//MAKING NEW METHOD FOR MOVEMENT! TOGGLES ON MOVE UNTIL REACHING POSTION
    void processMove(int index, float distance)
    {
        //print("PROCCESING MOVE AT " + index + " " + distance);
        moveStates x = inputList[index];

        if (x == moveStates.LEFT && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x - distance, transform.position.y), step);
            distance          -= step;
        }
        else if (x == moveStates.RIGHT && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x + distance, transform.position.y), step);
            distance          -= step;
        }
        else if (x == moveStates.UP && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x, transform.position.y + distance), step);
            distance          -= step;
        }
        else if (x == moveStates.DOWN && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x, transform.position.y - distance), step);
            distance          -= step;
        }
    }
コード例 #2
0
 protected void Awake()
 {
     controller = this.GetComponent<Prime31.CharacterController2D>();
     myPhotonView = this.GetComponent<PhotonView>();
     playerInput = this.GetComponent<InputHandler>();
     myCollider = this.GetComponent<BoxCollider2D>();
     moveState = moveStates.firstJump;
 }
コード例 #3
0
ファイル: PigPowerUpAI.cs プロジェクト: Beltain/BounceBattle
 private void OnTriggerEnter(Collider other)
 {
     //If an enemy enters the trigger, add it to the list of the ones present and freak the pig out
     if (other.CompareTag("Bouncer"))
     {
         enemiesPresentInTrigger.Add(other.gameObject);
         moveState = moveStates.Evading;
     }
 }
コード例 #4
0
    //Vector3 floorRayAngleOffset;


    void Awake()
    {
        sceneManager = GameObject.FindGameObjectWithTag("SceneManager");
        rb           = GetComponent <Rigidbody>();

        //floorRayAngleOffset = new Vector3(0, 0, 30);

        myMoveState = moveStates.standing;
    }
コード例 #5
0
    //MAKING NEW METHOD FOR MOVEMENT! TOGGLES ON MOVE UNTIL REACHING POSTION
    
    void processMove(int index,float distance)
    {
        //print("PROCCESING MOVE AT " + index + " " + distance);
        moveStates x = inputList[index];
        if (x == moveStates.LEFT && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x - distance, transform.position.y), step);
            distance -= step;


        }
        else if (x == moveStates.RIGHT && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x + distance, transform.position.y), step);
            distance -= step;

        }
        else if (x == moveStates.UP && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x, transform.position.y + distance), step);
            distance -= step;
        }
        else if (x == moveStates.DOWN && distance > 0)
        {
            transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x, transform.position.y - distance), step);
            distance -= step;
        }
        //The rate of rotation might change as well as how much it rotates
        else if (x == moveStates.ROTATE_LEFT)
        {
            aim_sprite.transform.RotateAround(transform.position, new Vector3(0, 0, 1), step*10);
            angle += step*10;
            offsetNum -= 0.01f;

        }
        else if (x == moveStates.ROTATE_RIGHT)
        {
            aim_sprite.transform.RotateAround(transform.position, new Vector3(0, 0, 1), -step*10);
            angle += -step*10;
            offsetNum -= 0.01f;

        }
        else if(x == moveStates.SHOOT &&  !(hasFired))
        {
            shootTest();
            hasFired = true;
            offsetNum = 0;
        
        }
        else if(x == moveStates.STILL)
        {
            offsetNum = 0;
        }
        
       
    }
コード例 #6
0
ファイル: SliderEnemy.cs プロジェクト: ashnh/dark-salts
 // Use this for initialization
 void Start()
 {
     //initial direction decision
     if (startLeftOrRight)
     {
         state = moveStates.RIGHT;
     }
     else
     {
         state = moveStates.LEFT;
     }
 }
コード例 #7
0
ファイル: SliderEnemy.cs プロジェクト: ashnh/dark-salts
 void OnTriggerEnter2D(Collider2D other)
 {
     // players & enemies don't bounce (possible change needed)
     if (other.tag != "interactionBox")
     {
         // turns slider (need to flip sprite, possible change needed)
         transform.Rotate(0, 0, 180);
         // direction decision
         if (state == moveStates.LEFT)
         {
             state = moveStates.RIGHT;
         }
         else
         {
             state = moveStates.LEFT;
         }
     }
 }
コード例 #8
0
    void ChangeStance()
    {
        if (Input.GetKeyDown(KeyCode.LeftShift))
        {
            switch (myMoveState)
            {
            case moveStates.standing:
                transform.localScale = new Vector3(1, .5f, 1);
                myMoveState          = moveStates.crouching;
                break;

            case moveStates.crouching:
                transform.localScale = Vector3.one;
                myMoveState          = moveStates.standing;
                break;

            default:
                break;
            }
        }
    }
コード例 #9
0
ファイル: PigPowerUpAI.cs プロジェクト: Beltain/BounceBattle
    IEnumerator Move()
    {
        //The time since the pig last turned or stood
        float moveChangeTimer = 0f;

        while (true)
        {
            //get the current state of the pig's movement
            switch (moveState)
            {
            case moveStates.Walking:
                moveChangeTimer   += 0.3f;
                rigidbody.velocity = transform.forward * pigMoveSpeed * GameController.gameController.gameDifficulty.pigMoveSpeedMultiplier;
                //if it hits a wall, apply a turn
                if (Physics.Raycast(transform.position, transform.forward, GameController.gameController.gameSettings.boundsRadius * 1.25f))
                {
                    moveChangeTimer = 0f;
                    Debug.Log("Turned due to collision");
                    transform.Rotate(new Vector3(0f, Random.Range(60f, 180f), 0f));
                }
                //if it walks straight for too long, turn or stand still
                if (moveChangeTimer > pigMoveChangeFrequency)
                {
                    float ranNum = Random.Range(0f, 10f);
                    if (ranNum > 6f)
                    {
                        Debug.Log("Turned after " + moveChangeTimer.ToString() + " seconds");
                        moveChangeTimer = 0f;
                        transform.Rotate(new Vector3(0f, Random.Range(60f, 180f), 0f));
                    }
                    else if (ranNum < 2f)
                    {
                        moveState       = moveStates.Standing;
                        moveChangeTimer = 0f;
                    }
                }
                break;

            case moveStates.Evading:
                Debug.Log("Freaking " + enemiesPresentInTrigger.Count + " enemies in the trigger!");
                Vector3           averageEnemyPosition = new Vector3(0f, 1f, 0f);
                List <GameObject> enemiesToRemove      = new List <GameObject>();
                //Assign enemies from trigger to cull (as they will not trigger the on exit code)
                for (int i = 0; i < enemiesPresentInTrigger.Count; i++)
                {
                    //Assign Cull
                    if (enemiesPresentInTrigger[i] == null)
                    {
                        break;
                    }
                    else if (Vector3.Distance(enemiesPresentInTrigger[i].transform.position, transform.position) > GameController.gameController.gameSettings.pigDetectionRadius * 1.8f * GameController.gameController.gameDifficulty.pigDetectionRadiusMultiplier)
                    {
                        enemiesToRemove.Add(enemiesPresentInTrigger[i]);
                        //average position for all so the pig can run away
                        averageEnemyPosition += enemiesPresentInTrigger[i].transform.position;
                    }
                }
                //Cull loop
                if (enemiesToRemove.Count != 0)
                {
                    for (int i = 0; i < enemiesToRemove.Count; i++)
                    {
                        enemiesPresentInTrigger.Remove(enemiesToRemove[i]);
                    }
                }
                if (enemiesPresentInTrigger.Count == 0)
                {
                    moveChangeTimer = 0f;
                    if (Random.Range(0f, 10f) > 5f)
                    {
                        moveState = moveStates.Walking;
                    }
                    else
                    {
                        moveState = moveStates.Standing;
                    }
                }
                //Generate the average position of all enemies in the trigger
                averageEnemyPosition  /= enemiesPresentInTrigger.Count + enemiesToRemove.Count;
                averageEnemyPosition.y = 1f;
                //turn the pig away from the enemy and have them run
                transform.LookAt(transform.position - (averageEnemyPosition - transform.position));
                Debug.Log(transform.position - (averageEnemyPosition - transform.position));
                rigidbody.velocity = transform.forward * pigMoveSpeed * GameController.gameController.gameDifficulty.pigMoveSpeedMultiplier;
                break;

            case moveStates.Standing:
                moveChangeTimer   += 0.3f;
                rigidbody.velocity = Vector3.zero;
                //if it stands still too long, have it move
                if (moveChangeTimer > pigMoveChangeFrequency)
                {
                    float ranNum = Random.Range(0f, 10f);
                    if (ranNum > 3f)
                    {
                        moveChangeTimer = 0f;
                        moveState       = moveStates.Walking;
                    }
                }
                break;
            }
            yield return(new WaitForSeconds(0.3f));
        }
    }
コード例 #10
0
    protected Vector3 HandleMovement()
    {
        Vector3 velocity = controller.velocity;

        if (controller.isGrounded)
        {
            velocity.y = 0;

            moveState = moveStates.grounded;
        }

        if (Input.GetAxisRaw("Horizontal") > 0)
        {
            velocity.x = speed;
        }
        else if (Input.GetAxisRaw("Horizontal") < 0)
        {
            velocity.x = -speed;
        }
        else
        {
            velocity.x = 0;
        }

        if (moveState != moveStates.secondJump && Input.GetButtonDown("Jump"))
        {
            velocity.y = Mathf.Sqrt(2f * jumpHeight * -gravity);

            if (moveState == moveStates.grounded)
            {
                moveState = moveStates.firstJump;
            }
            else
            {
                moveState = moveStates.secondJump;
            }
        }

        velocity.y += gravity * Time.deltaTime;

        return velocity;
    }
コード例 #11
0
    protected void Awake()
    {
        controller = this.GetComponent<CharacterController2D>();
        myPhotonView = this.GetComponent<PhotonView>();
        myHealth = this.GetComponent<Health>();

        moveState = moveStates.secondJump;
        fxManager = GameObject.FindObjectOfType<FXManager>();

        if(fxManager)
        {
            fxManagerPhotonView = fxManager.GetComponent<PhotonView>();
        }

        netMan = GameObject.FindObjectOfType<MovementTestingNetMan>();
        netManPhotonView = netMan.GetComponent<PhotonView>();
    }
コード例 #12
0
    protected Vector3 HandleMovement(InputHandler.InputStruct input)
    {
        Vector3 velocity = controller.velocity;

        // am I grounded?
        if(moveState != moveStates.crawling && controller.isGrounded)
        {
            velocity.y = 0;

            moveState = moveStates.grounded;
        }
        else if(controller.isGrounded)
        {
            velocity.y = 0;
        }

        // dropping through a platform
        if(moveState != moveStates.firstJump && input.downDirection && input.action1)
        {
            controller.ignoreOneWayPlatformsThisFrame = true;
            velocity.y = gravity / 2;
            moveState = moveStates.firstJump;
        }

        // ducking
        if(moveState == moveStates.crawling && !input.downDirection)
        {
            // grow hitbox
            myCollider.size = new Vector2(1f, 1f);
            myCollider.offset = new Vector2(0f, 0f);

            // change movestate
            moveState = moveStates.grounded;
        }
        else if(moveState == moveStates.grounded && input.downDirection)
        {
            // shrink hitbox
            myCollider.size = new Vector2(1f, 0.5f);
            myCollider.offset = new Vector2(0f, -0.25f);

            // change movestate
            moveState = moveStates.crawling;
        }

        // horizontal velocity
        if (input.rightDirection)
        {
            if(moveState == moveStates.grounded)
            {
                velocity.x = speed;
            }            
            else
            {
                velocity.x = speed * airTurnFactor;
            }

            facingRight = true;
        }
        else if(input.leftDirection)
        {
            if (moveState == moveStates.grounded)
            {
                velocity.x = -speed;
            }
            else
            {
                velocity.x = -speed * airTurnFactor;
            }

            facingRight = false;
        }
        else
        {
            velocity.x = 0;
        }

        // vertical velocity
        if (moveState == moveStates.grounded && input.action1)
        {
            velocity.y = Mathf.Sqrt(2f * jumpHeight * -gravity);            

            moveState = moveStates.firstJump;
        }

        velocity.y += (2f * gravity) * Time.deltaTime;

        return velocity;
    }