Esempio n. 1
0
        public bool CollisionLeft()
        {
            var left = _advCol.CheckCollision(AdvPlayerCollider.Side.Left);

            if (left)
            {
                float angle = Mathf.Atan2(left.normal.y, left.normal.x) * Mathf.Rad2Deg - 90f;
                if (!(angle < 45f && angle > -45f))
                {
                    return(true);
                }
            }

            return(false);
        }
Esempio n. 2
0
        private void Update()
        {
            if (PauseManager.Paused)
            {
                return;
            }
            if (DoggoController.win)
            {
                _renderer.enabled = false;
                return;
            }
            var move = Mathf.Abs(Input.GetAxis("Horizontal")) > 0.5f;

            if (!_playerController.IsDead())
            {
                _dir = _rb.velocity.x < 0f;
                if (!move || _shooting)
                {
                    _dir = !_throw.dir;
                }
                if (_playerController.OnWall())
                {
                    _dir = _advCol.CheckCollision(AdvPlayerCollider.Side.Right);
                }
            }

            _renderer.flipX = _dir;

            _anim.SetBool($"Dead", _health.CheckIfDead());
            _anim.SetBool($"Shooting", _shooting);
            _anim.SetBool($"Grounded", _advCol.IsGrounded());
            _anim.SetBool($"OnWall", _playerController.OnWall());
            _anim.SetBool($"Moving", move);
            _anim.SetBool($"OnLadder", _playerController.OnLadder());
            var climb = Math.Abs(Input.GetAxis("Vertical")) > 0.5f;

            climb = _playerController.OnLadder() && climb;
            _anim.SetBool($"Climbing", climb);
        }
        private void OnSceneGUI()
        {
            var transform    = _playerCollider.transform;
            var position     = transform.position;
            var pointSize    = _playerCollider.pointSize;
            var pointExtents = _playerCollider.pointExtents;
            var size         = Mathf.Min(HandleUtility.GetHandleSize(position) * 0.2f, transform.localScale.magnitude * 0.05f);

            string[] sides = { "Right", "Up", "Left", "Down" };


            Handles.color = Color.green;
            for (var i = 0; i < 4; i++)
            {
                if (_playerCollider.castPoints.Length == 0)
                {
                    break;
                }
                if (_playerCollider.showCollision)
                {
                    Handles.color = _playerCollider.CheckCollision((AdvPlayerCollider.Side)i)
                        ? Color.red
                        : Color.green;
                }
                Handles.DrawLine(position + _playerCollider.castPoints[i * 2], position + _playerCollider.castPoints[i * 2 + 1]);


                if (!_playerCollider.showLabels)
                {
                    continue;
                }
                Handles.Label(position + pointExtents[i], sides[i]);
            }

            if (!_playerCollider.edit)
            {
                return;
            }
            Handles.color = Color.green;
            for (var i = 0; i < 4; i++)
            {
                pointExtents[i] = Handles.FreeMoveHandle(position + pointExtents[i], Quaternion.identity, size, Vector3.one, Handles.CubeHandleCap) - position;
                if (i % 2 == 0)
                {
                    pointExtents[i].y = 0;
                }
                if (i % 2 == 1)
                {
                    pointExtents[i].x = 0;
                }
            }

            Handles.color = Color.yellow;
            for (var i = 0; i < 8; i++)
            {
                pointSize[i] = Handles.FreeMoveHandle(position + pointExtents[i / 2] + pointSize[i],
                                                      Quaternion.identity, size, Vector3.one, Handles.CubeHandleCap) - position - pointExtents[i / 2];
                if ((i / 2) % 2 == 0)
                {
                    pointSize[i].x = 0f;
                }
                if ((i / 2) % 2 == 1)
                {
                    pointSize[i].y = 0f;
                }

                _playerCollider.castPoints[i] =
                    pointExtents[i / 2] + pointSize[i];
            }
        }