Beispiel #1
0
    // Update is called once per frame
    private void LateUpdate()
    {
        m_CurrentRotation     = Vector3.SmoothDamp(m_CurrentRotation, new Vector3(m_Pitch, m_Yaw), ref m_RotationSmoothVelocity, m_RotationSmoothTime);
        transform.eulerAngles = m_CurrentRotation;

        transform.position = player.transform.position - transform.forward * m_DistanceFromTarget;
    }
    // Start is called before the first frame update

    // Update is called once per frame

    void Update()
    {
        //Rotating the camerra around the board to focuse on the current player
        var currSide = tPlayer.currSpot.GetComponent <WalkableScript>().side;

        if (currSide == Boardside.Left)
        {
            cameraOffset.z = -2;
            cameraOffset.x = 0;
        }
        else if (currSide == Boardside.Bottom)
        {
            cameraOffset.z = 0;
            cameraOffset.x = 2;
        }
        else if (currSide == Boardside.Top)
        {
            cameraOffset.z = 0;
            cameraOffset.x = -2;
        }
        else if (currSide == Boardside.Right)
        {
            cameraOffset.z = 2;
            cameraOffset.x = 0;
        }
        Vector3 dPosition = target.position + cameraOffset;
        Vector3 sPosition = Vector3.SmoothDamp(transform.position, dPosition, ref velocity, smoothSpeed);

        transform.position = sPosition;
        Quaternion dRotation = Quaternion.Euler(25, (int)currSide, 0);

        transform.rotation = Quaternion.Slerp(transform.rotation, dRotation, Time.deltaTime * smoothSpeed);
    }
Beispiel #3
0
    // Update is called once per frame
    void LateUpdate()
    {
        if (!follow)
        {
            return;
        }

        // Move the mid-point of the camera, and clamp the value to the defined radius.
        // Assign the position to the cameraMidPoint object.
        Vector3 midPointPos = playerTransform.position + (Camera.main.ScreenToWorldPoint(Input.mousePosition) - playerTransform.position) / 2;

        //midPointPos = Vector3.ClampMagnitude(midPointPos, cameraRadius);
        //print(midPointPos);

        midPointPos = new Vector3(Mathf.Clamp(midPointPos.x, -5, 5), Mathf.Clamp(midPointPos.y, -5, 5));

        cameraMidPoint.position = midPointPos;


        // ---
        viewPortSize = (mainCamera.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)) - mainCamera.ScreenToWorldPoint(Vector2.zero)) * viewPortFactor;

        distance = cameraMidPoint.position - transform.position;
        if (Mathf.Abs(distance.x) > viewPortSize.x / 2)
        {
            targetPosition.x = cameraMidPoint.position.x - (viewPortSize.x / 2 * Mathf.Sign(distance.x));
        }

        if (Mathf.Abs(distance.y) > viewPortSize.y / 2)
        {
            targetPosition.y = cameraMidPoint.position.y - (viewPortSize.y / 2 * Mathf.Sign(distance.y));
        }

        transform.position = Vector3.SmoothDamp(transform.position, targetPosition - new Vector3(0, 0, 10), ref currentVelocity, followDuration, maximumFollowSpeed);
    }
Beispiel #4
0
    void FollowPlayerObj()
    {
        Vector3 targetPos = player.transform.TransformPoint(new Vector3(0, yOffset, -10));

        targetPos          = new Vector3(0, targetPos.y, targetPos.z);
        transform.position = Vector3.SmoothDamp(transform.position, targetPos, ref Velocity, smoothTime);
    }
Beispiel #5
0
    void LateUpdate()
    {
        /*Vector3 targetPosition = target.TransformPoint(new Vector3(0, 1, -3));
         *
         * transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
         *
         * transform.LookAt(target);*/

        if (RotateAroundTarget)
        {
            Quaternion camTurnAngle =
                Quaternion.AngleAxis(Input.GetAxis("Mouse X") * RotationSpeed, Vector3.up);

            cameraOffset = camTurnAngle * cameraOffset;
        }

        Vector3 newPos = targetTransform.position + cameraOffset;

        //transform.position = Vector3.Slerp(transform.position, newPos, smoothFactor);

        transform.position = Vector3.SmoothDamp(transform.position, newPos, ref velocity, smoothTime);

        if (LookAtTarget || RotateAroundTarget)
        {
            transform.LookAt(targetTransform);
        }
    }
    public void Move(float move, bool jump)
    {
        //If the player is in regular gravity
        if (m_Rigidbody2D.gravityScale >= 3f)
        {
            if (mGrounded || m_AirControl)
            {
                // Move the character by finding the target velocity
                Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
                // And then smoothing it out and applying it to the character

                m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity,
                                                            m_MovementSmoothing);
            }
        }
        else if (m_Rigidbody2D.gravityScale == 0.5f)
        {
            Vector2 directionVector2 = new Vector2(move, Input.GetAxisRaw("Vertical") * -1) * 5;
            m_Rigidbody2D.AddForce(directionVector2);
        }
        else
        {
            Vector2 guideDir = GetDirection(transform.position, guide.transform.position);
            //only control the player if grounded or airControl is turned on
            if (planGrounded && Attracted)
            {
                Vector2 targetVelocity = guideDir * (2f * Mathf.Abs(move));

                m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity,
                                                            m_MovementSmoothing);
            }
            else if (attracted)
            {
                Vector2 targetForce = guideDir * (2f * Mathf.Abs(move));
                m_Rigidbody2D.AddForce(targetForce);
            }
        }



        // If the input is moving the player right and the player is facing left...
        if (move > 0 && !mFacingRight)
        {
            // ... flip the player.
            Flip();
        }
        // Otherwise if the input is moving the player left and the player is facing right...
        else if (move < 0 && mFacingRight)
        {
            // ... flip the player.
            Flip();
        }
        // If the player should jump...
        if (mGrounded && jump)
        {
            // Add a vertical force to the player.
            mGrounded = false;
            m_Rigidbody2D.AddRelativeForce(new Vector2(0f, m_JumpForce));
        }
    }
    void Move()
    {
        Vector3 centerPoint = GetCenterPoint();

        Vector3 newPosition = centerPoint + offset;

        transform.position = Vector3.SmoothDamp(transform.position, newPosition, ref velocity, smoothTime);
    }
    void SetCameraPosition(int index)
    {
        var r = GameManager.instance.cam.velocity;
        var cameraPosition =
            Vector3.SmoothDamp(GameManager.instance.cam.transform.position,
                               new Vector3(0, y: index + 9.5f, GameManager.instance.cam.transform.position.z), ref r, source.pitch * Time.deltaTime);

        GameManager.instance.cam.transform.position = new Vector3(0f, index, GameManager.instance.cam.transform.position.z);
    }
Beispiel #9
0
    // Update is called once per frame
    void Update()
    {
        transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
        timeToPhotoLeft    = Math.Max(0, timeToPhotoLeft - Time.deltaTime);

        if (!photoShot && Math.Abs(timeToPhotoLeft) < 0.05)
        {
            ShootPhoto();
        }
    }
    void SmoothFollow()
    {
        Vector3 targetPosition = objectOfFocus.position;

        targetPosition.x = objectOfFocus.position.x;
        targetPosition.z = objectOfFocus.position.z + zOffset;
        targetPosition.y = objectOfFocus.position.y + yOffset;

        Vector3 currentPosition = Vector3.SmoothDamp(_selfTransform.position, targetPosition, ref velocity, smoothTime);

        _selfTransform.position = currentPosition;
    }
Beispiel #11
0
        public void CreateMoveDirection(Vector2 axis)
        {
            var movementSpeed = _alwaysRun || _isRunning ? _runningSpeed : _walkingSpeed;

            var forward = transform.TransformDirection(Vector3.forward);
            var right   = transform.TransformDirection(Vector3.right);

            var direction      = (right * axis.x + forward * axis.y).normalized * movementSpeed;
            var moveDirectionY = _moveDirection.y;

            _moveDirection   = Vector3.SmoothDamp(_moveDirection, direction, ref _velocity, _smoothTime);
            _moveDirection.y = moveDirectionY;
        }
        void Update()
        {
            if (!previousIsGrounded && body.IsGrounded)
            {
                force = Vector3.down * (Mathf.Abs(previousVelocity.y) * factor);
                Add(force);

                if (speedLossRoutine != null)
                {
                    StopCoroutine(speedLossRoutine);
                }
                speedLossRoutine = StartCoroutine(SpeedLossRoutine(1.0f - force.magnitude / maxLength));
            }

            previousVelocity   = body.Controller.velocity;
            previousIsGrounded = body.IsGrounded;

            transform.localPosition = Vector3.SmoothDamp(transform.localPosition, anchor + force, ref velocity, smoothing);
            force = Vector3.SmoothDamp(force, Vector3.zero, ref forceVelocity, reduction);
        }
    private IEnumerator Dash()
    {
        state          = MovementState.DASH;
        dashChargeCoef = Mathf.Clamp(Time.time - startAttackPress, 0, dashChargeTimeMax) / dashChargeTimeMax;

        lastDash        = Time.time;
        isDashing       = true;
        rb.gravityScale = 0f;

        float xcomponent = Mathf.Cos(angle * Mathf.PI / 180);
        float ycomponent = Mathf.Sin(angle * Mathf.PI / 180);

        rb.velocity = new Vector2(dashForce * dashChargeCoef * xcomponent, dashForce * dashChargeCoef * ycomponent);

        yield return(new WaitForSeconds(dashTime));

        isDashing       = false;
        rb.gravityScale = gravityScale;

        Vector3 targetVelocity = new Vector2(0, 0);

        rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref m_Velocity, 0);
    }
Beispiel #14
0
        public static Vector3 SmoothDamp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed)
        {
            float deltaTime = Time.deltaTime;

            return(Vector3.SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime));
        }