Esempio n. 1
0
        private void Update()
        {
            //Input
            var     targetDirectionOffset = Quaternion.identity;
            Vector2 camVector             = GameInput.CameraVector(CtrlType);
            Vector3 orientedCamVector     = new Vector3(camVector.x, 0, camVector.y);

            if (orientedCamVector != Vector3.zero)
            {
                Quaternion camQuaternion = Quaternion.Slerp(Quaternion.identity, Quaternion.LookRotation(orientedCamVector), orientedCamVector.magnitude);
                targetDirectionOffset = camQuaternion;
            }

            if (Target != null)
            {
                //Rotate the camera towards the velocity of the rigidbody

                //Set the up vector, and make it lerp towards the target's up vector if the target has a Ball
                Vector3 targetUp = Vector3.up;
                Ball    bc       = Target.GetComponent <Ball>();
                if (bc)
                {
                    targetUp = bc.Up;
                }
                up = Vector3.Lerp(up, targetUp, Time.deltaTime * 100);

                //Based on how fast the target is moving, create a rotation bending towards its velocity.
                Quaternion  towardsVelocity = (Target.velocity != Vector3.zero) ? Quaternion.LookRotation(Target.velocity, up) : Quaternion.identity;
                const float maxTrans        = 20f;
                Quaternion  finalTargetDir  = Quaternion.Slerp(currentDirection, towardsVelocity, Mathf.Max(0, Mathf.Min(-10 + Target.velocity.magnitude, maxTrans) / maxTrans));

                //Lerp towards the final rotation
                currentDirection = Quaternion.Slerp(currentDirection, finalTargetDir, Time.deltaTime * 4);

                //Look for a BallControlInput and set its look direction
                BallControlInput bci = Target.GetComponent <BallControlInput>();
                if (bci != null)
                {
                    bci.LookDirection = currentDirection;
                }

                //Set camera FOV to get higher with more velocity
                AttachedCamera.fieldOfView = Mathf.Lerp(AttachedCamera.fieldOfView, Mathf.Min(60f + (Target.velocity.magnitude), 100f) + fovOffset, Time.deltaTime * 20);

                currentDirectionWithOffset = Quaternion.Slerp(currentDirectionWithOffset, currentDirection * targetDirectionOffset, Time.deltaTime * 6);
                transform.position         = Target.transform.position + Vector3.up * orbitHeight + currentDirectionWithOffset * (Vector3.back * orbitDistance);
                transform.rotation         = currentDirectionWithOffset;
            }
        }
Esempio n. 2
0
        private void Start()
        {
            Up = Vector3.up;

            //Set up drifty smoke
            smoke            = Instantiate(prefabs.Smoke);
            smoke.target     = this;
            smoke.DriftAudio = sounds.Brake;


            //Grab reference to Rigidbody
            rb = GetComponent <Rigidbody>();
            //Set angular velocity (This is necessary for fast)
            rb.maxAngularVelocity = 1000f;

            //Set object name
            gameObject.name = type.ToString() + " - " + nickname;

            //Set character
            if (CharacterId >= 0 && CharacterId < ActiveData.Characters.Length)
            {
                SetCharacter(ActiveData.Characters[CharacterId]);
            }

            //Set up speed effect
            speedFire = Instantiate(prefabs.SpeedFire);
            speedFire.Init(this);

            //Crimbus
            DateTime now = DateTime.Now;

            if (now.Month == 12 && now.Day > 20 && now.Day <= 31)
            {
                hatPrefab = ActiveData.ChristmasHat;
            }

            if (ActiveData.GameSettings.eSportsReady)
            {
                hatPrefab = ActiveData.ESportsHat;
            }

            //Spawn hat
            if (hatPrefab)
            {
                GameObject hat = Instantiate(hatPrefab);
                hat.transform.SetParent(transform, false);
            }

            //Create objects and components based on ball type
            if (type == BallType.Player)
            {
                if (ctrlType != ControlType.None)
                {
                    IBallCamera camera;
                    //Create camera
                    if (ActiveData.GameSettings.useOldControls)
                    {
                        camera = Instantiate(prefabs.OldCamera);
                        ((PivotCamera)camera).UseMouse = ctrlType == ControlType.Keyboard;
                    }
                    else
                    {
                        camera = Instantiate(prefabs.Camera);
                    }
                    camera.Target   = rb;
                    camera.CtrlType = ctrlType;

                    if (CameraCreated != null)
                    {
                        CameraCreated(this, new CameraCreationArgs(camera));
                    }
                }
            }
            if (type == BallType.LobbyPlayer)
            {
                //Make the lobby camera follow this ball
                var cam = FindObjectOfType <LobbyCamera>();
                if (cam)
                {
                    cam.AddBall(this);
                }
            }
            if ((type == BallType.Player || type == BallType.LobbyPlayer) && ctrlType != ControlType.None)
            {
                //Create input component
                input = gameObject.AddComponent <BallControlInput>();
            }
            if (type == BallType.AI)
            {
                //Create AI component
                gameObject.AddComponent <BallControlAI>();
            }
        }