// Update is called once per frame void FixedUpdate() { //horizontalInput = Input.GetAxis("Horizontal"); if (gControl.currentGameState == GameController.GameState.Playing) { TriToolHub.Rotate(gameObject, TriToolHub.XYZ.Y, 1 * Time.deltaTime * rotationSpeed, true, Space.World); } }
public void Rotation() { cHorizontal += playerControls.GetAxis("CamHorizontal") * ((invertHorizontal)?RotationSpeed:-RotationSpeed); cVertical += playerControls.GetAxis("CamVertical") * ((invertVertical) ? -RotationSpeed : RotationSpeed); cVertical = Mathf.Clamp(cVertical, minXAngle, maxXAngle); cameraRotator.position = Target.position; TriToolHub.CreateVector3(cVertical, cHorizontal, 1, TriToolHub.AxisPlane.XY, Target.gameObject, out rotationVector); //rotationVector.x = Mathf.Clamp(rotationVector.x, minXAngle, maxXAngle); //TriToolHub.Rotate(cameraRotator.gameObject, rotationVector, true, Space.World); rotationVector.z = 0; TriToolHub.SetRotation(cameraRotator.gameObject, rotationVector, Space.Self); }
void CameraRotation() { float hAxis = player.GetAxis("Horizontal Alt"); float vAxis = player.GetAxis("Vertical Alt"); //TriToolHub.Rotate(gameObject, new Vector3(vAxis * rotationSpeed, hAxis*rotationSpeed, 0), true, Space.World); transform.RotateAround(playerGameObject.transform.position, transform.up, hAxis * rotationSpeed * Time.deltaTime); transform.RotateAround(playerGameObject.transform.position, transform.right, vAxis * rotationSpeed * Time.deltaTime); TriToolHub.SetRotation(gameObject, TriToolHub.XYZ.Z, 0, Space.World); }
public void Movement() { TriToolHub.CreateVector3(horizontalAxis, verticalAxis, Speed / 10, TriToolHub.AxisPlane.XZ, (inCombat) ? gameObject : cameraObject, out mVector); mVector = Vector3.ClampMagnitude(mVector, Speed / 10); if (CurrentState == PState.Jumping) { YVelocity = Mathf.Lerp(YVelocity, JumpForce, Time.deltaTime * velocityChangeSpeed); mVector.y = YVelocity; } if (CurrentState == PState.Falling) { YVelocity = Mathf.Lerp(YVelocity, Gravity, Time.deltaTime * velocityChangeSpeed); mVector.y = YVelocity; } //TriToolHub.AddForce(gameObject, MovementVector, Space.World, ForceMode.Force); CharacterController.Move(mVector); P_AnimationHandler.SurveyorWheel(); }
public void Rotation() { //Vector3 tVec = CharacterController.velocity + leanVector; TriToolHub.SmoothLookAtDirection(playerRotator.gameObject, CharacterController.velocity, 0.01f, transform.up, true, RotationSpeed); Vector3 tiltAxis = Vector3.Cross(transform.up, CharacterController.velocity.normalized); Quaternion rot = Quaternion.AngleAxis(leanAmount, tiltAxis); rot *= playerRotator.rotation; //TriToolHub.SetRotation(Model.gameObject, rot, Space.Self); //TriToolHub.SetRotation(Model.gameObject, rot, Space.World); if (CurrentState != PState.Idle) { Model.transform.rotation = Quaternion.Lerp(Model.transform.rotation, rot, Time.deltaTime * (RotationSpeed)); } else { Model.transform.rotation = Quaternion.Lerp(Model.transform.rotation, playerRotator.rotation, Time.deltaTime * (RotationSpeed)); } }
public void MoveToMethod() { if (shouldMoveToPoint) { if (!hasReachedPoint) { TriToolHub.SmoothLookAt(gameObject, pointToReach, transform.up, true, 7); pointMinusY = new Vector3(pointToReach.x, transform.position.y, pointToReach.z); transform.position = Vector3.MoveTowards(transform.position, pointMinusY, speed * Time.deltaTime); } if (TriToolHub.FastApproximately(Vector3.Distance(transform.position, pointMinusY), 0, movementAccuracy)) { hasReachedPoint = true; } //else hasReachedPoint = false; RaycastHit rayInfo; if (Physics.SphereCast(transform.position, 5, pointMinusY, out rayInfo, fowardRayLength)) { if (!rayInfo.collider.tag.Contains("Ground")) { if (gameObject.tag.Contains("Player")) { if (!rayInfo.collider.tag.Contains("Player")) { hasReachedPoint = true; } } //if (gameObject.tag.Contains("Enemy")) //if (!rayInfo.collider.tag.Contains("Enemy")) hasReachedPoint = true; } } else { hasReachedPoint = false; } } }
void Update() { TriToolHub.Rotate(gameObject, TriToolHub.XYZ.Z, speed, true, Space.Self); }