Exemple #1
0
 private void DidJump()
 {
     this.jumping            = true;
     this.jumpingReachedApex = false;
     this.lastJumpTime       = Time.time;
     this.lastJumpButtonTime = -10f;
     this._characterState    = PickupCharacterState.Jumping;
 }
Exemple #2
0
    void DidJump()
    {
        jumping            = true;
        jumpingReachedApex = false;
        lastJumpTime       = Time.time;
        //lastJumpStartHeight = transform.position.y;
        lastJumpButtonTime = -10;

        _characterState = PickupCharacterState.Jumping;
    }
Exemple #3
0
 public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
 {
     if (stream.isWriting)
     {
         stream.SendNext(base.transform.position);
         stream.SendNext((byte)this._characterState);
     }
     else
     {
         bool flag = this.remotePosition == Vector3.zero;
         this.remotePosition  = (Vector3)stream.ReceiveNext();
         this._characterState = (PickupCharacterState)((byte)stream.ReceiveNext());
         if (flag)
         {
             base.transform.position = this.remotePosition;
         }
     }
 }
Exemple #4
0
    public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        if (stream.isWriting)
        {
            stream.SendNext(this.transform.position);
            stream.SendNext((byte)this._characterState);
        }
        else
        {
            bool initialRemotePosition = (remotePosition == Vector3.zero);

            remotePosition       = (Vector3)stream.ReceiveNext();
            this._characterState = (PickupCharacterState)((byte)stream.ReceiveNext());

            if (initialRemotePosition)
            {
                // avoids lerping the character from "center" to the "current" position when this client joins
                this.transform.position = remotePosition;
            }
        }
    }
Exemple #5
0
    void UpdateSmoothedMovementDirection()
    {
        Transform cameraTransform = Camera.main.transform;
        bool      grounded        = IsGrounded();

        // Forward vector relative to the camera along the x-z plane
        Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);

        forward.y = 0;
        forward   = forward.normalized;

        // Right vector relative to the camera
        // Always orthogonal to the forward vector
        Vector3 right = new Vector3(forward.z, 0, -forward.x);

        float v = Input.GetAxisRaw("Vertical");
        float h = Input.GetAxisRaw("Horizontal");

        // Are we moving backwards or looking backwards
        if (v < -0.2f)
        {
            movingBack = true;
        }
        else
        {
            movingBack = false;
        }

        bool wasMoving = isMoving;

        isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;

        // Target direction relative to the camera
        Vector3 targetDirection = h * right + v * forward;

        // Debug.Log("targetDirection " + targetDirection);

        // Grounded controls
        if (grounded)
        {
            // Lock camera for short period when transitioning moving & standing still
            lockCameraTimer += Time.deltaTime;
            if (isMoving != wasMoving)
            {
                lockCameraTimer = 0.0f;
            }

            // We store speed and direction seperately,
            // so that when the character stands still we still have a valid forward direction
            // moveDirection is always normalized, and we only update it if there is user input.
            if (targetDirection != Vector3.zero)
            {
                // If we are really slow, just snap to the target direction
                if (moveSpeed < walkSpeed * 0.9f && grounded)
                {
                    moveDirection = targetDirection.normalized;
                }
                // Otherwise smoothly turn towards it
                else
                {
                    moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

                    moveDirection = moveDirection.normalized;
                }
            }

            // Smooth the speed based on the current target direction
            float curSmooth = speedSmoothing * Time.deltaTime;

            // Choose target speed
            //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
            float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);

            _characterState = PickupCharacterState.Idle;

            // Pick speed modifier
            if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
            {
                targetSpeed    *= runSpeed;
                _characterState = PickupCharacterState.Running;
            }
            else if (Time.time - trotAfterSeconds > walkTimeStart)
            {
                targetSpeed    *= trotSpeed;
                _characterState = PickupCharacterState.Trotting;
            }
            else if (isMoving)
            {
                targetSpeed    *= walkSpeed;
                _characterState = PickupCharacterState.Walking;
            }

            moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

            // Reset walk time start when we slow down
            if (moveSpeed < walkSpeed * 0.3f)
            {
                walkTimeStart = Time.time;
            }
        }
        // In air controls
        else
        {
            // Lock camera while in air
            if (jumping)
            {
                lockCameraTimer = 0.0f;
            }

            if (isMoving)
            {
                inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
            }
        }
    }
    void DidJump()
    {
        jumping = true;
        jumpingReachedApex = false;
        lastJumpTime = Time.time;
        //lastJumpStartHeight = transform.position.y;
        lastJumpButtonTime = -10;

        _characterState = PickupCharacterState.Jumping;
    }
    void UpdateSmoothedMovementDirection()
    {
        Transform cameraTransform = Camera.main.transform;
        bool grounded = IsGrounded();

        // Forward vector relative to the camera along the x-z plane	
        Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
        forward.y = 0;
        forward = forward.normalized;

        // Right vector relative to the camera
        // Always orthogonal to the forward vector
        Vector3 right = new Vector3(forward.z, 0, -forward.x);

        float v = Input.GetAxisRaw("Vertical");
        float h = Input.GetAxisRaw("Horizontal");

        // Are we moving backwards or looking backwards
        if (v < -0.2f)
            movingBack = true;
        else
            movingBack = false;

        bool wasMoving = isMoving;
        isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;

        // Target direction relative to the camera
        Vector3 targetDirection = h * right + v * forward;
        // Debug.Log("targetDirection " + targetDirection);

        // Grounded controls
        if (grounded)
        {
            // Lock camera for short period when transitioning moving & standing still
            lockCameraTimer += Time.deltaTime;
            if (isMoving != wasMoving)
                lockCameraTimer = 0.0f;

            // We store speed and direction seperately,
            // so that when the character stands still we still have a valid forward direction
            // moveDirection is always normalized, and we only update it if there is user input.
            if (targetDirection != Vector3.zero)
            {
                // If we are really slow, just snap to the target direction
                if (moveSpeed < walkSpeed * 0.9f && grounded)
                {
                    moveDirection = targetDirection.normalized;
                }
                // Otherwise smoothly turn towards it
                else
                {
                    moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);

                    moveDirection = moveDirection.normalized;
                }
            }

            // Smooth the speed based on the current target direction
            float curSmooth = speedSmoothing * Time.deltaTime;

            // Choose target speed
            //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
            float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);

            _characterState = PickupCharacterState.Idle;

            // Pick speed modifier
            if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
            {
                targetSpeed *= runSpeed;
                _characterState = PickupCharacterState.Running;
            }
            else if (Time.time - trotAfterSeconds > walkTimeStart)
            {
                targetSpeed *= trotSpeed;
                _characterState = PickupCharacterState.Trotting;
            }
            else if (isMoving)
            {
                targetSpeed *= walkSpeed;
                _characterState = PickupCharacterState.Walking;
            }
        
            moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);

            // Reset walk time start when we slow down
            if (moveSpeed < walkSpeed * 0.3f)
                walkTimeStart = Time.time;
        }
        // In air controls
        else
        {
            // Lock camera while in air
            if (jumping)
                lockCameraTimer = 0.0f;

            if (isMoving)
                inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
        }
    }
    public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        if (stream.isWriting)
        {
            stream.SendNext(this.transform.position);
            stream.SendNext((byte)this._characterState);
        }
        else
        {
            bool initialRemotePosition = (remotePosition == Vector3.zero);
            
            remotePosition = (Vector3)stream.ReceiveNext();
            this._characterState = (PickupCharacterState)((byte)stream.ReceiveNext());

            if (initialRemotePosition)
            {
                // avoids lerping the character from "center" to the "current" position when this client joins
                this.transform.position = remotePosition;
            }
        }
    }
Exemple #9
0
    private void UpdateSmoothedMovementDirection()
    {
        Transform transform = Camera.main.transform;
        bool      flag      = this.IsGrounded();
        Vector3   a         = transform.TransformDirection(Vector3.forward);

        a.y = 0f;
        a   = a.normalized;
        Vector3 a2       = new Vector3(a.z, 0f, -a.x);
        float   axisRaw  = Input.GetAxisRaw("Vertical");
        float   axisRaw2 = Input.GetAxisRaw("Horizontal");

        if (axisRaw < -0.2f)
        {
            this.movingBack = true;
        }
        else
        {
            this.movingBack = false;
        }
        bool flag2 = this.isMoving;

        this.isMoving = (Mathf.Abs(axisRaw2) > 0.1f || Mathf.Abs(axisRaw) > 0.1f);
        Vector3 vector = axisRaw2 * a2 + axisRaw * a;

        if (flag)
        {
            this.lockCameraTimer += Time.deltaTime;
            if (this.isMoving != flag2)
            {
                this.lockCameraTimer = 0f;
            }
            if (vector != Vector3.zero)
            {
                if (this.moveSpeed < this.walkSpeed * 0.9f && flag)
                {
                    this.moveDirection = vector.normalized;
                }
                else
                {
                    this.moveDirection = Vector3.RotateTowards(this.moveDirection, vector, this.rotateSpeed * 0.0174532924f * Time.deltaTime, 1000f);
                    this.moveDirection = this.moveDirection.normalized;
                }
            }
            float t   = this.speedSmoothing * Time.deltaTime;
            float num = Mathf.Min(vector.magnitude, 1f);
            this._characterState = PickupCharacterState.Idle;
            if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && this.isMoving)
            {
                num *= this.runSpeed;
                this._characterState = PickupCharacterState.Running;
            }
            else if (Time.time - this.trotAfterSeconds > this.walkTimeStart)
            {
                num *= this.trotSpeed;
                this._characterState = PickupCharacterState.Trotting;
            }
            else if (this.isMoving)
            {
                num *= this.walkSpeed;
                this._characterState = PickupCharacterState.Walking;
            }
            this.moveSpeed = Mathf.Lerp(this.moveSpeed, num, t);
            if (this.moveSpeed < this.walkSpeed * 0.3f)
            {
                this.walkTimeStart = Time.time;
            }
        }
        else
        {
            if (this.jumping)
            {
                this.lockCameraTimer = 0f;
            }
            if (this.isMoving)
            {
                this.inAirVelocity += vector.normalized * Time.deltaTime * this.inAirControlAcceleration;
            }
        }
    }