// Start is called before the first frame update void Start() { //data_container = GameObject.FindGameObjectWithTag("DataContainer"); data_container = Universals.GetDataContainer(); guy = data_container.GetComponent <DataContainer>().character; Cursor.lockState = CursorLockMode.Locked; accelerator_x = 0; accelerator_y = 0; accelerator_z = 0; md = new Vector2(); controller = GetComponent <CharacterController>(); usage_target = null; current_grounded = true; previous_grounded = true; is_walking = false; mouse_look.y = transform.localRotation.x; //data_container.character.rotation_y;//-transform.localRotation.x; mouse_look.x = guy.rotation_y; //character.transform.localRotation.y; DoOnStart(); }
// Start is called before the first frame update void Start() { counter = 0; data_container = GameObject.FindGameObjectWithTag("DataContainer"); Cursor.lockState = CursorLockMode.Locked; guy = data_container.GetComponent <DataContainer>().character; data_container.GetComponent <DataContainer>().game.current_scene_name = SceneManager.GetActiveScene().name; //Debug.Log(guy.rotation_x + " " + guy.rotation_y + " " + guy.rotation_z); if (guy.position_x == 0 && guy.position_y == 0 && guy.position_z == 0) { character = GameObject.Instantiate(Resources.Load <GameObject>(character_model_name), new Vector3(start_location_default.x, start_location_default.y, start_location_default.z), Quaternion.Euler(guy.rotation_x, guy.rotation_y, guy.rotation_z)); } else { character = GameObject.Instantiate(Resources.Load <GameObject>(character_model_name), new Vector3(guy.position_x, guy.position_y, guy.position_z), Quaternion.Euler(guy.rotation_x, guy.rotation_y, guy.rotation_z)); } // The scene's backup camera is deleted, so that the player character's camera can work. GameObject.FindGameObjectWithTag("CameraBackup").SetActive(false); // The camera is instantiated camera = Resources.Load <Camera>("CameraPrefab"); // The player character has the camera attached to the main body's camera anchor Universals.BuildCharacter(character, camera); }
private void AcceleratorScale() { if ((Mathf.Abs(velocity.x) < Mathf.Abs(velocity_endgoal.x) && Mathf.Sign(velocity.x) == Mathf.Sign(velocity_endgoal.x)) || accelerator_x == 0) { Universals.LerpBetter(accelerator_x, 1f, acceleration_true * Time.deltaTime); } else { Universals.LerpBetter(accelerator_x, 0, acceleration_true * Time.deltaTime); } if ((Mathf.Abs(velocity.y) < Mathf.Abs(velocity_endgoal.y) && Mathf.Sign(velocity.y) == Mathf.Sign(velocity_endgoal.y)) || accelerator_y == 0) { Universals.LerpBetter(accelerator_y, 1f, acceleration_true * Time.deltaTime); } else { Universals.LerpBetter(accelerator_y, 0, acceleration_true * Time.deltaTime); } if ((Mathf.Abs(velocity.z) < Mathf.Abs(velocity_endgoal.z) && Mathf.Sign(velocity.z) == Mathf.Sign(velocity_endgoal.z)) || accelerator_z == 0) { Universals.LerpBetter(accelerator_z, 1f, acceleration_true * Time.deltaTime); } else { Universals.LerpBetter(accelerator_z, 0, acceleration_true * Time.deltaTime); } }
public static void BuildCharacter(GameObject body, Camera camera) { GameObject camera_anchor_this = Universals.FindChild(body, "CameraAnchor"); camera = Instantiate(camera, camera_anchor_this.transform.position, camera_anchor_this.transform.rotation); camera.transform.parent = camera_anchor_this.transform; }
public virtual void GetCameraMovement() { if (!action_detector.item_rotate) { md.x = action_detector.mouse_x * (Universals.GetNPCSensitivity() * 50) * Time.deltaTime; md.y -= action_detector.mouse_y * (Universals.GetNPCSensitivity() * 50) * Time.deltaTime; md.y = Mathf.Clamp(md.y, -90f, 90f); camera.transform.localRotation = Quaternion.Euler(md.y, 0, 0); transform.Rotate(Vector3.up * md.x); } }
private void Walk() { if (action_detector.move_forward && !action_detector.move_backward) { velocity_endgoal.z = 1; } else if (!action_detector.move_forward && action_detector.move_backward) { velocity_endgoal.z = -1; } else { velocity_endgoal.z = 0; } if (action_detector.move_right && !action_detector.move_left) { velocity_endgoal.x = 1; } else if (!action_detector.move_right && action_detector.move_left) { velocity_endgoal.x = -1; } else { velocity_endgoal.x = 0; } if ((action_detector.move_forward && action_detector.move_left) || (action_detector.move_forward && action_detector.move_right) || (action_detector.move_backward && action_detector.move_left) || (action_detector.move_backward && action_detector.move_right)) { velocity_endgoal.z *= Universals.GetAngularSpeed(speed); velocity_endgoal.x *= Universals.GetAngularSpeed(speed); } else { velocity_endgoal.z *= speed; velocity_endgoal.x *= speed; } //velocity_endgoal.z *= Time.deltaTime; //velocity_endgoal.x *= Time.deltaTime; }
private void MovementLerpUnifiedXZ() { //Debug.Log(velocity_endgoal); float ratio; if (Mathf.Abs(velocity_endgoal.x - velocity.x) > Mathf.Abs(velocity_endgoal.z - velocity.z)) { ratio = Mathf.Abs(velocity_endgoal.z - velocity.z) / Mathf.Abs(velocity_endgoal.x - velocity.x); velocity.x = Universals.LerpBetter(velocity.x, velocity_endgoal.x, acceleration_true * Universals.GetTimeFake()); velocity.z = Universals.LerpBetter(velocity.z, velocity_endgoal.z, acceleration_true * ratio * Universals.GetTimeFake()); } else { ratio = Mathf.Abs(velocity_endgoal.x - velocity.x) / Mathf.Abs(velocity_endgoal.z - velocity.z); velocity.z = Universals.LerpBetter(velocity.z, velocity_endgoal.z, acceleration_true * Universals.GetTimeFake()); velocity.x = Universals.LerpBetter(velocity.x, velocity_endgoal.x, acceleration_true * ratio * Universals.GetTimeFake()); } }
public override void DoOnUpdate() { base.DoOnUpdate(); if (Time.timeScale > 0.1f) { lean_goal = LeanGoalGenerate(); lean.z = Universals.LerpBetter(lean.z, lean_goal, lean_speed_scalar * Time.deltaTime); LeanSet(); //MovementLean(); //ControlLean(); CycaBlyat(); } RecordPosRotData(); }
public static float GetGravityFake() { return(Physics.gravity.y * Universals.GetTimeFake()); }
private void MovementLerpY() { velocity.y = Universals.LerpBetter(velocity.y, velocity_endgoal.y, acceleration * Time.deltaTime); }