.Up;
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_jumpStatus = JumpStatus.Up;
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_animator.SetInteger(Jump, (int) _jumpStatus);
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_animator.SetInteger(Jump, (int) _jumpStatus);
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}
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}
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}
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else if (_jumpStatus == JumpStatus.Up && _rb.velocity.y <= 0)
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else if (_jumpStatus == JumpStatus.Up && _rb.velocity.y <= 0)
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{
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{
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_jumpStatus = JumpStatus.Down;
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_jumpStatus = JumpStatus.Down;
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@ -8,12 +8,11 @@ public class Parallaxing : MonoBehaviour
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private float _parallaxScale;
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private float _parallaxScale;
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public float smoothing = 1f;
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public float smoothing = 1f;
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private Transform _cam; // reference to the main cameras transform
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private Transform _cam;
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private Vector3 _previousCamPos; // the position of the camera in the previous frame
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private Vector3 _previousCamPos;
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// Is called before Start(). Great for references.
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// Is called before Start(). Great for references.
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void Awake () {
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void Awake () {
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// set up the camera reference
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_cam = Camera.main.transform;
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_cam = Camera.main.transform;
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_background = transform;
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_background = transform;
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}
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}
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@ -21,10 +20,7 @@ public class Parallaxing : MonoBehaviour
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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// The previous frame had the current frame's camera position
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_previousCamPos = _cam.position;
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_previousCamPos = _cam.position;
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// asigning coresponding parallaxScale
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_parallaxScale = _background.position.z * -1;
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_parallaxScale = _background.position.z * -1;
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}
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}
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@ -23,11 +23,8 @@ public class WeaponFireController : MonoBehaviour
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var theRocket = _pool.GetObject();
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var theRocket = _pool.GetObject();
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var rocketTransform = theRocket.transform;
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var rocketTransform = theRocket.transform;
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rocketTransform.position = firePoint.position;
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rocketTransform.position = firePoint.position;
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/*var scale = rocketTransform.localScale;
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if (transform.localScale.x * scale.x < 0)
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scale.x *= -1;
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rocketTransform.localScale = scale;*/
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//https://forum.unity.com/threads/look-rotation-2d-equivalent.611044/
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// vector from this object towards the target location
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// vector from this object towards the target location
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var vectorToTarget = Camera.main.ScreenToWorldPoint(Input.mousePosition) - rocketTransform.position;
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var vectorToTarget = Camera.main.ScreenToWorldPoint(Input.mousePosition) - rocketTransform.position;
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// rotate that vector by 90 degrees around the Z axis
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// rotate that vector by 90 degrees around the Z axis
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@ -38,10 +35,6 @@ public class WeaponFireController : MonoBehaviour
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Quaternion targetRotation = Quaternion.LookRotation(Vector3.forward, rotatedVectorToTarget);
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Quaternion targetRotation = Quaternion.LookRotation(Vector3.forward, rotatedVectorToTarget);
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rocketTransform.rotation = targetRotation;
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rocketTransform.rotation = targetRotation;
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Debug.Log("Rotation: " + rocketTransform.rotation.eulerAngles);
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/*Debug.Log("Rocket position: " + rocketTransform.position);
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Debug.Log("Target position: " + Camera.main.ScreenToWorldPoint(Input.mousePosition));
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Debug.Log("Difference: " + direction);*/
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theRocket.SetActive(true);
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theRocket.SetActive(true);
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}
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}
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}
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}
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Loading…
Reference in a new issue