Particles

This commit is contained in:
GamerClassN7 2022-01-29 01:39:17 +01:00
parent 2541ece2cc
commit ba58b9f74a
2 changed files with 4800 additions and 6 deletions

File diff suppressed because it is too large Load Diff

View File

@ -10,15 +10,14 @@ public class PlayerController : MonoBehaviour
public float lookSpeed = 7.5f;
public float lookXLimit = 7.5f;
public Camera playerCamera;
public ParticleSystem runningParticles;
Vector3 moveDirection = Vector3.zero;
public float rotationX = 0;
// Start is called before the first frame update
[HideInInspector]
bool canMove = true;
Rigidbody rb;
float moveDirectionY;
public Vector3 jump;
public float jumpForce = 2.0f;
private bool isGoundet = false;
@ -45,6 +44,15 @@ public class PlayerController : MonoBehaviour
moveDirection = (transform.forward * curSpeedX * Time.deltaTime) + (transform.right * curSpeedY * Time.deltaTime);
if (isRunning && !myParticles.isPlaying())
{
runningParticles.Play();
}
else if (!isRunning && myParticles.isPlaying())
{
runningParticles.Stop();
}
if (Input.GetKeyUp(KeyCode.Space) && isGoundet)
{
Debug.Log("Jump");
@ -62,7 +70,7 @@ public class PlayerController : MonoBehaviour
{
var thisTransform = this.gameObject.transform;
Vector3 axis;
Vector3 axis;
float angle;
axis = Vector3.Cross(-transform.up, -other.transform.up);
@ -73,11 +81,16 @@ public class PlayerController : MonoBehaviour
}
Vector3 gDirection;
PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
if (platform != null && platform.type == PlatformManager.PlatformType.Pull) {
if (platform != null && platform.type == PlatformManager.PlatformType.Pull)
{
gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
} else if (platform != null && platform.type == PlatformManager.PlatformType.Push) {
}
else if (platform != null && platform.type == PlatformManager.PlatformType.Push)
{
gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.up;
} else {
}
else
{
gDirection = new Quaternion(0.0f, 0.0f, other.gameObject.transform.rotation.z, 1.0f) * Vector3.down;
}