Esempio n. 1
0
	// Use this for initialization
	void Start () {
		MoveDir = MovementStuff.IDLE;
		rightOffset = new Vector3(0.2f, 0, 0);
		frontOffset = new Vector3(0, 0, 0.2f);


	}
Esempio n. 2
0
 void CheckRay()
 {
     if (Physics.Raycast(transform.localPosition, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.forward, out hit, 0.5f))
     {
         Debug.Log("wtf");
         if (hit.collider.name == "Character")
         {
             Debug.Log("meow");
             if (!move)
             {
                 if (GamepadManager.buttonB)
                 {
                     MoveDir = MovementStuff.BACKWARD;
                 }
             }
         }
     }
     if (Physics.Raycast(transform.localPosition, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.forward, out hit, 0.5f))
     {
         if (hit.collider.name == "Character")
         {
             Debug.Log("meow");
             if (!move)
             {
                 if (GamepadManager.buttonB)
                 {
                     MoveDir = MovementStuff.FORWARD;
                 }
             }
         }
     }
     if (Physics.Raycast(transform.localPosition, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.right, out hit, 0.5f))
     {
         if (hit.collider.name == "Character")
         {
             Debug.Log("right");
             if (!move)
             {
                 if (GamepadManager.buttonB)
                 {
                     MoveDir = MovementStuff.RIGHT;
                 }
             }
         }
     }
     if (Physics.Raycast(transform.localPosition, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.right, out hit, 0.5f))
     {
         if (hit.collider.name == "Character")
         {
             Debug.Log("Left");
             if (!move)
             {
                 if (GamepadManager.buttonB)
                 {
                     MoveDir = MovementStuff.LEFT;
                 }
             }
         }
     }
 }
Esempio n. 3
0
	void CheckRay()
	{

		if (Physics.Raycast(transform.localPosition, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.forward, out hit, 0.5f))
		{
			Debug.Log("wtf");
			if (hit.collider.name == "Character")
			{
				Debug.Log("meow");
				if (!move)
				{
					if (GamepadManager.buttonB)
					{
						MoveDir = MovementStuff.BACKWARD;
					}
				}
			}
		}
		if (Physics.Raycast(transform.localPosition, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.forward, out hit, 0.5f))
		{
			if (hit.collider.name == "Character")
			{
				Debug.Log("meow");
				if (!move)
				{
					if (GamepadManager.buttonB)
					{
						MoveDir = MovementStuff.FORWARD;
					}
				}
			}
		}
		if (Physics.Raycast(transform.localPosition, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.right, out hit, 0.5f))
		{
			if (hit.collider.name == "Character")
			{
				Debug.Log("right");
				if (!move)
				{
					if (GamepadManager.buttonB)
					{
						MoveDir = MovementStuff.RIGHT;
					}
				}
			}
		}
		if (Physics.Raycast(transform.localPosition, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.right, out hit, 0.5f))
		{
			if (hit.collider.name == "Character")
			{
				Debug.Log("Left");
				if (!move)
				{
					if (GamepadManager.buttonB)
					{
						MoveDir = MovementStuff.LEFT;
					}
				}
			}
		}

	}
Esempio n. 4
0
	void CheckMove()
	{
		switch (MoveDir)
		{
 			case MovementStuff.FORWARD:
				if (Physics.Raycast(transform.localPosition, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.forward, out hit, 0.5f))
				{
					Debug.Log("hit something");
					if (hit.collider.name != "Character")
					{
						MoveDir = MovementStuff.IDLE;
					}
				}
				else
				{
					gameObject.transform.Translate(Vector3.forward / 10, Space.Self);
					move = true;
				}
				break;
			case MovementStuff.BACKWARD:
				if (Physics.Raycast(transform.localPosition, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.forward, out hit, 0.5f))
				{
					Debug.Log("hit something");
					if (hit.collider.name != "Character")
					{
						MoveDir = MovementStuff.IDLE;
					}
				}
				else
				{
					gameObject.transform.Translate(-Vector3.forward / 10, Space.Self);
					move = true;
				}
				break;
			case MovementStuff.LEFT:
				if (Physics.Raycast(transform.localPosition, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.right, out hit, 0.5f))
				{
					if (hit.collider.name != "Character")
					{
						MoveDir = MovementStuff.IDLE;
					}
				}
				else
				{
					gameObject.transform.Translate(-Vector3.right / 10, Space.Self);
					move = true;
				}
				break;
			case MovementStuff.RIGHT:
				if (Physics.Raycast(transform.localPosition, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.right, out hit, 0.5f))
				{
					if (hit.collider.name != "Character")
					{
						MoveDir = MovementStuff.IDLE;
					}
				}
				else
				{
					gameObject.transform.Translate(Vector3.right / 10, Space.Self);
					move = true;
				}
				break;
			case MovementStuff.IDLE:
				move = false;
				break;
		}
	}
Esempio n. 5
0
 // Use this for initialization
 void Start()
 {
     MoveDir     = MovementStuff.IDLE;
     rightOffset = new Vector3(0.2f, 0, 0);
     frontOffset = new Vector3(0, 0, 0.2f);
 }
Esempio n. 6
0
    void CheckMove()
    {
        switch (MoveDir)
        {
        case MovementStuff.FORWARD:
            if (Physics.Raycast(transform.localPosition, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.forward, out hit, 0.5f))
            {
                Debug.Log("hit something");
                if (hit.collider.name != "Character")
                {
                    MoveDir = MovementStuff.IDLE;
                }
            }
            else
            {
                gameObject.transform.Translate(Vector3.forward / 10, Space.Self);
                move = true;
            }
            break;

        case MovementStuff.BACKWARD:
            if (Physics.Raycast(transform.localPosition, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.forward, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.forward, out hit, 0.5f))
            {
                Debug.Log("hit something");
                if (hit.collider.name != "Character")
                {
                    MoveDir = MovementStuff.IDLE;
                }
            }
            else
            {
                gameObject.transform.Translate(-Vector3.forward / 10, Space.Self);
                move = true;
            }
            break;

        case MovementStuff.LEFT:
            if (Physics.Raycast(transform.localPosition, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, -transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, -transform.right, out hit, 0.5f))
            {
                if (hit.collider.name != "Character")
                {
                    MoveDir = MovementStuff.IDLE;
                }
            }
            else
            {
                gameObject.transform.Translate(-Vector3.right / 10, Space.Self);
                move = true;
            }
            break;

        case MovementStuff.RIGHT:
            if (Physics.Raycast(transform.localPosition, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition + rightOffset, transform.right, out hit, 0.5f) || Physics.Raycast(transform.localPosition - rightOffset, transform.right, out hit, 0.5f))
            {
                if (hit.collider.name != "Character")
                {
                    MoveDir = MovementStuff.IDLE;
                }
            }
            else
            {
                gameObject.transform.Translate(Vector3.right / 10, Space.Self);
                move = true;
            }
            break;

        case MovementStuff.IDLE:
            move = false;
            break;
        }
    }