Esempio n. 1
0
 void doJump()
 {
     //Debug.Log("Checking vars for jump");
     if (Input.GetButtonDown("Jump") && vaultObj != null)
     {
         Debug.Log(Mathf.Abs(vaultObj.transform.forward.z - transform.forward.z));
         float lookDir = Mathf.Abs(vaultObj.transform.forward.z) - Mathf.Abs(transform.forward.z);
         if (0 <= lookDir && lookDir <= 0.2f)
         {
             StartCoroutine(_vault());
             controlState = controlStates.DeusVault;
         }
         else
         {
             GetComponent <Rigidbody>().velocity += (Vector3.up * jumpForce * Time.fixedDeltaTime);
             moveSpeed    = baseSpeed / 2f * modSpeed;
             controlState = controlStates.Air;
         }
     }
     else if (Input.GetButtonDown("Jump"))
     {
         //Debug.Log("Vars okay, Doing Jump");
         //GetComponent<Rigidbody>().AddForce(Vector3.up * jumpForce);
         GetComponent <Rigidbody>().velocity += (Vector3.up * jumpForce * Time.fixedDeltaTime);
         moveSpeed    = baseSpeed / 2f * modSpeed;
         controlState = controlStates.Air;
     }
 }
Esempio n. 2
0
    IEnumerator _vault()
    {
        animator.Play("Vault");
        //needs to use probuilder object size z
        float vaultDistance = vaultObj.transform.localScale.z + 1;
        //nneds to use probuilder object size y
        float height;

        //set the velocity of our grenade = to its current rotation * (trajectory + our player's velocity)
        //allows us to increase or decrease our velocity if we are moving forwards or backwards
        GetComponent <Rigidbody>().velocity = transform.forward * 1;  //Mathf.Tan(height/(vaultDistance/2));

        yield return(new WaitForSeconds(1));

        controlState = controlStates.Norm;
    }
Esempio n. 3
0
    //void setState()
    //{
    //    switch (controlState)
    //    {
    //        case controlStates.DeusVault:
    //            controlState = controlStates.Norm;
    //            break;
    //
    //        default:
    //            Debug.Log("no animation state found");
    //            break;
    //    }
    //}

    void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.CompareTag("Ground"))
        {
            if (controlState == controlStates.Stunned)
            {
                StopCoroutine(_stunned());
            }
            moveSpeed    = baseSpeed;
            controlState = controlStates.Norm;
        }
        else if (collision.gameObject.CompareTag("Climbable"))
        {
        }
        else if (collision.gameObject.CompareTag("Vault"))
        {
            vaultObj = collision.gameObject;
            //Debug.Log(vaultObj);
            //Debug.Log("Vault Obj forward: " + vaultObj.transform.forward.z);
        }
    }
Esempio n. 4
0
    public void setControlerState(string state)
    {
        switch (state)
        {
        case ("Norm"):
            controlState = controlStates.Norm;
            break;

        case ("Stunned"):
            controlState = controlStates.Stunned;
            gunScript.MainCam.SetActive(true);
            gunScript.ADSCam.SetActive(false);
            StartCoroutine(_stunned());
            break;

        case ("Dead"):
            controlState = controlStates.Dead;
            break;

        default:
            break;
        }
    }
Esempio n. 5
0
    IEnumerator _stunned()
    {
        yield return(new WaitForSeconds(5f));

        controlState = controlStates.Norm;
    }