Move() public method

A more complex move function taking absolute movement deltas.

public Move ( Vector3 motion ) : CollisionFlags
motion Vector3
return CollisionFlags
 static public int Move(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l);
         UnityEngine.Vector3             a1;
         checkType(l, 2, out a1);
         var ret = self.Move(a1);
         pushValue(l, true);
         pushEnum(l, (int)ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
Beispiel #2
0
        public void Receive(Variable value, Input _input)
        {
            if (_input.InputId == 0)
            {
                Set(UnityObjectsConvertions.ConvertToGameObject(value.GetObject()));
            }

            if (_input.InputId == 1)
            {
                movingVector = new Vector3(movingVector.x, movingVector.y, value.GetFloat());
            }

            if (_input.InputId == 2)
            {
                movingVector = new Vector3(value.GetFloat(), movingVector.y, movingVector.z);
            }

            if (_input.InputId == 3)
            {
                if (controller.isGrounded)
                {
                    movingVector = new Vector3(movingVector.x, value.GetFloat(), movingVector.z);
                }
            }

            if (_input.InputId == 4)
            {
                movingVector.y += UnityEngine.Physics.gravity.y * Time.deltaTime;
                movingVector    = controller.transform.TransformDirection(movingVector);
                controller.Move(movingVector);
                movingVector = Vector3.zero;
            }
        }
 public virtual void Move(Vector3 dist, float deltaTime = 0)
 {
     DetectGround();
     //
     ClearHitInfos();
     _controller.Move(dist);
     PostGround();
 }
    // Origin: Valem, https://www.youtube.com/watch?v=5C6zr4Q5AlA&t=735s&ab_channel=Valem.
    private void Move()
    {
        // Checks whether there is actual input to get teleporting working with joystick movement.
        if (!(_joystickMovement.axis.magnitude > 0.1f))
        {
            return;
        }

        // Move according to direction player is looking at.
        Vector3 direction = Player.instance.hmdTransform.TransformDirection(new Vector3(_joystickMovement.axis.x, 0, _joystickMovement.axis.y));

        _charController.Move(_speed * Time.deltaTime * Vector3.ProjectOnPlane(direction, Vector3.up) - new Vector3(0, 9.81f, 0 * Time.deltaTime));
    }
    // Default movment mode
    void Move(Vector2 inputDir, bool running)
    {
        float targetRotation;
        float targetSpeed;
        Vector3 velocity;

        // Rotation
        if (inputDir != Vector2.zero)
        {
            targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + camT.eulerAngles.y;
            transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
        }

        // Position
        targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
        currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));

        yVel += Time.deltaTime * gravity;
        velocity = transform.forward * currentSpeed + Vector3.up * yVel;

        cc.Move(velocity * Time.deltaTime);

        currentSpeed = new Vector2(cc.velocity.x, cc.velocity.z).magnitude;
        if (running && currentSpeed > 0)
        {
            stats.ModifyStat("stamina", -Time.deltaTime);
        }

        if (cc.isGrounded)
        {
            anim.SetBool("Grounded", true);
            yVel = 0;
        }
        else
        {
            anim.SetBool("Grounded", false);
        }

    }
Beispiel #6
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 static public int Move(IntPtr l)
 {
     try {
         UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l);
         UnityEngine.Vector3             a1;
         checkType(l, 2, out a1);
         var ret = self.Move(a1);
         pushEnum(l, (int)ret);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Beispiel #7
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    private IEnumerator JumpEvent()
    {
        charController.slopeLimit = 90.0f;
        float timeInAir = 0.0f;

        do
        {
            charController.Move(Vector3.up * Time.deltaTime);
            timeInAir += Time.deltaTime;
            yield return(null);
        } while (!charController.isGrounded && charController.collisionFlags != CollisionFlags.Above);

        charController.slopeLimit = 45.0f;
    }
Beispiel #8
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    void FixedUpdate()
    {
        Move(DirectionVector);

        CheckTalk();

        Vector3 dir = destination - transform.position;
        // calculate movement at the desired speed:
        Vector3 movement = dir.normalized * speed * Time.deltaTime;

        // limit movement to never pass the target position:
        movement = movement.magnitude > dir.magnitude ? dir : movement;
        // move the character:
        cc.Move(movement);
    }
Beispiel #9
0
 static public int Move(IntPtr l)
 {
     try{
         UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l);
         UnityEngine.Vector3             a1;
         checkType(l, 2, out a1);
         UnityEngine.CollisionFlags ret = self.Move(a1);
         pushEnum(l, (int)ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
 static int Move(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.CharacterController obj  = (UnityEngine.CharacterController)ToLua.CheckObject(L, 1, typeof(UnityEngine.CharacterController));
         UnityEngine.Vector3             arg0 = ToLua.ToVector3(L, 2);
         UnityEngine.CollisionFlags      o    = obj.Move(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Beispiel #11
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    static int Move(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.CharacterController.Move");
#endif
        try
        {
            ToLua.CheckArgsCount(L, 2);
            UnityEngine.CharacterController obj  = (UnityEngine.CharacterController)ToLua.CheckObject(L, 1, typeof(UnityEngine.CharacterController));
            UnityEngine.Vector3             arg0 = ToLua.ToVector3(L, 2);
            UnityEngine.CollisionFlags      o    = obj.Move(arg0);
            ToLua.Push(L, o);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Beispiel #12
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    void Update()
    {
        verticalSpeed -= gravity * Time.deltaTime;

        Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0);

        movement *= Time.deltaTime;

        float len = impulse.magnitude;

        if (len > 0.001)
        {
            impulse /= len;
            len     -= damping;
            if (len < 0)
            {
                len = 0;
            }

            impulse *= len;
            //    impulse *= (1 - Time.deltaTime * C);
            movement += impulse * Time.deltaTime;
        }

        // Move the controller
        UnityEngine.CharacterController controller = GetComponent <UnityEngine.CharacterController>();
        CollisionFlags flags    = controller.Move(movement);
        bool           grounded = (flags & CollisionFlags.CollidedBelow) != 0;

        // We are in jump mode but just became grounded
        if (grounded && jumping)
        {
            jumping = false;
            SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
        }
    }
Beispiel #13
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    // Update is called once per frame
    void Update()
    {
        if (health <= 0)
        {
            Die();
        }

        if (impact.magnitude > 0.2)
        {
            controller.Move(impact * Time.deltaTime);
        }

        impact = Vector3.Lerp(impact, Vector3.zero, 5 * Time.deltaTime);

        HandleInput();
        ItemDescription();

        if (health > maxHealth)
        {
            health = maxHealth;
        }

        healthBar.value = health / maxHealth;
    }
Beispiel #14
0
    void FixedUpdate()
    {
        float inputX = Input.GetAxis("Horizontal");
        float inputY = Input.GetAxis("Vertical");
        // If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
        float inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed) ? .7071f : 1.0f;

        if (grounded)
        {
            bool sliding = false;
            // See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
            // because that interferes with step climbing amongst other annoyances
            if (Physics.Raycast(myTransform.position, -Vector3.up, out hit, rayDistance))
            {
                if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
                {
                    sliding = true;
                }
            }
            // However, just raycasting straight down from the center can fail when on steep slopes
            // So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
            else
            {
                Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, out hit);
                if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
                {
                    sliding = true;
                }
            }

            // If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
            if (falling)
            {
                falling = false;
                if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
                {
                    FallingDamageAlert(fallStartLevel - myTransform.position.y);
                }
            }

            // If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
            if (!toggleRun)
            {
                speed = Input.GetButton("Run") ? runSpeed : walkSpeed;
            }

            // If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
            if ((sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide"))
            {
                Vector3 hitNormal = hit.normal;
                moveDirection = new Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
                Vector3.OrthoNormalize(ref hitNormal, ref moveDirection);
                moveDirection *= slideSpeed;
                playerControl  = false;
            }
            // Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
            else
            {
                moveDirection = new Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
                moveDirection = myTransform.TransformDirection(moveDirection) * speed;
                playerControl = true;
            }

            // Jump! But only if the jump button has been released and player has been grounded for a given number of frames
            if (!Input.GetButton("Jump"))
            {
                jumpTimer++;
            }
            else if (jumpTimer >= antiBunnyHopFactor)
            {
                moveDirection.y = jumpSpeed;
                jumpTimer       = 0;
            }
        }
        else
        {
            // If we stepped over a cliff or something, set the height at which we started falling
            if (!falling)
            {
                falling        = true;
                fallStartLevel = myTransform.position.y;
            }

            // If air control is allowed, check movement but don't touch the y component
            if (airControl && playerControl)
            {
                moveDirection.x = inputX * speed * inputModifyFactor;
                moveDirection.z = inputY * speed * inputModifyFactor;
                moveDirection   = myTransform.TransformDirection(moveDirection);
            }
        }

        // Apply gravity
        moveDirection.y -= gravity * Time.deltaTime;

        // Move the controller, and set grounded true or false depending on whether we're standing on something
        grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
    }
        private void Move()
        {
            // set target speed based on move speed, sprint speed and if sprint is pressed
            float targetSpeed = SprintSpeed;

            // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
            if (ShouldAim())
            {
                targetSpeed /= 2f;
            }
            // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
            // if there is no input, set the target speed to 0
            if (_input.move == Vector2.zero)
            {
                targetSpeed = 0.0f;
            }

            // a reference to the players current horizontal velocity
            float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;

            float speedOffset    = 0.1f;
            float inputMagnitude = _input.move.magnitude;

            // accelerate or decelerate to target speed
            if (currentHorizontalSpeed < targetSpeed - speedOffset ||
                currentHorizontalSpeed > targetSpeed + speedOffset)
            {
                // creates curved result rather than a linear one giving a more organic speed change
                // note T in Lerp is clamped, so we don't need to clamp our speed
                _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
                                    Time.deltaTime * SpeedChangeRate);

                // round speed to 3 decimal places
                _speed = Mathf.Round(_speed * 1000f) / 1000f;
            }
            else
            {
                _speed = targetSpeed;
            }

            _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);

            // normalise input direction
            Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;


            // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
            // if there is a move input rotate player when the player is moving
            if (_input.move != Vector2.zero || ShouldAim())
            {
                var aimDir = ShouldAim()
                    ? (aimTransform.position - transform.position).ProjOnUp().normalized
                    : inputDirection;

                _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
                                  _mainCamera.transform.eulerAngles.y;
                var finalRot = ShouldAim()
                    ? Mathf.Atan2(aimDir.x, aimDir.z) * Mathf.Rad2Deg
                    : _targetRotation;
                float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, finalRot, ref _rotationVelocity,
                                                       RotationSmoothTime);

                // rotate to face input direction relative to camera position
                transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
            }


            Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;

            // move the player
            _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
                             new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);

            // update animator if using character
            if (_hasAnimator)
            {
                _animator.SetFloat(_animIDSpeed, _animationBlend);
                _animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
                // var dot = Vector3.Dot(inputDirection, transform.forward);
                // var direction = Vector3.Dot(inputDirection, transform.right);
                // _animator.SetFloat(_animIDDot, dot);
                // _animator.SetFloat(_animIDDirection, direction);
                // var rightHandLayerIndex = _animator.GetLayerIndex("RightHand");
                // var leftHandLayerIndex = _animator.GetLayerIndex("LeftHand");
                // var useRight = true;
                // var leftWeight = !useRight && _input.aimOrFire ? 1f : 0f;
                // var rightWeight = useRight && _input.aimOrFire ? 1f : 0f;
                // RightHandAimRig.weight = Mathf.Lerp(RightHandAimRig.weight, rightWeight,
                //     Time.deltaTime * 10f);
                // _animator.SetLayerWeight(rightHandLayerIndex,
                //     Mathf.Lerp(_animator.GetLayerWeight(rightHandLayerIndex), rightWeight,
                //         Time.deltaTime * 10f));
                // LeftHandAimRig.weight =
                //     Mathf.Lerp(LeftHandAimRig.weight, leftWeight, Time.deltaTime * 10f);
                // _animator.SetLayerWeight(leftHandLayerIndex,
                //     Mathf.Lerp(_animator.GetLayerWeight(leftHandLayerIndex), leftWeight,
                //         Time.deltaTime * 10f));
                // HeadAimRig.weight = Mathf.Lerp(HeadAimRig.weight, _input.aimOrFire ? 1f : 0f, Time.deltaTime * 10f);
            }
        }
 public virtual void Move(Vector3 dist, float deltaTime = 0)
 {
     _controller.Move(dist);
 }
Beispiel #17
0
    // Update is called once per frame
    void Update()
    {
        if (isDead)
        {
            gravity = new Vector3(0, -Gravity, 0);
        }
        else
        {
            gravity = Vector3.zero;
        }

        if (isPingPongActive)
        {
            if (walkRight)
            {
                transform.rotation = Quaternion.Euler(0, 90, 0);
            }
            else
            {
                transform.rotation = Quaternion.Euler(0, 270, 0);
            }
            charController.Move(this.transform.forward * Time.deltaTime * movingSpeed + gravity);
        }
        else
        {
            if (Vector2.Distance(player.transform.position, transform.position) < focusRange)
            {
                if (!timeToShit.IsRunning)
                {
                    timeToShit.Start();
                }

                if (timeToShit.ElapsedMilliseconds >= tmpShitTime * 1000)
                {
                    Instantiate(schissPrefab, schissSpawnPoint.position, schissPrefab.transform.rotation, schissParent);
                    tmpShitTime += (int)bombDropDelay;
                }

                if (!anim.GetBool("isWalking"))
                {
                    anim.SetBool("isIdling", false);
                    anim.SetBool("isWalking", true);
                }
                if (transform.position.x - player.transform.position.x > 0)
                {
                    transform.rotation = Quaternion.Euler(0, 270, 0);
                }
                else
                {
                    transform.rotation = Quaternion.Euler(0, 90, 0);
                }
                charController.Move(this.transform.forward * Time.deltaTime * movingSpeed + gravity);
            }
            else
            {
                if (timeToShit.IsRunning)
                {
                    timeToShit.Reset();
                    timeToShit.Stop();
                    tmpShitTime = 0;
                }
                if (anim.GetBool("isWalking"))
                {
                    anim.SetBool("isIdling", true);
                    anim.SetBool("isWalking", false);
                }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (!IsDead && mIsControlEnabled)
        {
            // Interact with the item
            if (mInteractItem != null && Input.GetKeyDown(KeyCode.F))
            {
                // Interact animation
                mInteractItem.OnInteractAnimation(_animator);
            }

            // Execute action with item
            if (mCurrentItem != null && Input.GetMouseButtonDown(0))
            {
                // Dont execute click if mouse pointer is over uGUI element
                if (!EventSystem.current.IsPointerOverGameObject())
                {
                    // TODO: Logic which action to execute has to come from the particular item
                    _animator.SetTrigger("attack_1");
                }
            }

            // Get Input for axis
            float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");

            // Calculate the forward vector
            Vector3 camForward_Dir = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;
            Vector3 move           = v * camForward_Dir + h * Camera.main.transform.right;

            if (move.magnitude > 1f)
            {
                move.Normalize();
            }

            // Calculate the rotation for the player
            move = transform.InverseTransformDirection(move);

            // Get Euler angles
            float turnAmount = Mathf.Atan2(move.x, move.z);

            transform.Rotate(0, turnAmount * RotationSpeed * Time.deltaTime, 0);

            if (_characterController.isGrounded)
            {
                _moveDirection = transform.forward * move.magnitude;

                _moveDirection *= Speed;

                if (Input.GetButton("Jump"))
                {
                    _animator.SetBool("is_in_air", true);
                    _moveDirection.y = JumpSpeed;
                }
                else
                {
                    _animator.SetBool("is_in_air", false);
                    _animator.SetBool("run", move.magnitude > 0);
                }
            }

            _moveDirection.y -= Gravity * Time.deltaTime;

            _characterController.Move(_moveDirection * Time.deltaTime);
        }
    }
Beispiel #19
0
    // Update is called once per frame
    void Update()
    {
        StopWatchCalculations();

        //achivement variable progress
        PlayerPrefs.SetInt("JUMP", jumpNum);
        PlayerPrefs.SetInt("HEALTH", medic);
        PlayerPrefs.SetInt("AMMO", munitions);
        PlayerPrefs.SetInt("DEATH", deathCounter);
        PlayerPrefs.SetFloat("DIST", distance);
        PlayerPrefs.SetInt("GOD", noDeathCounter);
        PlayerPrefs.SetInt("Presents", presentsFound);

        PlayerPrefs.SetFloat("TIMER", timer);
        PlayerPrefs.SetFloat("SECONDS", seconds);
        PlayerPrefs.SetFloat("MINUTES", minutes);
        PlayerPrefs.SetFloat("HOURS", hours);

        int noHitEnable;

        noHitEnable = noHit ? 1 : 0;

        if (noHit == true)
        {
            PlayerPrefs.SetInt("NOHIT", 1);
        }
        else
        {
            PlayerPrefs.SetInt("NOHIT", 0);
        }


        int EnableTime;

        EnableTime = showTimer ? 1 : 0;
        if (showTimer == true)
        {
            PlayerPrefs.SetInt("SHOWME", 1);
            timeText.SetActive(true);
        }
        else
        {
            PlayerPrefs.SetInt("SHOWME", 0);
            timeText.SetActive(false);
        }

        PlayerPrefs.SetInt("Curr_Health", health);

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

        if (isGrounded && velocity.y < 0)
        {
            velocity.y  = -2f;
            pressedJump = false;
            time        = 0;
        }

        if (cantMove == false || onLadder == false)
        {
            float x = Input.GetAxis("Horizontal");
            float z = Input.GetAxis("Vertical");

            if (onLadder == false)
            {
                Vector3 move = transform.right * x * speed + transform.forward * z * speed + transform.up * velocity.y;

                controller.Move(move * Time.deltaTime);
                distance += 0.5f * Time.deltaTime;
            }
            if (onLadder == true)
            {
                Vector3 moveUp = transform.up * z;
                controller.Move(transform.up * speed * Time.deltaTime);
            }
            //Dash
            if (Input.GetKeyDown(KeyCode.LeftShift) && canDash == true && x > 0f || Input.GetKeyDown(KeyCode.LeftShift) && canDash == true && x < 0f || Input.GetKeyDown(KeyCode.LeftShift) && canDash == true && z > 0f || Input.GetKeyDown(KeyCode.LeftShift) && canDash == true && z < 0f)
            {
                fillDashImage.fillAmount = 1;
                duration4 = 1;
                DashEffect.Play();
                canDash    = false;
                sound.clip = dashNoise;
                sound.Play();
                StartCoroutine(Dash());
                StartCoroutine(DashRecharge());
            }
        }
        //Jump
        if (Input.GetButtonDown("Jump") && isGrounded && pressedJump == false && onLadder == false && isDead == false)
        {
            velocity.y  = Mathf.Sqrt(jumpHight * -2f * gravity);
            pressedJump = true;
            jumping.Play();
            setPitch();
            jumpNum++;
        }

        if (pressedJump == false && isGrounded == false && isDead == false)
        {
            time += Time.deltaTime;
            if (time <= maxTime && onLadder == false)
            {
                if (Input.GetButtonDown("Jump") && pressedJump == false)
                {
                    velocity.y  = Mathf.Sqrt(jumpHight * -2f * gravity);
                    pressedJump = true;
                    jumping.Play();
                    setPitch();
                    time = 0;
                }
                else if (time >= maxTime)
                {
                    pressedJump = true;
                    time        = 0;
                }
            }
        }
        if (onLadder == false)
        {
            velocity.y += gravity * Time.deltaTime;
        }
        controller.Move(velocity * Time.deltaTime);

        if (controller.isGrounded == true && controller.velocity.magnitude > 2f && moveNoise.isPlaying == false)
        {
            moveNoise.Play();
        }

        if (controller.isGrounded == true && controller.velocity.magnitude < 2f && moveNoise.isPlaying == true)
        {
            moveNoise.Stop();
        }



        //achievement stuff
        if (jumpNum >= 300)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("B_Hopper");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_12", 1);
        }

        if (medic >= 1000)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("Combat_Medic");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_15", 1);
        }

        if (munitions >= 100)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("Munition_Man");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_16", 1);
        }

        if (deathCounter == 1)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("Immortality_Is_Overrated");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_19", 1);
        }

        if (deathCounter == 10)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("Maybe_Not_So_Easy");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_20", 1);
        }

        if (distance >= 666)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("Explorer");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_13", 1);
        }

        if (presentsFound == 1)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("What's_This");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_22", 1);
        }

        if (presentsFound == 6)
        {
            if (!SteamManager.Initialized)
            {
                return;
            }
            SteamUserStats.SetAchievement("The_Collector");
            SteamUserStats.StoreStats();
            PlayerPrefs.SetInt("ACH_23", 1);
        }



        if (fillImageSpeed.fillAmount > 0)
        {
            duration -= Time.deltaTime;
            fillImageSpeed.fillAmount = duration / 20f;
        }

        if (fillImageInsta.fillAmount > 0)
        {
            duration2 -= Time.deltaTime;
            fillImageInsta.fillAmount = duration2 / 20f;
        }

        if (fillImageInfinite.fillAmount > 0)
        {
            duration3 -= Time.deltaTime;
            fillImageInfinite.fillAmount = duration3 / 20f;
        }

        if (fillDashImage.fillAmount > 0)
        {
            duration4 -= Time.deltaTime;
            fillDashImage.fillAmount = duration4 / 1f;
        }

        if (health < 30)
        {
            dangerScreen.SetActive(true);
        }

        if (health >= 30)
        {
            dangerScreen.SetActive(false);
        }

        //Controls camera bob while moving and jumping
        if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D))
        {
            camAnim.SetBool("IsMoving", true);
        }
        else
        {
            camAnim.SetBool("IsMoving", false);
        }

        if (isGrounded == false)
        {
            camAnim.SetBool("IsMoving", false);
        }

        healthText.text = "Health: " + health;

        if (health <= 0)
        {
            //StartCoroutine(respawnTimer());
            //health = 5;
        }

        if (health > maxHealth)
        {
            health = maxHealth;
        }
        RaycastHit ray;

        if (Physics.Raycast(transform.position, -transform.up, out ray))
        {
            if (ray.collider != null)
            {
                dropSahdow.transform.position = ray.point;
            }
        }



        if (isDead == true && isDeadArena == false && Input.GetKey(KeyCode.Mouse0) && mouse.unpaused == true && SceneManager.GetActiveScene() != SceneManager.GetSceneByName("ArenaV2"))
        {
            Time.timeScale = 1f;

            ResetPos();

            /*health = 50;
             * point.totalPoints -= 1000;
             * isDead = false;
             * freezeMouse = false;
             * deadText.SetActive(false);
             * mouse.unpaused = false;
             * ghost.transform.position = ghostInitialPosition;*/
            SceneManager.LoadScene(sceneName);
        }

        if (isDead == true && isDeadArena == false && Input.GetKey(KeyCode.Mouse0) && mouse.unpaused == true && SceneManager.GetActiveScene() != SceneManager.GetSceneByName("Arena"))
        {
            Time.timeScale = 1f;

            ResetPos();

            /*health = 50;
             * point.totalPoints -= 1000;
             * isDead = false;
             * freezeMouse = false;
             * deadText.SetActive(false);
             * mouse.unpaused = false;
             * ghost.transform.position = ghostInitialPosition;*/
            SceneManager.LoadScene(sceneName);
        }

        if (Input.GetKey(KeyCode.Escape) && paused == false)
        {
            mouse.unpaused = false;
            Time.timeScale = 0f;
            paused         = true;
            freezeMouse    = true;
            //mouse.shootReady = false;
            resumeButt.SetActive(true);
            quitButt.SetActive(true);
            settingsButt.SetActive(true);
            respawnButt.SetActive(true);
            Cursor.lockState = CursorLockMode.None;
        }

        if (impact.magnitude > 0.2F)
        {
            controller.Move(impact * Time.deltaTime);
        }
        impact = Vector3.Lerp(impact, Vector3.zero, 5 * Time.deltaTime);
    }
 // MovePlayer
 void MovePlayer(Vector3 move)
 {
     m_charController.Move(move * m_finalSpeed * Time.deltaTime); // Moves the GameObject using the Character Controller
     m_velocity.y += m_gravity * Time.deltaTime;                  // Gravity effects the jump velocity
     m_charController.Move(m_velocity * Time.deltaTime);          // Actually move the player up
 }
Beispiel #21
0
    // Update is called once per frame
    void Update()
    {
        checkForInvincible();

        pickupThings();

        if (isSwimming)
        {
            canDoubleJump = true;

            swimmingSlider.value = (float)swimmingStopwatch.ElapsedMilliseconds / 1000;
            if (swimmingStopwatch.ElapsedMilliseconds >= swimmingTime)
            {
                swimmingStopwatch.Stop();
                getHitFromWater();
            }
        }

        if (transform.position.y - lastYPos < 0)
        {
            isFalling = true;
        }
        else
        {
            isFalling = false;
        }
        lastYPos = transform.position.y;

        if (lastInput.x > Mathf.Abs(Input.GetAxis("Horizontal")))
        {
            isSlowingDown = true;
        }
        else
        {
            isSlowingDown = false;
        }
        lastInput.x = Mathf.Abs(Input.GetAxis("Horizontal"));

        // Mathf.Abs gibt den Absolutwerk zurück, immer positiv.
        move = Mathf.Abs(Input.GetAxis("Horizontal")) * this.transform.forward * Time.deltaTime;

        if (isSlowingDown && isOnIce && characterController.isGrounded)
        {
            if (!slipperingTimer.IsRunning)
            {
                slipperingTimer.Start();
            }
            if (slipperingTimer.ElapsedMilliseconds <= 1000)
            {
                move = 1 * this.transform.forward * Time.deltaTime;
            }
            else
            {
                slipperingTimer.Reset();
                slipperingTimer.Stop();
                isSlowingDown = false;
            }
        }
        else if (isSlowingDown && isOnSticky && characterController.isGrounded)
        {
            move = new Vector3(0, 0, 0);
        }

        if (Input.GetAxis("Horizontal") > 0)
        {
            transform.rotation = Quaternion.Euler(0, 90, 0);
        }
        else if (Input.GetAxis("Horizontal") < 0)
        {
            transform.rotation = Quaternion.Euler(0, 270, 0);
        }

        if (Input.GetKey(KeyCode.LeftShift))
        {
            move *= runSpeed;
            if (anim.GetBool("isWalking"))
            {
                anim.speed = 2f;
            }
        }
        else
        {
            move      *= walkSpeed;
            anim.speed = 1;
        }

        if (!characterController.isGrounded)
        {
            gravity += new Vector3(0, -Gravity, 0) * Time.deltaTime;
        }
        else
        {
            // LANDED NÖTIG, DA SICH SONST GRAVITATION AUFBAUT, WENN MAN FÄLLT

            if (landed)
            {
                gravity = Vector3.zero;
                landed  = false;
            }
        }
        if (isJumping)
        {
            landed    = true;
            gravity   = Vector3.zero;
            gravity.y = JumpForce;
            isJumping = false;
        }
        if (Input.GetButtonDown("Jump"))
        {
            if (isPickupActive && currentPickup == Pickups.Jetpack)
            {
            }
            else
            {
                if (characterController.isGrounded)
                {
                    canDoubleJump = true;
                    isJumping     = true;
                }
                else if (canDoubleJump)
                {
                    canDoubleJump = false;
                    isJumping     = true;
                }
            }
        }

        move += gravity;

        if (Delivery_GameManager.currentState == Delivery_GameManager.GameState.playing)
        {
            characterController.Move(move);
        }

        UpdateAnimation();

        transform.position = new Vector3(transform.position.x, transform.position.y, 0);
    }
Beispiel #22
0
        void MoveCharacter()
        {
            isGrounded.Value = Physics.CheckSphere(collider.bounds.min, 0.1f);

            if (isGrounded.Value)
            {
                if (velocity.y < 0)
                {
                    velocity.y = 0f;
                }

                jumpCount = 0;
            }

            Vector3 move = new Vector3(horizontal.Value, 0, vertical.Value).normalized;

            controller.Move(move * Time.deltaTime * speed.Value);

            //Quaternion _rotate = Quaternion.identity;

            //if (move != Vector3.zero && !playerAnimator.Value.GetBool("Aim"))
            //{
            //	_rotate = Quaternion.LookRotation(move);
            //	player.Value.transform.rotation = Quaternion.Slerp(player.Value.transform.rotation, _rotate, Time.deltaTime * 100);
            //	//player.Value.transform.forward = move;
            //}

            if (doJump.Value)
            {
                if (isGrounded.Value)
                {
                    velocity.y += Mathf.Sqrt(jumpSpeed.Value * 2f * gravity.Value);
                    jumpCount++;
                }
                else
                {
                    if (jumpCount < maxJumpsAllowed.Value)
                    {
                        velocity.y += Mathf.Sqrt(jumpSpeed.Value * 2f * gravity.Value);
                        jumpCount++;
                    }
                }
            }

            if (doDash.Value)
            {
                velocity += Vector3.Scale(player.Value.transform.forward, dashDistance.Value * new Vector3((Mathf.Log(1f / (Time.deltaTime * dashDrag.Value.x + 1)) / -Time.deltaTime), 0, (Mathf.Log(1f / (Time.deltaTime * dashDrag.Value.z + 1)) / -Time.deltaTime)));
            }


            velocity.y -= gravity.Value * Time.deltaTime;

            velocity.x /= 1 + dashDrag.Value.x * Time.deltaTime;
            velocity.y /= 1 + dashDrag.Value.y * Time.deltaTime;
            velocity.z /= 1 + dashDrag.Value.z * Time.deltaTime;


            controller.Move(velocity * Time.deltaTime);


            // Get movement direction
            var _movement = (player.Value.transform.position - oldPosition);
            var _dot      = Vector3.Dot(player.Value.transform.forward.normalized, _movement.normalized);

            if (_dot > 0.8f)
            {
                // Move forward
                isMovingBackwards.Value = false;
                isMovingSideways.Value  = false;
            }
            else if (_dot < -0.8f)
            {
                // Move backward
                isMovingBackwards.Value = true;
                isMovingSideways.Value  = false;
            }
            else if (_dot < 0.2f && _dot > -0.2f)
            {
                // Move Sideways
                isMovingBackwards.Value = false;
                isMovingSideways.Value  = true;
            }
        }
Beispiel #23
0
    void Update()
    {
        //control inputs
        float x = Input.GetAxis(XAxis);
        float y = Input.GetAxis(YAxis);
        //check for force crouch
        bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);

        velocity.x = 0;

        //Calculate control velocity
        if (!crouching)
        {
            if (Input.GetButtonDown(JumpButton) && controller.isGrounded)
            {
                //jump
                jumpAudioSource.Stop();
                jumpAudioSource.Play();
                velocity.y  = jumpSpeed;
                jumpEndTime = Time.time + jumpDuration;
            }
            else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton))
            {
                jumpInterrupt = true;
            }


            if (x != 0)
            {
                //walk or run
                velocity.x  = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
                velocity.x *= Mathf.Sign(x);
            }

            if (jumpInterrupt)
            {
                //interrupt jump and smoothly cut Y velocity
                if (velocity.y > 0)
                {
                    velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
                }
                else
                {
                    jumpInterrupt = false;
                }
            }
        }

        //apply gravity F = mA (Learn it, love it, live it)
        velocity.y -= gravity * Time.deltaTime;

        //move
        controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);

        if (controller.isGrounded)
        {
            //cancel out Y velocity if on ground
            velocity.y    = -gravity * Time.deltaTime;
            jumpInterrupt = false;
        }


        Vector2 deltaVelocity = lastVelocity - velocity;

        if (!lastGrounded && controller.isGrounded)
        {
            //detect hard fall
            if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity)
            {
                forceCrouchEndTime = Time.time + forceCrouchDuration;
                hardfallAudioSource.Play();
            }
            else
            {
                //play footstep audio if light fall because why not
                footstepAudioSource.Play();
            }
        }

        //graphics updates
        if (controller.isGrounded)
        {
            if (crouching)               //crouch
            {
                skeletonAnimation.AnimationName = crouchName;
            }
            else
            {
                if (x == 0)                 //idle
                {
                    skeletonAnimation.AnimationName = idleName;
                }
                else                 //move
                {
                    skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
                }
            }
        }
        else
        {
            if (velocity.y > 0)             //jump
            {
                skeletonAnimation.AnimationName = jumpName;
            }
            else             //fall
            {
                skeletonAnimation.AnimationName = fallName;
            }
        }

        //flip left or right
        if (x > 0)
        {
            graphicsRoot.localRotation = Quaternion.identity;
        }
        else if (x < 0)
        {
            graphicsRoot.localRotation = flippedRotation;
        }


        //store previous state
        lastVelocity = velocity;
        lastGrounded = controller.isGrounded;
    }
 private void Move(Vector3 movementOffset, float deltaTime)
 {
     ccModule.Move(movementOffset * deltaTime);
 }