fixed compass and jumping
This commit is contained in:
parent
7eeafdc890
commit
dae53866e4
File diff suppressed because it is too large
Load Diff
@ -12,9 +12,6 @@ namespace Assets.Scripts.Player
|
|||||||
GameObject interact;
|
GameObject interact;
|
||||||
public float mouseSpeed = 10f; //the sensibility
|
public float mouseSpeed = 10f; //the sensibility
|
||||||
public float controllerSpeed = 1f; //the sensibility
|
public float controllerSpeed = 1f; //the sensibility
|
||||||
float xMaxLimit = 45.0f;
|
|
||||||
float xMinLimit = -45.0f;
|
|
||||||
Vector2 rotation = Vector2.zero;
|
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
|
|||||||
@ -27,9 +27,9 @@ namespace Assets.Scripts.Player
|
|||||||
bool finishedGame = false;
|
bool finishedGame = false;
|
||||||
PlayerObject player;
|
PlayerObject player;
|
||||||
DateTime now;
|
DateTime now;
|
||||||
int bobbingDirection = -1;
|
int jumpFrameCounter;
|
||||||
|
|
||||||
public bool isArmed;
|
public bool isArmed;
|
||||||
|
bool canJump;
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
@ -52,12 +52,15 @@ namespace Assets.Scripts.Player
|
|||||||
worldGenerator = GameObject.Find("WorldGenerator").GetComponent<WorldGenerator>();
|
worldGenerator = GameObject.Find("WorldGenerator").GetComponent<WorldGenerator>();
|
||||||
}
|
}
|
||||||
isArmed = true;
|
isArmed = true;
|
||||||
|
jumpFrameCounter = 0;
|
||||||
|
canJump = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if(player == null){
|
if (player == null)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (player.getStat("Killcount").getAmount() == -1)
|
if (player.getStat("Killcount").getAmount() == -1)
|
||||||
@ -65,7 +68,8 @@ namespace Assets.Scripts.Player
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(uihandler.state == UIState.DEATH){
|
if (uihandler.state == UIState.DEATH)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -157,24 +161,26 @@ namespace Assets.Scripts.Player
|
|||||||
|
|
||||||
public void move(Vector3 input)
|
public void move(Vector3 input)
|
||||||
{
|
{
|
||||||
GameObject camera = GameObject.Find("Main Camera");
|
if(gameObject.GetComponent<Rigidbody>().velocity.y <= 0.1f && gameObject.GetComponent<Rigidbody>().velocity.y >= -0.1f){
|
||||||
|
jumpFrameCounter++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(jumpFrameCounter >= 10){
|
||||||
|
canJump = true;
|
||||||
|
jumpFrameCounter = 0;
|
||||||
|
}
|
||||||
if (input.y != 0)
|
if (input.y != 0)
|
||||||
{
|
{
|
||||||
RaycastHit hit;
|
if (canJump)
|
||||||
if (Physics.Raycast(transform.position, -transform.up, out hit, Mathf.Infinity))
|
|
||||||
{
|
{
|
||||||
if (hit.distance <= 1.5f)
|
gameObject.GetComponent<Rigidbody>().velocity = new Vector3(0, 5, 0);
|
||||||
{
|
audioHandler.playJump();
|
||||||
gameObject.GetComponent<Rigidbody>().velocity = new Vector3(0, 5, 0);
|
canJump = false;
|
||||||
audioHandler.playJump();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Vector3 movement = new Vector3(input.x, 0, input.z);
|
Vector3 movement = new Vector3(0, 0, input.z);
|
||||||
movement = camera.transform.TransformDirection(movement);
|
|
||||||
movement.y = 0;
|
|
||||||
gameObject.transform.Translate(movement * speed * Time.deltaTime);
|
gameObject.transform.Translate(movement * speed * Time.deltaTime);
|
||||||
|
gameObject.transform.Rotate(Vector3.up, input.x * 100 * Time.deltaTime);
|
||||||
gameObject.GetComponent<Animator>().SetFloat("velocity", (movement * speed).z);
|
gameObject.GetComponent<Animator>().SetFloat("velocity", (movement * speed).z);
|
||||||
GameObject.Find("QuestLog").GetComponent<QuestLog>().updateQuests("explore", gameObject, 1);
|
GameObject.Find("QuestLog").GetComponent<QuestLog>().updateQuests("explore", gameObject, 1);
|
||||||
}
|
}
|
||||||
@ -182,7 +188,7 @@ namespace Assets.Scripts.Player
|
|||||||
public void getRotation()
|
public void getRotation()
|
||||||
{
|
{
|
||||||
GameObject needle = GameObject.Find("imgNeedle");
|
GameObject needle = GameObject.Find("imgNeedle");
|
||||||
float rotation = GameObject.Find("Main Camera").transform.rotation.eulerAngles.y;
|
float rotation = -gameObject.transform.rotation.eulerAngles.y;
|
||||||
if (rotation < 0)
|
if (rotation < 0)
|
||||||
{
|
{
|
||||||
rotation += 360;
|
rotation += 360;
|
||||||
@ -238,7 +244,6 @@ namespace Assets.Scripts.Player
|
|||||||
transform.position = new Vector3(transform.position.x + 10, 10, transform.position.z);
|
transform.position = new Vector3(transform.position.x + 10, 10, transform.position.z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void displayAction(int index, GameObject image, GameObject desc)
|
public void displayAction(int index, GameObject image, GameObject desc)
|
||||||
|
|||||||
@ -45,21 +45,26 @@ public class Tile : MonoBehaviour
|
|||||||
int iterations = 0;
|
int iterations = 0;
|
||||||
Vector3 newPoint;
|
Vector3 newPoint;
|
||||||
bool canSpawn;
|
bool canSpawn;
|
||||||
while(list.Count < objectAmount){
|
while (list.Count < objectAmount)
|
||||||
|
{
|
||||||
iterations++;
|
iterations++;
|
||||||
canSpawn = true;
|
canSpawn = true;
|
||||||
newPoint = new Vector3(rand.Next(-40, 40) + 100 * position.x, 50, rand.Next(-40, 40) + 100 * position.z);
|
newPoint = new Vector3(rand.Next(-40, 40) + 100 * position.x, 50, rand.Next(-40, 40) + 100 * position.z);
|
||||||
foreach(Vector3 vector in list){
|
foreach (Vector3 vector in list)
|
||||||
if(Vector3.Distance(vector, newPoint) < 10){
|
{
|
||||||
|
if (Vector3.Distance(vector, newPoint) < 10)
|
||||||
|
{
|
||||||
canSpawn = false;
|
canSpawn = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(canSpawn && !list.Contains(newPoint)){
|
if (canSpawn && !list.Contains(newPoint))
|
||||||
|
{
|
||||||
list.Add(newPoint);
|
list.Add(newPoint);
|
||||||
iterations = 0;
|
iterations = 0;
|
||||||
}
|
}
|
||||||
if(iterations >= 1000){
|
if (iterations >= 1000)
|
||||||
|
{
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user