Example #1
0
	public void OnCollisionEnter(Collision col) {
		float volume = col.impulse.magnitude *this.volume;
		if (volume > volumeThreshold) {
			source.volume = volume;
			if (source.clip == null)
				source.clip = clip;
			source.Play(0);
			LabelHandle audioLabel = new LabelHandle(transform.position, "rock");
			audioLabel.addTag(new Tag(TagEnum.Sound, volume));
			audioLabel.addTag(new Tag(TagEnum.Threat, 5f));
			AudioEvent rockCollisionSound = new AudioEvent(transform.position, audioLabel, transform.position);
			rockCollisionSound.broadcast(volume);

		}
	}
Example #2
0
    public void OnCollisionEnter(Collision col)
    {
        float volume = col.impulse.magnitude * this.volume;

        if (volume > volumeThreshold)
        {
            source.volume = volume;
            if (source.clip == null)
            {
                source.clip = clip;
            }
            source.Play(0);
            LabelHandle audioLabel = new LabelHandle(transform.position, "rock");
            audioLabel.addTag(new Tag(TagEnum.Sound, volume));
            audioLabel.addTag(new Tag(TagEnum.Threat, 5f));
            AudioEvent rockCollisionSound = new AudioEvent(transform.position, audioLabel, transform.position);
            rockCollisionSound.broadcast(volume);
        }
    }
Example #3
0
	void FixedUpdate () {
		// change collider height
		float desiredHeight = crouching? crouchHeight: normHeight;
		if (col.height < desiredHeight) {
			if (freeFallDelay == 0)
				setColliderHeight(col.height + climbRate /5);
			else
				setColliderHeight(col.height + climbRate);
			if (col.height > desiredHeight)
				setColliderHeight(desiredHeight);
		} else if (col.height > desiredHeight) {
			setColliderHeight(col.height - climbRate);
			if (col.height < desiredHeight)
				setColliderHeight(desiredHeight);
		}

		// update past forces
		int newForceCount = pastForces.Count -lastForceCount;
		pastForcesAddedCount.Add(newForceCount);
		if (pastForcesAddedCount.Count > pastForceCount) {
			int forcesToRemove = pastForcesAddedCount[0];
			pastForcesAddedCount.RemoveAt(0);
			pastForces.RemoveRange(0, forcesToRemove);
		}
		for (int i = 0; i < pastForces.Count; ++i)
			pastForces[i] *= 0.8f;
		lastForceCount = pastForces.Count;

		// move the player
		if (freeFallDelay < 0) {
			++freeFallDelay;
			return;
		}
		if (!isGrounded()) {
			if (freeFallDelay > 0)
				--freeFallDelay;
			else {
				nextFootstep = 1;
				return;
			}
		} else
			freeFallDelay = 2;

		// get the move direction and speed
		if (!canMove) {
			rightSpeed = 0;
			forwardSpeed = 0;
		}
		Vector3 desiredVel = getDesiredVel();

		float speed = desiredVel.magnitude * (sprinting ? calculateSprintMultiplier() : 1) *(crouching? crouchSpeedMultiplier: 1);
		desiredVel.y = 0;
		desiredVel.Normalize();

		// move parallel to the ground
		if (isGrounded()) {
			Vector3 sideways = Vector3.Cross(Vector3.up, desiredVel);
			desiredVel = Vector3.Cross(sideways, groundNormal).normalized;
		}
		desiredVel *= speed;

		// slow down when moving up a slope
		if (desiredVel.y > 0)
			desiredVel *= 1 - Mathf.Pow(desiredVel.y / speed, 2);
		if (!isGrounded())
			desiredVel.y = GetComponent<Rigidbody>().velocity.y;

		// handle the maximum acceleration
		Vector3 force = desiredVel -GetComponent<Rigidbody>().velocity +groundSpeed;
		float maxAccel = Mathf.Min(Mathf.Max(acceleration *force.magnitude, acceleration /3), acceleration *2);
		if (force.magnitude > maxAccel) {
			force.Normalize();
			force *= maxAccel;
		}
		GetComponent<Rigidbody>().AddForce(force, ForceMode.VelocityChange);

		// play footstep sounds
		float currentSpeed = GetComponent<Rigidbody>().velocity.sqrMagnitude;
		if (nextFootstep <= Time.fixedTime && currentSpeed > 0.1f) {
			if (nextFootstep != 0) {
				float volume = 0.8f -(0.8f / (1 + currentSpeed /100));
				playFootstep(volume);
				LabelHandle audioLabel = new LabelHandle(transform.position, "footsteps");
				audioLabel.addTag(new Tag(TagEnum.Sound, volume));
				audioLabel.addTag(new Tag(TagEnum.Threat, 5f));
                AudioEvent footStepsEvent = new AudioEvent(transform.position, audioLabel, transform.position);
                footStepsEvent.broadcast(volume);
			}
			nextFootstep = Time.fixedTime + minimumFoostepOccurence / (1 + currentSpeed * foostepSpeedScale);
		}
		if (desiredVel.sqrMagnitude == 0 && currentSpeed < 1f && nextFootstep != 0) {
			float volume = 0.1f * currentSpeed;
			playFootstep(volume);
			nextFootstep = 0;
		}


		// update sprinting
		if (desiredVel.sqrMagnitude > 0.1f && sprinting) {
			if (myPlayer.oxygen < oxygenStopSprint)
				myPlayer.oxygen -= myPlayer.oxygenRecoveryRate *Time.deltaTime;
			else if (crouching)
				sprinting = false;
			else
				myPlayer.oxygen -= oxygenSprintUsage * Time.deltaTime;
		}



		// THE NEW STEP SYSTEM!!!
		//climb();


		// check for no more floor, in case it was deleted
		//if (floor == null)
			groundNormal = Vector3.zero;
	}
Example #4
0
    void FixedUpdate()
    {
        // change collider height
        float desiredHeight = crouching? crouchHeight: normHeight;

        if (col.height < desiredHeight)
        {
            if (freeFallDelay == 0)
            {
                setColliderHeight(col.height + climbRate / 5);
            }
            else
            {
                setColliderHeight(col.height + climbRate);
            }
            if (col.height > desiredHeight)
            {
                setColliderHeight(desiredHeight);
            }
        }
        else if (col.height > desiredHeight)
        {
            setColliderHeight(col.height - climbRate);
            if (col.height < desiredHeight)
            {
                setColliderHeight(desiredHeight);
            }
        }

        // update past forces
        int newForceCount = pastForces.Count - lastForceCount;

        pastForcesAddedCount.Add(newForceCount);
        if (pastForcesAddedCount.Count > pastForceCount)
        {
            int forcesToRemove = pastForcesAddedCount[0];
            pastForcesAddedCount.RemoveAt(0);
            pastForces.RemoveRange(0, forcesToRemove);
        }
        for (int i = 0; i < pastForces.Count; ++i)
        {
            pastForces[i] *= 0.8f;
        }
        lastForceCount = pastForces.Count;

        // move the player
        if (freeFallDelay < 0)
        {
            ++freeFallDelay;
            return;
        }
        if (!isGrounded())
        {
            if (freeFallDelay > 0)
            {
                --freeFallDelay;
            }
            else
            {
                nextFootstep = 1;
                return;
            }
        }
        else
        {
            freeFallDelay = 2;
        }

        // get the move direction and speed
        if (!canMove)
        {
            rightSpeed   = 0;
            forwardSpeed = 0;
        }
        desiredVel = new Vector3(rightSpeed, 0, forwardSpeed);
        float speed = desiredVel.magnitude * (sprinting ? calculateSprintMultiplier() : 1) * (crouching? crouchSpeedMultiplier: 1);

        desiredVel   = myPlayer.cam.transform.TransformDirection(desiredVel);
        desiredVel.y = 0;
        desiredVel.Normalize();

        // move parallel to the ground
        if (isGrounded())
        {
            Vector3 sideways = Vector3.Cross(Vector3.up, desiredVel);
            desiredVel = Vector3.Cross(sideways, groundNormal).normalized;
        }
        desiredVel *= speed;

        // slow down when moving up a slope
        if (desiredVel.y > 0)
        {
            desiredVel *= 1 - Mathf.Pow(desiredVel.y / speed, 2);
        }
        if (!isGrounded())
        {
            desiredVel.y = GetComponent <Rigidbody>().velocity.y;
        }

        // handle the maximum acceleration
        Vector3 force    = desiredVel - GetComponent <Rigidbody>().velocity + groundSpeed;
        float   maxAccel = Mathf.Min(Mathf.Max(acceleration * force.magnitude, acceleration / 3), acceleration * 2);

        if (force.magnitude > maxAccel)
        {
            force.Normalize();
            force *= maxAccel;
        }
        GetComponent <Rigidbody>().AddForce(force, ForceMode.VelocityChange);

        // play footstep sounds
        float currentSpeed = GetComponent <Rigidbody>().velocity.sqrMagnitude;

        if (nextFootstep <= Time.fixedTime && currentSpeed > 0.1f)
        {
            if (nextFootstep != 0)
            {
                float volume = 0.8f - (0.8f / (1 + currentSpeed / 100));
                playFootstep(volume);
                LabelHandle audioLabel = new LabelHandle(transform.position, "footsteps");
                audioLabel.addTag(new Tag(TagEnum.Sound, volume));
                audioLabel.addTag(new Tag(TagEnum.Threat, 5f));
                AudioEvent footStepsEvent = new AudioEvent(transform.position, audioLabel, transform.position);
                footStepsEvent.broadcast(volume);
            }
            nextFootstep = Time.fixedTime + minimumFoostepOccurence / (1 + currentSpeed * foostepSpeedScale);
        }
        if (desiredVel.sqrMagnitude == 0 && currentSpeed < 1f && nextFootstep != 0)
        {
            float volume = 0.1f * currentSpeed;
            playFootstep(volume);
            nextFootstep = 0;
        }


        // update sprinting
        if (desiredVel.sqrMagnitude > 0.1f && sprinting)
        {
            if (myPlayer.oxygen < oxygenStopSprint)
            {
                myPlayer.oxygen -= myPlayer.oxygenRecoveryRate * Time.deltaTime;
            }
            else if (crouching)
            {
                sprinting = false;
            }
            else
            {
                myPlayer.oxygen -= oxygenSprintUsage * Time.deltaTime;
            }
        }



        // THE NEW STEP SYSTEM!!!
        //climb();


        // check for no more floor, in case it was deleted
        //if (floor == null)
        groundNormal = Vector3.zero;
    }