reverted last change partly (cam), added animation

This commit is contained in:
TAASONI3 2023-12-27 12:36:09 +01:00
parent 0865eee42f
commit 02a20443c2
16 changed files with 1169 additions and 137 deletions

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@ -50,7 +50,7 @@ public class Controls : MonoBehaviour
{
if (uihandler.canPlayerRotate())
{
player.GetComponent<PlayerGameObject>().lookAround(view, playerInput.currentControlScheme == "Controller");
playerCam.GetComponent<PlayerCamera>().lookAround(view, playerInput.currentControlScheme == "Controller");
}
if (uihandler.canPlayerMove())
{
@ -141,7 +141,7 @@ public class Controls : MonoBehaviour
fight.GetComponent<Fight>().startFight(worldGen.GetComponent<WorldGenerator>().getCurrentTile(), target, player);
break;
case "Tree":
StartCoroutine(playParticle(target));
StartCoroutine(playAnimation(target, "Chopping"));
GameObject.Find("Inventory").GetComponent<Inventory>().addItem(new Item("Wood"));
break;
case "Stone":
@ -174,7 +174,7 @@ public class Controls : MonoBehaviour
{
GameObject.Find("Inventory").GetComponent<Inventory>().addItem(new Item("Tin ore"));
}
Destroy(target);
StartCoroutine(playAnimation(target, "Mining"));
break;
}
}

View File

@ -20,7 +20,7 @@ public class Fight : MonoBehaviour
this.enemy = enemy;
this.player = player;
enemy.GetComponent<Enemy>().scaleEnemy(player.GetComponent<PlayerGameObject>());
enemy.transform.rotation = Quaternion.Euler(0, player.transform.rotation.y + 180f, 0);
enemy.transform.rotation = Quaternion.Euler(0, GameObject.Find("Main Camera").transform.rotation.y, 0);
uihandler = GameObject.Find("UIHandler").GetComponent<UIHandler>();
uihandler.openFight();

View File

@ -85,8 +85,8 @@ namespace Assets.Scripts
saveText = saveText + uihandler.saveVideoSettings() + "\r\n";
saveText = saveText + uihandler.saveLanguage() + "\r\n";
saveText = saveText + audioHandler.saveAudioSettings() + "\r\n";
GameObject.Find("Player").GetComponent<PlayerGameObject>().mouseSpeed = GameObject.Find("slideSensitivityMouse").GetComponent<Slider>().value;
GameObject.Find("Player").GetComponent<PlayerGameObject>().controllerSpeed = GameObject.Find("slideSensitivityController").GetComponent<Slider>().value;
GameObject.Find("Main Camera").GetComponent<PlayerCamera>().mouseSpeed = GameObject.Find("slideSensitivityMouse").GetComponent<Slider>().value;
GameObject.Find("Main Camera").GetComponent<PlayerCamera>().controllerSpeed = GameObject.Find("slideSensitivityController").GetComponent<Slider>().value;
saveText = saveText + "SensitivityMouse:"+GameObject.Find("slideSensitivityMouse").GetComponent<Slider>().value + "\r\n";
saveText = saveText + "SensitivityController:"+GameObject.Find("slideSensitivityController").GetComponent<Slider>().value;
FileHandler.saveOptions(saveText);

View File

@ -104,12 +104,12 @@ namespace Assets.Scripts
break;
case "SensitivityMouse":
if(isIngame){
GameObject.Find("Player").GetComponent<PlayerGameObject>().mouseSpeed = float.Parse(line.Split(':')[1]);
GameObject.Find("Main Camera").GetComponent<PlayerCamera>().mouseSpeed = float.Parse(line.Split(':')[1]);
}
break;
case "SensitivityController":
if(isIngame){
GameObject.Find("Player").GetComponent<PlayerGameObject>().controllerSpeed = float.Parse(line.Split(':')[1]);
GameObject.Find("Main Camera").GetComponent<PlayerCamera>().controllerSpeed = float.Parse(line.Split(':')[1]);
}
break;
}

View File

@ -9,6 +9,11 @@ namespace Assets.Scripts.Player
{
UIHandler uihandler;
GameObject interact;
public float mouseSpeed = 100; //the sensibility
public float controllerSpeed = 0.01f; //the sensibility
float xMaxLimit = 45.0f;
float xMinLimit = -45.0f;
Vector2 rotation = Vector2.zero;
// Start is called before the first frame update
void Start()
@ -42,6 +47,22 @@ namespace Assets.Scripts.Player
return null;
}
public void lookAround(Vector2 view, bool isController)
{
rotation.y += view.x;
rotation.x += -view.y;
rotation.x = Mathf.Clamp(rotation.x, xMinLimit, xMaxLimit);
if (isController)
{
transform.eulerAngles = rotation * (controllerSpeed * Time.deltaTime);
}
else
{
transform.eulerAngles = rotation * mouseSpeed;
//TODO: Look at camera movement -> Not rly smooth. Weird drag
}
}
void showInformation()
{
RaycastHit hit;

View File

@ -22,14 +22,8 @@ namespace Assets.Scripts.Player
bool finishedGame = false;
PlayerObject player;
public float speed = 5f;
DateTime jumpTimer;
DateTime now;
int bobbingDirection = -1;
public float mouseSpeed = 100; //the sensibility
public float controllerSpeed = 0.01f; //the sensibility
float xMaxLimit = 45.0f;
float xMinLimit = -45.0f;
Vector2 rotation = Vector2.zero;
private void OnEnable()
{
@ -144,24 +138,19 @@ namespace Assets.Scripts.Player
if (input.y != 0)
{
if (jumpTimer != null)
RaycastHit hit;
if (Physics.Raycast(transform.position, -transform.up, out hit, Mathf.Infinity))
{
if (jumpTimer.AddSeconds(1).CompareTo(DateTime.Now) <= 0)
if (hit.distance <= 1.5f)
{
jumpTimer = DateTime.Now;
gameObject.GetComponent<Rigidbody>().velocity = new Vector3(0, 5, 0);
audioHandler.playJump();
}
}
else
{
jumpTimer = DateTime.Now;
gameObject.GetComponent<Rigidbody>().velocity = new Vector3(0, 5, 0);
audioHandler.playJump();
}
}
Vector3 movement = new Vector3(input.x, 0, input.z);
movement = camera.transform.TransformDirection(movement);
movement.y = 0;
gameObject.transform.Translate(movement * speed * Time.deltaTime);
if (input.z != 0)
@ -183,7 +172,7 @@ namespace Assets.Scripts.Player
public void getRotation()
{
GameObject needle = GameObject.Find("imgNeedle");
float rotation = gameObject.transform.rotation.eulerAngles.y;
float rotation = GameObject.Find("Main Camera").transform.rotation.eulerAngles.y;
if (rotation < 0)
{
rotation += 360;
@ -382,21 +371,5 @@ namespace Assets.Scripts.Player
{
player.regainSecondary(inventory.getEquipmentBonus()["MPR"], inventory.getEquipmentBonus()["MP"]);
}
public void lookAround(Vector2 view, bool isController)
{
rotation.y += view.x;
rotation.x += -view.y;
rotation.x = Mathf.Clamp(rotation.x, xMinLimit, xMaxLimit);
if (isController)
{
transform.eulerAngles = rotation * (controllerSpeed * Time.deltaTime);
}
else
{
transform.eulerAngles = rotation * mouseSpeed;
//TODO: Look at camera movement -> Not rly smooth. Weird drag
}
}
}
}

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