Beispiel #1
0
    void SimulatePlayer(int index, PlayerInfo2D player, bool isInputAllowed, int dir)
    {
        SPCharCtr2d _controller = player.controller;

        // grab our current _velocity to use as a base for all calculations
        player.velocity = _controller.velocity;

        if (_controller.isGrounded)
        {
            player.velocity.y = 0;
        }

        if (isInputAllowed && dir == 1)
        {
            if (!disableControl)
            {
                normalizedHorizontalSpeed = 1;
                setSpriteDirection(player, -1);
//								if (_controller.isGrounded) {
//										player.animator.Play (Animator.StringToHash ("Run"));
//								}
            }
        }
        else if (isInputAllowed && dir == -1)
        {
            if (!disableControl)
            {
                normalizedHorizontalSpeed = -1;
                setSpriteDirection(player, 1);
//								if (_controller.isGrounded) {
//										player.animator.Play (Animator.StringToHash ("Run"));
//								}
            }
        }
        else
        {
            normalizedHorizontalSpeed = 0;
//						if (_controller.isGrounded) {
//								if (characterIndexUnderControl == index) {
//												player.animator.Play (Animator.StringToHash ("Idle_Active"));
//								} else {
//												player.animator.Play (Animator.StringToHash ("Idle"));
//								}
//
//						}
        }
        // apply horizontal speed smoothing it
        var smoothedMovementFactor = _controller.isGrounded ? groundDamping : inAirDamping;         // how fast do we change direction?

        player.velocity.x = Mathf.Lerp(player.velocity.x, normalizedHorizontalSpeed * runSpeed, Time.deltaTime * smoothedMovementFactor);
        // apply gravity before moving
        player.velocity.y += gravity * Time.deltaTime;
        _controller.move(player.velocity * Time.deltaTime);
    }
Beispiel #2
0
    void SimulatePlayer(int index, PlayerInfo2D player, bool isInputAllowed)
    {
        CharacterController2D _controller     = player.controller;
        Transform             spriteTransform = player.spriteTransform;

        // grab our current _velocity to use as a base for all calculations
        player.velocity = _controller.velocity;

        if (_controller.isGrounded)
        {
            player.velocity.y = 0;
        }
        if (isInputAllowed && (InputManager.ActiveDevice.LeftStickX.Value < 0 || Input.GetKey(KeyCode.LeftArrow)))
        {
            if (_playerXYZ.disabledDir[index] != -1)
            {
                normalizedHorizontalSpeed = 1;
                if (spriteTransform.localScale.x < 0f)
                {
                    spriteTransform.localScale = new Vector3(-spriteTransform.localScale.x, spriteTransform.localScale.y, spriteTransform.localScale.z);
                }

                if (_controller.isGrounded)
                {
                    player.animator.Play(Animator.StringToHash("Run"));
                }
            }
        }
        else if (isInputAllowed && (InputManager.ActiveDevice.LeftStickX.Value > 0 || Input.GetKey(KeyCode.RightArrow)))
        {
            if (_playerXYZ.disabledDir[index] != 1)
            {
                normalizedHorizontalSpeed = -1;
                if (spriteTransform.localScale.x > 0f)
                {
                    spriteTransform.localScale = new Vector3(-spriteTransform.localScale.x, spriteTransform.localScale.y, spriteTransform.localScale.z);
                }

                if (_controller.isGrounded)
                {
                    player.animator.Play(Animator.StringToHash("Run"));
                }
            }
        }
        else
        {
            normalizedHorizontalSpeed = 0;

            if (_controller.isGrounded)
            {
                if (_characterIndexUnderControl == index)
                {
                    if (Character3D.IsRotating)
                    {
                        player.animator.Play(Animator.StringToHash("rotating_active"));
                    }
                    else
                    {
                        player.animator.Play(Animator.StringToHash("Idle_Active"));
                    }
                }
                else
                {
                    if (Character3D.IsRotating)
                    {
                        player.animator.Play(Animator.StringToHash("rotating"));
                    }
                    else
                    {
                        player.animator.Play(Animator.StringToHash("Idle"));
                    }
                }
            }
        }


        // we can only jump whilst grounded
//		if( isInputAllowed && _controller.isGrounded && (InputManager.ActiveDevice.Action1.WasPressed || Input.GetKeyDown(KeyCode.UpArrow)) )
//		{
//			player.velocity.x=0;
//			player.velocity.y = Mathf.Sqrt( 2f * jumpHeight * -gravity );
//			player.animator.Play( Animator.StringToHash( "Jump" ) );
//		}


        // apply horizontal speed smoothing it
        var smoothedMovementFactor = _controller.isGrounded ? groundDamping : inAirDamping;         // how fast do we change direction?

        player.velocity.x = Mathf.Lerp(player.velocity.x, normalizedHorizontalSpeed * runSpeed, Time.deltaTime * smoothedMovementFactor);

        // apply gravity before moving
        player.velocity.y += gravity * Time.deltaTime;
        _controller.move(player.velocity * Time.deltaTime);
    }
Beispiel #3
0
 public void setSpriteDirection(PlayerInfo2D player, int direction)
 {
     player.spriteModel.rotation = Quaternion.Euler(0, 90 + 90 * direction, 0);
 }