Esempio n. 1
0
 public void setupJSONActionEase(AnimatorTimeline.JSONAction a)
 {
     a.easeType = easeType;
     if(hasCustomEase()) a.customEase = customEase.ToArray();
     else a.customEase = new float[]{};
 }
Esempio n. 2
0
	// Update is called once per frame 
	void FixedUpdate () {
		endTime = Time.time;
		if(state == 0 || (playerwon.winState != 0 && Gameover == false))
		{
			if(inc == true)
			{	if(scale <= 1.05f)	scale += 0.005f;
				else		inc = false;
			}
			else
			{	if(scale >= 0.95f) scale -= 0.005f;
				else		inc = true;
			}
		}
		if(state == 1)
		{
			AnimatorTimeline.Play("Take1");
			state = 2;
		}
		else if(state == 4)
		{
			if(Player2start == false)
			{
				AnimatorTimeline.Play("Take2");
				//players[1].animation.Play();
				Player2start = true;
			}			
			
			/*rotationY += Input.GetAxis("Mouse Y")*lookSpeed;
			rotationY = Mathf.Clamp (rotationY, -90, 90);*/
			//players[0].transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
			//players[0].transform.position += players[0].transform.right*moveSpeed*Input.GetAxis("Horizontal");			
			
		 	rotationX += Input.GetAxis("Mouse X")*lookSpeed;
			players[0].transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
			players[0].transform.position += players[0].transform.forward*moveSpeed*Input.GetAxis("Vertical");
			
			/*
			if (grounded) {
	        // Calculate how fast we should be moving
		        Vector3 targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
		        targetVelocity = transform.TransformDirection(targetVelocity);
		        targetVelocity *= speed;
	 
		        // Apply a force that attempts to reach our target velocity
		        Vector3 velocity = players[0].rigidbody.velocity;
		        Vector3 velocityChange = (targetVelocity - velocity);
		        velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
		        velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
		        velocityChange.y = 0;
		        players[0].rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
	 			Debug.Log("Jump");
		        // Jump
		        if (canJump && Input.GetButton("Jump")) {
		            players[0].rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
		        }
		    }
	 
		    // We apply gravity manually for more tuning control
		    players[0].rigidbody.AddForce(new Vector3 (0, -gravity * players[0].rigidbody.mass, 0));
	 
		    grounded = false;
			*/
			
			/*var v = Input.GetAxisRaw("Vertical");
			var h = Input.GetAxisRaw("Horizontal");
			
			Transform cameraTransform = Camera.main.transform;
			
			Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
			
			Vector3 right = new Vector3(forward.z, 0, -forward.x);
			
			forward.y = 0;
			forward = forward.normalized;
			
			Vector3 targetDir = forward * v + right * h;
			
			//1st Player Controls
			if(Input.GetKeyDown(KeyCode.W)){
				//players[1].transform.position += forward * 1;
				players[0].rigidbody.AddForce(targetDir.normalized * (500)); 
				//players[0].rigidbody.
			}
			else if(Input.GetKey(KeyCode.A)){
				players[0].rigidbody.AddTorque(targetDir.normalized * (500));
				//players[0].animation.Stop();				
			}
			else if(Input.GetKey(KeyCode.D)){
				
			}*/
		}
	}
Esempio n. 3
0
 private static void setupHashEase(Hashtable hashTable, AnimatorTimeline.JSONAction a)
 {
     /*if(a.customEase.Length > 0) {
         AnimationCurve easeCurve = AMTween.GenerateCurve(a.customEase);
         hashTable.Add("easecurve",easeCurve);
     } else {
         hashTable.Add("easetype",(AMTween.EaseType)a.easeType);
     }*/
     Debug.LogError("implement me");
 }