Exemple #1
0
    public void UpdateATL(ThirdPersonUserControl player_three, Crosshair crosshair, CurvySpline spline)
    {
        _targetDelay -= Time.deltaTime;

        // aim through crosshair
        Quaternion targetDirection = Quaternion.LookRotation(crosshair.transform.forward);

        // passed the crosshair and delay
        if (_targetDelay < 0.5f)
        {
            if (_speed > 10.0f)
            {
                _speed -= Time.deltaTime;
            }

            if (Vector3.Distance(gameObject.transform.position, player_three.transform.position) < 5.0f)
            {
                onceAround = true;
            }

            // going around track
            if (!onceAround)
            {
                float t = spline.GetNearestPointTF(gameObject.transform.position);
                t *= .95f;
                Vector3 splineUp       = spline.GetRotatedUpFast(t, 0);
                Vector3 targetPosition = spline.Interpolate(t) + splineUp * 1.7f;

                targetDirection = Quaternion.LookRotation((targetPosition - transform.position).normalized);
            }
            // circling player - should be the gun
            else if (onceAround)
            {
                targetDirection = Quaternion.LookRotation(((player_three.transform.position + player_three.transform.up) - transform.position).normalized); //aim at heart
            }
        }

        transform.rotation = Quaternion.Slerp(transform.rotation, targetDirection, Time.deltaTime);
        Vector3 velocity = (transform.forward) * _speed;

        GetComponent <Rigidbody>().MovePosition(transform.position + velocity * Time.deltaTime);
    }
Exemple #2
0
    public void UpdateATL(ThirdPersonUserControl player, CurvySpline spline)
    {
        if (!init && spline.IsInitialized)
        {
            init = true;
        }

        if (!init)
        {
            return;
        }

        //print("mouse x " + Input.GetAxis("Mouse X") + ", mouse y " + Input.GetAxis("Mouse Y"));
        offset += new Vector3(-Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"), 0.0f);

        t = spline.GetNearestPointTF(player.transform.position);
        Vector3 splineUp = spline.GetRotatedUpFast(t, 0);
        //AxKDebugLines.AddLine (player.transform.position, player.transform.position + splineUp, Color.red, .001f);
        Vector3 splineForward = spline.GetTangent(t);
        Vector3 splineRight   = Vector3.Cross(splineUp, splineForward);

        Vector3 tempOffset = splineRight * offset.x + splineUp * offset.y;         //changed from Vector3.up

        float   targetPositionT = t - offsetCrosshair / spline.Length;
        Vector3 targetT         = spline.Interpolate(targetPositionT);
        Vector3 targetPosition  = targetT + tempOffset;

        transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smooth * 3.0f);
        //transform.localRotation = Quaternion.Slerp( transform.localRotation, Quaternion.LookRotation (-splineForward.normalized), Time.deltaTime * smooth );

        //clamp the final position to this
        Vector3 pos = Camera.main.WorldToViewportPoint(transform.position);

        pos.x = Mathf.Clamp01(pos.x);
        pos.y = Mathf.Clamp01(pos.y);
        transform.position = Camera.main.ViewportToWorldPoint(pos);

        //transform.position = targetPosition;
        transform.localRotation = Camera.main.transform.localRotation;

        if (fire)         //fire is only true for one frame
        {
            _small.gameObject.GetComponent <Renderer> ().material  = fireS;
            _medium.gameObject.GetComponent <Renderer> ().material = fireM;
            _large.gameObject.GetComponent <Renderer> ().material  = fireL;

            //print ("in fire, mat name = " + _medium.gameObject.GetComponent<Renderer> ().material.name);
            StartCoroutine(Delay(.5f));
        }
        else if (aim && !fire)
        {
            _small.localRotation  = Quaternion.Euler(transform.localRotation.y, transform.localRotation.x, tempOffset.x * 300.0f);
            _medium.localRotation = Quaternion.Euler(transform.localRotation.y, transform.localRotation.x, tempOffset.y * 300.0f);             //y = Time.time; // * 180.0f; // Quaternion.AngleAxis (Time.time * 180.0f , transform.forward);

            _small.gameObject.GetComponent <Renderer> ().material  = aimS;
            _medium.gameObject.GetComponent <Renderer> ().material = aimM;
            _large.gameObject.GetComponent <Renderer> ().material  = aimL;
            //print ("in aim, mat name = " + _medium.gameObject.GetComponent<Renderer> ().material.name);
        }
        else
        {
            //ease back. only call on return
            _small.localRotation  = Quaternion.Slerp(_small.localRotation, Quaternion.Euler(Vector3.zero), Time.deltaTime);
            _medium.localRotation = Quaternion.Slerp(_medium.localRotation, Quaternion.Euler(Vector3.zero), Time.deltaTime);

            _small.gameObject.GetComponent <Renderer> ().material  = readyS;
            _medium.gameObject.GetComponent <Renderer> ().material = readyM;
            _large.gameObject.GetComponent <Renderer> ().material  = readyL;
            //print ("in ready, mat name = " + _medium.gameObject.GetComponent<Renderer> ().material.name);
        }
    }
Exemple #3
0
    public void UpdateATL(ThirdPersonUserControl player, CurvySpline spline)
    {
        if (!init && spline.IsInitialized)
        {
            init = true;
        }

        if (!init)
        {
            return;
        }

        if (!Camera.main.GetComponent <CameraController_three> ().CUbool&& !wasdDone)
        {
            //player.GetComponentInChildren<MakeMesh> (true).enabled = true;
            MakeTextGO("TO MOVE HOLD DOWN WASD");              //0-17 before "W"
            wasdDone = true;
        }
        if (Input.GetKeyDown(KeyCode.W) && !wPressed)
        {
            SwapCharGO(' ', 14);             // replace W with a space
            wPressed = true;
        }
        if (Input.GetKeyDown(KeyCode.A) && !aPressed)
        {
            SwapCharGO(' ', 15);
            aPressed = true;
        }
        if (Input.GetKeyDown(KeyCode.S) && !sPressed)
        {
            SwapCharGO(' ', 16);
            sPressed = true;
        }
        if (Input.GetKeyDown(KeyCode.D) && !dPressed)
        {
            SwapCharGO(' ', 17);
            dPressed = true;
        }

        // conditionals for which words to show
        if (wPressed && sPressed && aPressed && dPressed && !wasdCleared)
        {
            Clear();
            wasdCleared = true;
        }
        if (player.GetComponent <ThirdPersonCharacter> ().SeenGun() && !qDone && wasdCleared)         //must evade intro wide with gun in view
        {
            MakeTextGO("PRESS Q TO PICKUP");
            qDone = true;
        }
        if (player.GetComponent <ThirdPersonCharacter> ().m_pickup == true && !mouseAimDone)
        {
            MakeTextGO("PRESS LEFT MOUSE DOWN TO AIM");
            mouseAimDone = true;
        }
        if (player.GetComponent <ThirdPersonCharacter> ().m_doneAim == true && !mouseFireDone)
        {
            MakeTextGO("RELEASE LEFT MOUSE TO FIRE");
            mouseFireDone = true;
            //StartCoroutine (Fade (4.0f)); //do on fireFlag below
        }
        if (player.GetComponent <ThirdPersonCharacter> ().m_fireFlag == true & !fireCleared)
        {
            Clear();
            fireCleared = true;
        }

        float t = spline.GetNearestPointTF(player.transform.position);

        //AxKDebugLines.AddSphere (spline.Interpolate (maxT), 0.3f, Color.green);
        //AxKDebugLines.AddSphere (spline.Interpolate (minT), 0.3f, Color.magenta);

        Vector3 splineUp      = spline.GetRotatedUpFast(t, 0);
        Vector3 splineForward = spline.GetTangent(t);
        Vector3 splineRight   = Vector3.Cross(splineUp, splineForward);

        //Vector3 rise = splineRight * offset.x + splineUp * offset.y + splineForward * offset.z;

        Vector3 lookPosition = Camera.main.transform.position;
        //Vector3 targetPosition = player.transform.position + player.transform.right * 0.8f * textLength / 4 + player.transform.up * 4.0f - player.transform.forward * 3.0f;
        Vector3 targetPosition = spline.Interpolate(t) + splineRight * 0.8f * textLength / 3 + splineUp * 4.0f - splineForward * 3.0f;

        //AxKDebugLines.AddSphere (lookPosition, .1f, Color.red);
        //AxKDebugLines.AddSphere (targetPosition, .1f, Color.blue);

        transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smooth);
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation((lookPosition - transform.position).normalized), Time.deltaTime * smooth);
    }
    public void UpdateATL(ThirdPersonUserControl player, CurvySpline spline)
    {
        if (!init && spline.IsInitialized)
        {
            init = true;
            t    = spline.GetNearestPointTF(player.transform.position);

            minT = t - (buffer / spline.Length) / 2.0f;
            maxT = t + (buffer / spline.Length) / 2.0f;
        }

        if (!init)
        {
            return;
        }

        //print ("spline name = " + spline.name);

        float playerT = spline.GetNearestPointTF(player.transform.position);

        //print ("playerT = " + playerT);
        //AxKDebugLines.AddSphere (player.transform.position, 0.3f, Color.green);
        //AxKDebugLines.AddSphere (spline.Interpolate (player.transform.position), 0.3f, Color.magenta);
        //AxKDebugLines.AddSphere (spline.Interpolate (playerT), 0.3f, Color.blue);

        if (playerT > maxT)
        {
            maxT = playerT;
            minT = maxT - (buffer / spline.Length);
            t    = playerT;
        }
        else if (playerT < minT)
        {
            minT = playerT;
            maxT = minT + (buffer / spline.Length);
            t    = playerT;
        }

        //AxKDebugLines.AddSphere (spline.Interpolate (maxT), 0.3f, Color.green);
        //AxKDebugLines.AddSphere (spline.Interpolate (minT), 0.3f, Color.magenta);

        splineUp      = spline.GetRotatedUpFast(t, 0);
        splineForward = spline.GetTangent(t);
        splineRight   = Vector3.Cross(splineUp, splineForward);
        //print ("offset = " + offset);

        Vector3 rise = splineUp * offset.y + splineForward * offset.z + splineRight * offset.x * Mathf.Sin(Mathf.Sqrt(Time.time));

        float   targetPositionT = t + offsetCam / spline.Length;
        Vector3 targetPosition  = spline.Interpolate(targetPositionT) + rise;

        float   lookPositionT = t - offsetLook / spline.Length;
        Vector3 lookPosition  = spline.Interpolate(lookPositionT);

        targetPosition = ((targetPosition * 4f) + player.transform.position) / 5f;

        if (CUbool)
        {
            lookPosition   = player.transform.position + player.transform.up * 2.55f;
            targetPosition = lookPosition + player.transform.forward * .4f;
            //print ("in bool");
        }
        else if (falling)
        {
            lookPosition   = player.transform.position;
            targetPosition = transform.position;
        }

        transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * smooth);
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation((lookPosition - transform.position).normalized), Time.deltaTime * smooth);
    }