public void UpdateATL(PlayerController_one player_one, SplineLord_one splineLord_one) { for (int i = 0; i < _obstacles.Count; i++) { _obstacles [i].UpdateATL(); if (_obstacles[i].DidCollide(player_one.transform.position)) { print("collision"); //collision happening multiple times _obstacles[i].OnCollide(); } } //print (player.t); if (player_one.t > .15f && player_one.t <= .25f && _count < 1) { _count++; //create only one obstacle at this point ... would be easier to base this off markers in the text - TAGS - find what t will be at TAG CreateObstacle(splineLord_one.GetSpline()); } timer += Time.deltaTime; if (timer > 5.0f) { timer = 0.0f; //CreateObstacle(splineLord.GetSpline()); } }
public void UpdateATL(PlayerController_one player_one) { Vector3 rise = new Vector3(0, lift, 0); transform.position = player_one.transform.position + rise; //Vector3.Normalize(player.transform.position.y) * 1.0f; //attach camera to player's head Vector3 dir = new Vector3(0, 0, 0); Quaternion rot = new Quaternion(0, 0, 0, 0); rot = player_one.transform.rotation * Quaternion.AngleAxis(180, player_one.transform.up); rot *= Quaternion.AngleAxis(40, player_one.transform.right); transform.rotation = rot; }
// Use this for initialization void Start() { splineLord_one = GameObject.FindObjectOfType <SplineLord_one> (); splineLord_one.StartATL(); player_one = GameObject.FindObjectOfType <PlayerController_one> (); player_one.StartATL(); obstacleLord = GameObject.FindObjectOfType <ObstacleLord> (); obstacleLord.StartATL(); cameraController_one = GameObject.FindObjectOfType <CameraController_one> (); cameraController_one.StartATL(); bookController = GameObject.FindObjectOfType <BookController> (); bookController.StartATL(splineLord_one); }
public void UpdateATL(PlayerController_one player_one, SplineLord_one splineLord_one) { // if (GameObject.Find ("DebugLineLord") != null) // { // _yInput += Input.mouseScrollDelta.y; // //print (_yInput); // // _offset = new Vector3 (0.0f, _yInput * sensitivity, 0.0f); // // //SplineLord splineLord = GameObject.FindObjectOfType< SplineLord > (); // CurvySpline curSpline = splineLord.GetSpline (); // // float t = curSpline.GetNearestPointTF( player_one.transform.position ); //weird to get t back from the player // _debugLineLord.transform.position = curSpline.Interpolate (t + _lead) + _debugLineLord.transform.up * _offset.y; // // _debugLineLord.transform.rotation = Quaternion.Slerp( _debugLineLord.transform.rotation, curSpline.GetOrientationFast( t + _lead ), Time.deltaTime * 5.0f ); // // } if (splineLord_one.GetSpline().IsInitialized&& !_laidOutText) { float tLineSpacing = 1.0F / _lines.Count; // the height of a line _laidOutText = true; for (int i = 0; i < _lines.Count; i++) { Vector3 upAtT = splineLord_one.GetSpline().GetOrientationUpFast(tLineSpacing * i); Vector3 alongSplineAtT = splineLord_one.GetSpline().Interpolate(tLineSpacing * (i + 1.0f)) - splineLord_one.GetSpline().Interpolate(tLineSpacing * i); Vector3 right = Vector3.Cross(alongSplineAtT, upAtT); Vector3 normal2 = Vector3.Cross(right, alongSplineAtT); Vector3 position = splineLord_one.GetSpline().Interpolate(tLineSpacing * i) + upAtT * _rise + right * .3f; Vector3 normal = splineLord_one.GetSpline().GetOrientationUpFast(tLineSpacing * i); normal = Quaternion.AngleAxis(-50.0f, right) * normal; AxKDebugLines.AddText(_lines [i], position, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999); AxKDebugLines.AddText(_lines [i], position + _offset, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999); //to make the line thicker AxKDebugLines.AddText(_lines [i], position + _offset * 2.0f, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999); AxKDebugLines.AddText(_lines [i], position + _offset * 3.0f, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999); AxKDebugLines.AddText(_lines [i], position + _offset * 4.0f, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999); } } }