Esempio n. 1
0
    public void setPlayer()
    {
        GameObject[] pList = GameObject.FindGameObjectsWithTag("Player");

        if (pList.Length > 0)
        {
            player          = pList[0];
            body            = player.GetComponent <Rigidbody>();
            movementStarted = false;
            playerMoviment  = MOVIMENT.IDLE;
        }
    }
Esempio n. 2
0
    private void oneFingerTransformHandler(object sender, EventArgs e)
    {
        Vector3 currentSwipe = OneFingerMoveGesture.DeltaPosition;
        Vector2 swipeDirection;

        //swipe upwards
        if (currentSwipe.x > 0 && currentSwipe.y < 0)
        {
            swipeDirection = new Vector2(1, 0);
        }
        else if (currentSwipe.x < 0 && currentSwipe.y > 0)
        {
            swipeDirection = new Vector2(-1, 0);
        }
        else if (currentSwipe.x > 0 && currentSwipe.y > 0)
        {
            swipeDirection = new Vector2(0, 1);
        }
        else
        {
            swipeDirection = new Vector2(0, -1);
        }


        direction = new Vector3(swipeDirection.x, 0, swipeDirection.y);
        Vector3 movement = direction * Speed;


        if (playerMoviment == MOVIMENT.IDLE)
        {
            movementStarted = true;
            playerMoviment  = MOVIMENT.MOVING;
        }



        if (movementStarted && body)
        {
            Debug.Log(movement + " " + Speed);
            // body.AddForce(movement,ForceMode.Impulse);
            body.transform.position += movement;
            Quaternion rotation = Quaternion.LookRotation(direction, Vector3.up);
            body.transform.rotation = rotation;
            movementStarted         = false;
        }
    }
Esempio n. 3
0
 void FixedUpdate()
 {
     if (!body)
     {
         setPlayer();
     }
     else
     {
         if (body.velocity.magnitude == 0)
         {
             playerMoviment = MOVIMENT.IDLE;
         }
         if (!isGrounded && body.velocity.y < 0 && directionJump)
         {
             Vector3 directionJumpForce = direction * 2;
             body.AddForce(directionJumpForce, ForceMode.Impulse);
             directionJump = false;
         }
     }
 }