Exemple #1
0
    //Air movement while above a half pipe (but not doing an aerial)
    private void MoveAirHalfpipe()
    {
        //apply the current airial velocity
        Vector3 pos = transform.position;

        pos += m_AirVelocity * Time.deltaTime;

        m_CurrentHalfPipe.SetAngleToAirbornePos(pos);
        //Apply to the grounded position
        m_GroundedPosition += m_CurrentHalfPipe.ProjectAlongForward(m_AirVelocity) * Time.deltaTime;

        //rotate
        transform.rotation = m_CurrentHalfPipe.GetRotation() * Quaternion.Euler(0, m_CurrentAngle, 0);
        //apply gravity to the velocity for next frame
        m_AirVelocity += Vector3.down * m_Gravity * Time.deltaTime;
        //check for landing on halfpipe
        float landingPos = m_CurrentHalfPipe.GetLandingHeight(pos);

        if (pos.y < landingPos)
        {
            pos.y          = landingPos;
            m_CurrentState = PlayerState.Base;
        }
        if (m_CurrentHalfPipe.CrossedGroundThreshhold)
        {
            m_CurrentHalfPipe = null;
        }
        transform.position = pos;
    }
Exemple #2
0
    //doing an aerial (sideways jump)
    private void HalfpipeAerial(HalfPipe pipe)
    {
        //rotate player towards gravity
        m_CurrentAngle += m_AerialRotationalGravity * Time.deltaTime * pipe.GetAerialRotationDirection();
        //generate velocity(nothing else can modify this)
        Vector3 velocity = transform.forward * m_Speed;

        //apply full movement (not ramp local)
        //manually applied to ignore grounded pos
        transform.position += velocity * Time.deltaTime;
        velocity.y          = 0f;
        m_GroundedPosition += velocity * Time.deltaTime;
        transform.rotation  = pipe.GetRotation() * Quaternion.Euler(0, m_CurrentAngle, 0);
        //check if player is now back on the ramp
        if (transform.position.y <= /*pipe.m_Pivot.position.y*/ 3)
        {
            m_CurrentState = PlayerState.Base;
        }
    }
Exemple #3
0
    private void HalfpipeGrounded(HalfPipe pipe)
    {
        Vector3 velocity = Quaternion.Euler(0, m_CurrentAngle, 0) * Vector3.forward * m_Speed;

        velocity = pipe.ApplyVector(velocity);
        //apply the remaining velocity
        ApplyVelocity(velocity);
        transform.rotation = pipe.GetRotation() * Quaternion.Euler(0, m_CurrentAngle, 0);
        transform.position = m_GroundedPosition + pipe.GetAnglePosition();

        if (pipe.CrossedJumpThreshhold)
        {
            pipe.SetAngle(90.0f);
            m_CurrentState = PlayerState.PipeAerial;
        }
        else if (pipe.CrossedGroundThreshhold)
        {
            pipe.SetAngle(0.0f);
            m_CurrentHalfPipe  = null;
            transform.rotation = Quaternion.Euler(0, m_CurrentAngle, 0);
            transform.position = m_GroundedPosition;
        }
    }