Example #1
0
    void FixedUpdate()
    {
        if (Time.time > nextKeyRandomizationTime)
        {
            randomizeKeys();
            DrunkMalus currentDrunkMalus = drunkMaluses[GameManager.DrunkLevel];
            nextKeyRandomizationTime = Time.time
                                       + GaussianDistribution.Generate(currentDrunkMalus.keyRandomizationMeanTime, currentDrunkMalus.keyRandomizationVarianceTime);
        }

        move();
        respectBounds();
    }
Example #2
0
    void Start()
    {
        deactivatePlayerCollisions();

        uiManager = FindObjectOfType <UIManager>();

        transform.position = GameManager.PlayerSpawnPosition;

        drunkMaluses = JSONManager.Load <Dictionary <GameManager.Drunkness, DrunkMalus> >("DrunkMaluses");

        DrunkMalus currentDrunkMalus = drunkMaluses[GameManager.DrunkLevel];

        nextKeyRandomizationTime = Time.time
                                   + GaussianDistribution.Generate(currentDrunkMalus.keyRandomizationMeanTime, currentDrunkMalus.keyRandomizationVarianceTime);
    }
Example #3
0
    private void move()
    {
        Vector3 direction = Vector3.zero;

        if (Input.GetKey(upKey))
        {
            direction.z++;
        }
        if (Input.GetKey(downKey))
        {
            direction.z--;
        }
        if (Input.GetKey(leftKey))
        {
            direction.x--;
        }
        if (Input.GetKey(rightKey))
        {
            direction.x++;
        }

        if (Time.time > nextMaxSpeedRandomizationTime)
        {
            DrunkMalus currentDrunkMalus = drunkMaluses[GameManager.DrunkLevel];
            maxSpeed = GaussianDistribution.Generate(currentDrunkMalus.speedMean, currentDrunkMalus.speedVariance);
            nextMaxSpeedRandomizationTime = Time.time + GaussianDistribution.Generate(4, 1);
        }

        if (direction == Vector3.zero)
        {
            velocity -= acceleration * velocity.normalized * Time.deltaTime / 2;

            if (driftAngle < driftSpeed)
            {
                driftAngle = 0;
            }
            else
            {
                driftAngle = driftAngle - Mathf.Sign(driftAngle) * driftSpeed;
            }
        }
        else
        {
            if (velocity.sqrMagnitude > maxSpeed * maxSpeed)
            {
                velocity -= acceleration * velocity.normalized * Time.deltaTime / 2;
            }
            else
            {
                velocity += acceleration * direction.normalized * Time.deltaTime;
            }

            transform.rotation = Quaternion.LookRotation(velocity, Vector3.up);

            // Calculate drifting
            float angle = Vector3.SignedAngle(velocity, direction, Vector3.up);
            if (Mathf.Abs(angle) < maxDriftAngle)
            {
                angle = 0;                                   // Because it will never be exactly zero
            }
            angle = Mathf.Clamp(Mathf.Abs(angle), 0, driftSpeed) * Mathf.Sign(angle);
            if (Mathf.Abs(angle) < Mathf.Epsilon && Mathf.Abs(driftAngle) > Mathf.Epsilon)
            {
                angle = -Mathf.Clamp(Mathf.Abs(driftAngle), 0, driftSpeed) * Mathf.Sign(driftAngle);
            }
            driftAngle += angle;
        }
        velocity   = Vector3.ClampMagnitude(velocity, 15);
        driftAngle = Mathf.Clamp(Mathf.Abs(driftAngle), 0, maxDriftAngle) * Mathf.Sign(driftAngle);

        // Drift
        transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, driftAngle);

        // Translate
        transform.Translate(velocity * Time.fixedDeltaTime, Space.World);
    }