Beispiel #1
0
 void Debug()
 {
     VisualDebugger.Log(1, "Speed", rb.velocity.magnitude);
     VisualDebugger.Log(2, "State", state);
     VisualDebugger.Log(3, "Amt Jump", amtJump);
     VisualDebugger.Log(4, "Drag", rb.drag);
     VisualDebugger.Log(5, "DeltaIn", slope);
     VisualDebugger.Log(6, "Is Grounded", isGrounded);
 }
Beispiel #2
0
        private void Start()
        {
            rb               = GetComponent <Rigidbody>();
            drag             = rb.drag;
            Cursor.lockState = CursorLockMode.Locked;
            state            = State.idle;

            SetControls();

            for (int i = 1; i <= 6; i++)
            {
                VisualDebugger.InitLog(i);
            }
        }
Beispiel #3
0
 public KinectAPI(IKinectRender receiver)
 {
     this.kinectDrawer = receiver;
     debugger          = new VisualDebugger();
 }
        // Update is called once per frame
        void Update()
        {
            state = States.idle;
            //VisualDebugger.Log(1, "Amt Jump", amtJump);
            //VisualDebugger.Log(2, "Is Grounded", isGrounded);
            //VisualDebugger.Log(3, "Speed", rb.velocity);

            movement = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical"));

            isGrounded = Physics.CheckSphere(groundCheck.position, checkRad, groundMask);


            speed = Mathf.Clamp(speed, 0.0f, Mathf.Infinity);

            if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D) /* && Grapple.isGrapple */)
            {
                state   = States.sprint;
                speed   = defSpeed;
                rb.drag = drag;
            }
            else if (rb.velocity.x > 0 || rb.velocity.z > 0)
            {
                state   = States.idle;
                speed  -= notMovingSpeedDecayRate * Time.deltaTime;
                rb.drag = decayDrag;
            }

            if (rb.velocity.y < 0 && !isGrounded)
            {
                rb.drag = fallDrag;
            }

            if (isGrounded)
            {
                amtJump        = 0;
                canWallrunFlag = true;
            }


            /// this entire section needs to be redone, its only here for reference
            //if (Input.GetButtonDown("Jump") && amtJump >= 2 && (!isGrounded || state == States.wallrun))
            //{
            //    state = States.doublejump;
            //    Debug.Log("Juping in air");
            //    Jump();
            //}
            //if (Input.GetButtonDown("Jump") && (isGrounded || state == States.wallrun))
            //{
            //    state = States.jump;
            //    Debug.Log("Jumping off ground");
            //    Jump();
            //}
            //else if (Input.GetButtonUp("Jump")) // potential bug
            //{
            //    state = States.jump;
            //    rb.drag = drag;
            //}

            // basic idea:
            /// space pressed
            /// checks:
            /// jump amount <= 2 jumps

            bool normalJump = true;

            if (state == States.wallrun && Input.GetKeyDown(jumpKey) && amtJump < 2) // bug watch
            {
                normalJump = false;
                switch (curtype)
                {
                case WrType.l:
                    rb.AddForce((Vector3.up + new Vector3(0, 0, 0)) * jumpForce, ForceMode.Force);     // left wallrun exit offset
                    Debug.Log("fired cur");
                    break;

                case WrType.r:
                    rb.AddForce((Vector3.up + new Vector3(0, 0, 0)) * jumpForce, ForceMode.Force);     // right wallrun exit offset
                    Debug.Log("fired cur");
                    break;
                }
            }

            if (Input.GetKeyDown(jumpKey) && amtJump < 2 && normalJump)
            {
                rb.AddForce(Vector3.up * jumpForce, ForceMode.Force);
                amtJump++;
                Debug.Log("fired nor");
            }

            if (Input.GetKey(crouchKey) && isGrounded)
            {
                //rb.transform.localScale = playerCrouch;
                collider.height = playerCrouch.y;
                speed          -= slideDecayRate * Time.deltaTime;
                speed           = Mathf.Clamp(speed, 0, Mathf.Infinity);
                rb.drag         = slideDrag;
                isSliding       = true;
            }

            if (Input.GetKeyUp(crouchKey))
            {
                //rb.transform.localScale = playerStand;
                collider.height = playerStand.y;
                speed           = defSpeed;
                rb.drag         = drag;
                isSliding       = false;
                isSlideCool     = false;
                slideCoolTimer -= Time.deltaTime;
            }

            bool wrFlag = false;

            curtype = WrType.r;
            if ((Physics.CheckSphere(wallCheckL.position, wallRunCheckRad, 1 << 16) || Physics.CheckSphere(wallCheckR.position, wallRunCheckRad, 1 << 16)) && !isGrounded && canWallrunFlag) // check left/right wallrun
            {
                amtJump       = 0;
                state         = States.wallrun;
                rb.useGravity = false;
                if (wallrunStartFireOnce && Physics.CheckSphere(wallCheckR.position, wallRunCheckRad, 1 << 16))
                {
                    wallrunInst = StartCoroutine(Wallrun(WrType.l));
                    curtype     = WrType.l;
                    wrFlag      = true;
                }
                if (wallrunStartFireOnce && Physics.CheckSphere(wallCheckL.position, wallRunCheckRad, 1 << 16))
                {
                    wallrunInst = StartCoroutine(Wallrun(WrType.r));
                    curtype     = WrType.r;
                    wrFlag      = true;
                }
            }
            else if (wrFlag)
            {
                Debug.Log("hey");
                StopCoroutine(wallrunInst);
                switch (curtype)
                {
                case WrType.r:
                    PlayAnim(AnimationStates.ExitWRR);
                    break;

                case WrType.l:
                    PlayAnim(AnimationStates.ExitWRL);
                    break;
                }
            }

            if (!isGrounded && state != States.wallrun)
            {
                rb.AddRelativeForce(Vector3.down * fallSpeed * Time.deltaTime);
            }

            VisualDebugger.Log(4, "State", state);
        }