Make better move and platform detection

This commit is contained in:
haitem
2022-02-02 22:30:51 +01:00
parent 15491b7272
commit 361262cac8
16 changed files with 107 additions and 62 deletions

View File

@@ -35,15 +35,23 @@ public class PlatformManager : MonoBehaviour
case PlatformType.Basic:
return;
case PlatformType.Pull:
if (status == "exit")
if (status == "stay")
{
player.jumpModifier = speed * 10f;
player.jumpModifier = -speed / 10f;
}
else if (status == "exit")
{
player.jumpModifier = 0f;
}
return;
case PlatformType.Push:
if (status == "exit")
if (status == "stay")
{
player.jumpModifier = speed * 10f;
player.jumpModifier = speed / 10f;
}
else if (status == "exit")
{
player.jumpModifier = 0f;
}
return;
case PlatformType.RotateY:

View File

@@ -11,7 +11,6 @@ public class PlayerController : MonoBehaviour
public float minSpeed = 5.0f;
[HideInInspector]
public float currentSpeed = 0f;
[HideInInspector]
public float speedModifier = 0.0f;
Vector3 moveDirection = Vector3.zero;
bool canMove = false;
@@ -25,7 +24,6 @@ public class PlayerController : MonoBehaviour
public bool isFalling = false;
[Header("Jump")]
public float jumpSpeed = 7.5f;
[HideInInspector]
public float jumpModifier = 0.0f;
[HideInInspector]
public bool inAir = false;
@@ -44,7 +42,10 @@ public class PlayerController : MonoBehaviour
public List<AudioClip> jumpClips = new List<AudioClip>();
public List<AudioClip> audioClips = new List<AudioClip>();
PlatformManager collidePlatform;
string platformStatus = "exit";
GameObject colliderObject;
public string platformStatus = "exit";
float fallingTimer = 0.1f;
float fallingTime = 0f;
// Start is called before the first frame update
[HideInInspector]
@@ -142,13 +143,23 @@ public class PlayerController : MonoBehaviour
}
}
if (saveDirection != -transform.up)
{
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, saveDirection);
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
transform.RotateAround(axis, angle * Time.deltaTime * 8f);
}
PlatformManager localP = null;
if (collidePlatform != null)
{
collidePlatform.Step();
collidePlatform.Action(this, platformStatus);
localP = collidePlatform;
if (platformStatus == "enter")
if (platformStatus == "enter" || platformStatus == "stay")
{
platformStatus = "stay";
collidePlatform = null;
@@ -159,6 +170,7 @@ public class PlayerController : MonoBehaviour
if (platformStatus == "stay")
{
platformStatus = "exit";
fallingTime = fallingTimer + Time.time;
if (localP != null)
{
localP.Action(this, platformStatus);
@@ -167,24 +179,6 @@ public class PlayerController : MonoBehaviour
}
}
if (jumpTime <= Time.time)
{
jumpModifier = 0.0f;
Vector3 locGrav = (Physics.gravity * Time.deltaTime);
if (!isGrounded)
{
_velocity += Physics.gravity / 50 * Time.deltaTime;
}
else
{
_velocity = Physics.gravity * Time.deltaTime;
}
}
else
{
_velocity += transform.up * (jumpSpeed + jumpModifier) / 5 * Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
//inAir = true;
@@ -197,9 +191,33 @@ public class PlayerController : MonoBehaviour
isGrounded = false;
}
if (jumpTime <= Time.time)
{
if (!isGrounded)
{
_velocity += Physics.gravity / 50 * Time.deltaTime;
}
else
{
_velocity = Physics.gravity / 10 * Time.deltaTime;
}
}
else
{
_velocity += transform.up * (jumpSpeed + jumpModifier) / 5 * Time.deltaTime;
}
chc.Move(moveDirection + _velocity);
//rb.MovePosition(rb.position + moveDirection);
if (platformStatus == "exit")
{
if (fallingTime < Time.time)
{
isGrounded = false;
}
}
}
private void FixedUpdate()
@@ -235,16 +253,6 @@ public class PlayerController : MonoBehaviour
this.isFalling = false;
}
if (saveDirection != -transform.up)
{
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, saveDirection);
angle = Mathf.Atan2(Vector3.Magnitude(axis), Vector3.Dot(-transform.up, saveDirection));
transform.RotateAround(axis, angle * Time.deltaTime * 8f);
}
var distanceFromYAxis = new Vector2(transform.position.x, transform.position.y).magnitude;
if (UiController.isInMenu == false && distanceFromYAxis > this.maxDistanceFromCenterLine)
{
@@ -306,17 +314,25 @@ public class PlayerController : MonoBehaviour
void OnControllerColliderHit(ControllerColliderHit hit)
{
isGrounded = true;
if (platformStatus == "exit") {
Vector3 contact = hit.normal;
if (contact.normalized != -hit.gameObject.transform.right.normalized &&
contact.normalized != hit.gameObject.transform.right.normalized &&
contact.normalized != hit.gameObject.transform.forward.normalized &&
contact.normalized != -hit.gameObject.transform.forward.normalized)
{
jumpModifier = 0.0f;
isGrounded = true;
}
if (platformStatus == "exit" || colliderObject != hit.gameObject) {
platformStatus = "enter";
}
if (hit.gameObject.tag != "platform") return;
colliderObject = hit.gameObject;
collidePlatform = hit.gameObject.GetComponent<PlatformManager>();
Vector3 contact = hit.normal;
if (contact != -hit.gameObject.transform.up &&
contact != hit.gameObject.transform.up)
if (contact.normalized != -hit.gameObject.transform.up.normalized &&
contact.normalized != hit.gameObject.transform.up.normalized)
{
return;
}

View File

@@ -61,7 +61,7 @@ public class ProceduralGeneration : MonoBehaviour
Bounds bounds = this.getPrefabBounds(lastObject);
Bounds b = this.getPrefabBounds(objToSpawn);
Vector3 nextBlockLocation = new Vector3(lastObject.transform.position.x, lastObject.transform.position.y, lastObject.transform.position.z + bounds.extents.z + b.extents.z);
Vector3 nextBlockLocation = new Vector3(objToSpawn.transform.position.x, objToSpawn.transform.position.y, lastObject.transform.position.z + bounds.extents.z + b.extents.z);
GameObject newObject = Instantiate(objToSpawn, nextBlockLocation, (Quaternion.identity));
newObject.transform.parent = parentLevelObject.transform;
return newObject;
@@ -141,7 +141,7 @@ public class ProceduralGeneration : MonoBehaviour
for (var i = 0; i < this.spawnedLevelBlocks.Count; i++)
{
float distance = Vector3.Distance(this.spawnedLevelBlocks[i].transform.position, playerPosition);
if (distance > this.maximumDistanceOfPlatformFromPlayer && this.spawnedLevelBlocks.Count >= this.maximumNumberOfPlatformsAtScene && playerPosition.z > this.spawnedLevelBlocks[i].transform.position.z + 2)
if (distance > this.maximumDistanceOfPlatformFromPlayer && this.spawnedLevelBlocks.Count >= this.maximumNumberOfPlatformsAtScene && playerPosition.z > this.spawnedLevelBlocks[i].transform.position.z + 3f)
{
Destroy(this.spawnedLevelBlocks[i]);
this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[i]);