Exemple #1
0
    /*
     *	FUNCTION: Controls camera movements
     *	CALLED BY: FixedUpdate()
     */
    private void CameraMain()
    {
        fCameraDistance          = Mathf.Lerp(fCameraDistance, fCameraLerpValue, Time.deltaTime * 1.5f);
        fCurrentCamDir           = Mathf.Lerp(fCurrentCamDir, -hControllerScriptCS.getCurrentPlayerRotation() + 90.0f, Time.deltaTime * 4.0f);
        tCamera.localEulerAngles = new Vector3(fCameraRotationX, fCurrentCamDir, fCameraRotationZ);
        v3CamDirection           = rotateAlongY(new Vector3(-1, 0, 0), -hControllerScriptCS.getCurrentPlayerRotation());

        if (iCameraState == 1)          //regular gameplay
        {
            fCameraLerpValue = 35;      //maintain a static distance between camera and the player
            tCamera.position = new Vector3(tPlayerMesh.position.x + v3CamDirection.x * fCameraDistance + fCameraPositionX,
                                           Mathf.Lerp(tCamera.position.y, tPlayerMesh.position.y + fCameraPositionY, Time.deltaTime * 70),
                                           Mathf.Lerp(tCamera.position.z, (tPlayerMesh.position.z + v3CamDirection.z * fCameraDistance), Time.deltaTime * 50));
        }
        else if (iCameraState == 2)                                                                          //Camera on death
        {
            fCameraLerpValue = 60;                                                                           //increase the distance between the camera and the player
            tCamera.position = tPlayerMesh.position + v3CamDirection * fCameraDistance;
            tCamera.position = new Vector3(tCamera.position.x, tCamera.position.y + 30, tCamera.position.z); //increase the height of the camera

            //change the camera angle (look at the death scene)
            tCamera.localEulerAngles = new Vector3(Mathf.Lerp(tCamera.localEulerAngles.x, 40, Time.deltaTime * 25), tCamera.localEulerAngles.y,
                                                   tCamera.localEulerAngles.z);
        }

        //make the camera shake if the fCamShakeImpulse is not zero
        if (fCamShakeImpulse > 0.0f)
        {
            shakeCamera();
        }
    }
    void FixedUpdate()
    {
        if (hInGameScriptCS.isGamePaused() == true)
        {
            return;
        }

        //set the position of guard in current frame
        tEnemy.position = new Vector3(Mathf.Lerp(tEnemy.position.x, (tPlayer.position.x - fEnemyPosition), Time.deltaTime * 10),
                                      tEnemy.position.y, tEnemy.position.z);

        if (!hControllerScriptCS.isInAir())        //follow the player in y-axis if he's not jumping (cars cant jump)
        {
            tEnemy.position = new Vector3(tEnemy.position.x, Mathf.Lerp(tEnemy.position.y, tPlayer.position.y + fEnemyPositionY, Time.deltaTime * 8),
                                          tEnemy.position.z);
        }

        //ignore y-axis rotation and horizontal movement in idle and death state
        if (iEnemyState < 4)
        {
            tEnemy.position         = new Vector3(tEnemy.position.x, tEnemy.position.y, Mathf.Lerp(tEnemy.position.z, tPlayer.position.z, Time.deltaTime * 10));
            tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, -hControllerScriptCS.getCurrentPlayerRotation(), tEnemy.localEulerAngles.z);
        }

        if (iEnemyState == 1)        //hide the chasing character
        {
            fCosLerp      += (Time.deltaTime / 10);
            fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 45, Mathf.Cos(fCosLerp) / 1000);

            if (fCosLerp >= 0.7f)
            {
                fCosLerp    = 0.0f;
                iEnemyState = 0;

                hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren);
            }
        }
        else if (iEnemyState == 2)        //show the chasing character
        {
            hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.Siren);

            fCosLerp      += (Time.deltaTime / 4);
            fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX, Mathf.Cos(fCosLerp));

            if (fCosLerp >= 1.5f)
            {
                fCosLerp    = 0.0f;
                iEnemyState = 3;
            }
        }
        else if (iEnemyState == 3)        //wait for 'fChaseTime' after showing character
        {
            if ((Time.time - fStumbleStartTime) % 60 >= fChaseTime)
            {
                iEnemyState = 1;
            }
        }

        //DEATH SEQUENCE
        else if (iEnemyState == 4)        //on death
        {
            //to ensure correct rotation animation
            tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, 350, tEnemy.localEulerAngles.z);

            hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.TiresSqueal);
            iEnemyState = 5;
        }
        else if (iEnemyState == 5)                                                                                        //pin behind the player
        {
            fEnemyPosition  = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 20, Time.fixedDeltaTime * 50);                 //vertical position after skid
            tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y,
                                          Mathf.Lerp(tEnemy.position.z, tPlayer.position.z + 20, Time.deltaTime * 10));   //horizontal position after skid

            tEnemy.localEulerAngles = Vector3.Lerp(tEnemy.localEulerAngles, new Vector3(0, 260, 0), Time.deltaTime * 10); //90 degree rotation
            if (tEnemy.localEulerAngles.y <= 261)
            {
                iEnemyState = 6;
            }
        }
        else if (iEnemyState == 6)
        {
            hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren);
        }
    }    //end of Update
Exemple #3
0
    void FixedUpdate()
    {
        if (hInGameScriptCS.isGamePaused() == true)
        {
            return;
        }

        //set the position of guard in current frame

        /*
         * tEnemy.position = new Vector3(Mathf.Lerp(tEnemy.position.x, (tPlayer.position.x - fEnemyPosition), Time.deltaTime*10),
         *      tEnemy.position.y, tEnemy.position.z);
         */


        Matrix4x4 mat = new Matrix4x4();

        mat.SetTRS(new Vector3(0, 0, 0), Quaternion.Euler(new Vector3(0, -hControllerScriptCS.getCurrentPlayerRotation(), 0)), new Vector3(1, 1, 1));
        Vector3 pos = mat.MultiplyVector(new Vector3(-fEnemyPosition, 0, 0));

        tEnemy.position = new Vector3(Mathf.Lerp(tEnemy.position.x, (tPlayer.position.x + pos.x), Time.deltaTime * 10),
                                      tEnemy.position.y,        // Mathf.Lerp(tEnemy.position.y, (tPlayer.position.y - pos.y), Time.deltaTime*10),
                                      Mathf.Lerp(tEnemy.position.z, (tPlayer.position.z + pos.z), Time.deltaTime * 10));

        if (!hControllerScriptCS.isInAir())           //follow the player in y-axis if he's not jumping (cars cant jump)
        {
            tEnemy.position = new Vector3(tEnemy.position.x, Mathf.Lerp(tEnemy.position.y, tPlayer.position.y + fEnemyPositionY, Time.deltaTime * 8),
                                          tEnemy.position.z);
        }
        else
        {
            RaycastHit hitInfo;
            if (Physics.Linecast(tEnemy.position + new Vector3(0, 20, 0), tEnemy.position + new Vector3(0, -100, 0), out hitInfo, (1 << LayerMask.NameToLayer("Terrain_lyr"))))
            {
                tEnemy.position = new Vector3(tEnemy.position.x, Mathf.Lerp(tEnemy.position.y, hitInfo.point.y + fEnemyPositionY, Time.deltaTime * 8),
                                              tEnemy.position.z);
            }
        }

        //ignore y-axis rotation and horizontal movement in idle and death state
        if (iEnemyState < 4)
        {
            //	Vector3 pos = mat.MultiplyVector(new Vector3( 0, 0, 0));

            //tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y,	Mathf.Lerp(tEnemy.position.z, tPlayer.position.z, Time.deltaTime*10));
            tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, -hControllerScriptCS.getCurrentPlayerRotation(), tEnemy.localEulerAngles.z);
        }

        if (iEnemyState == 1)        //hide the chasing character
        {
            fCosLerp      += (Time.deltaTime / 10);
            fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 45, Mathf.Cos(fCosLerp) / 1000);

            if (fCosLerp >= 0.7f)
            {
                fCosLerp    = 0.0f;
                iEnemyState = 0;

                hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren);
            }
        }
        else if (iEnemyState == 2)        //show the chasing character
        {
            hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.Siren);

            fCosLerp      += (Time.deltaTime / 4);
            fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX, Mathf.Cos(fCosLerp));

            if (fCosLerp >= 1.5f)
            {
                fCosLerp    = 0.0f;
                iEnemyState = 3;
            }
        }
        else if (iEnemyState == 3)        //wait for 'fChaseTime' after showing character
        {
            if ((Time.time - fStumbleStartTime) % 60 >= fChaseTime)
            {
                iEnemyState = 1;
            }
        }

        //DEATH SEQUENCE
        else if (iEnemyState == 4)        //on death
        {
            //to ensure correct rotation animation
            tEnemy.localEulerAngles = new Vector3(tEnemy.localEulerAngles.x, 350 - hControllerScriptCS.getCurrentPlayerRotation(), tEnemy.localEulerAngles.z);

            hSoundManagerCS.playSound(SoundManagerCS.EnemySounds.TiresSqueal);
            iEnemyState = 5;
        }
        else if (iEnemyState == 5)                                                                       //pin behind the player
        {
            fEnemyPosition = Mathf.Lerp(fEnemyPosition, fEnemyPositionX + 20, Time.fixedDeltaTime * 50); //vertical position after skid
            //	tEnemy.position = new Vector3(tEnemy.position.x, tEnemy.position.y,
            //		Mathf.Lerp(tEnemy.position.z, tPlayer.position.z + 20, Time.deltaTime*10));//horizontal position after skid

            tEnemy.localEulerAngles = Vector3.Lerp(tEnemy.localEulerAngles, new Vector3(0, 260 - hControllerScriptCS.getCurrentPlayerRotation(), 0), Time.deltaTime * 10);      //90 degree rotation
            if (tEnemy.localEulerAngles.y <= 261)
            {
                iEnemyState = 6;
            }
        }
        else if (iEnemyState == 6)
        {
            hSoundManagerCS.stopSound(SoundManagerCS.EnemySounds.Siren);
        }
    }    //end of Update