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

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
}
}
}
}