示例#1
0
    public override void Step(CharControlMotor player, float deltaTime)
    {
        player.UpdateDirection(player.input.horizontal);
        player.HandleSlopeFactor(deltaTime);
        player.HandleAcceleration(deltaTime);
        player.HandleFriction(deltaTime);
        player.HandleGravity(deltaTime);
        player.HandleFall();
        if (!player.HandleLedgeCheck().Item2)
        {
            player.state.ChangeState <WalkPlayerState>();
        }

        if (player.input.actionDown)
        {
            player.HandleJump();
        }

        if (player.HandleLedgeCheck().Item1)
        {
            player.state.ChangeState <LedgeGrabStateFront>();
        }

        if (player.input.horizontal != 0 || player.velocity.x != 0)
        {
            player.state.ChangeState <WalkPlayerState>();
        }
    }
示例#2
0
    public override void Step(CharControlMotor player, float deltaTime)
    {
        player.HandleSlopeFactor(deltaTime);
        player.HandleFriction(deltaTime);
        player.HandleDeceleration(deltaTime);
        player.HandleGravity(deltaTime);
        player.HandleFall();


        ///* Controls the height of the playerspin ~Birb64 *///

        if (player.PlayerObject.transform.eulerAngles.z > 100 && player.PlayerObject.transform.eulerAngles.z < 180)
        {
            player.PlayerObject.GetComponent <PlayerMotor>().height = 0.012f * player.PlayerObject.transform.eulerAngles.z;
        }
        if (player.PlayerObject.transform.eulerAngles.z < 260 && player.PlayerObject.transform.eulerAngles.z > 180)
        {
            player.PlayerObject.GetComponent <PlayerMotor>().height = 0.012f * (180 - Mathf.Abs(player.PlayerObject.transform.eulerAngles.z - 180));
        }

        ///* Controls the width of the playerspin ~Birb64 *///
        if (player.PlayerObject.transform.eulerAngles.z > 30 && player.PlayerObject.transform.eulerAngles.z < 180)
        {
            player.PlayerObject.GetComponent <PlayerMotor>().wallExtents = 0.01f * player.PlayerObject.transform.eulerAngles.z;
        }
        if (player.PlayerObject.transform.eulerAngles.z < 330 && player.PlayerObject.transform.eulerAngles.z > 180)
        {
            player.PlayerObject.GetComponent <PlayerMotor>().wallExtents = 0.01f * (180 - Mathf.Abs(player.PlayerObject.transform.eulerAngles.z - 180));
        }
        else if (player.PlayerObject.transform.eulerAngles.z < 180 || player.PlayerObject.transform.eulerAngles.z > 260)
        {
            player.PlayerObject.GetComponent <PlayerMotor>().wallExtents = 0.02f;
        }

        if (player.grounded)
        {
            if (player.input.actionDown)
            {
                player.HandleJump();
            }
            else if (Mathf.Abs(player.velocity.x) < player.stats.minSpeedToUnroll)
            {
                player.state.ChangeState <WalkPlayerState>();
            }
        }
        else
        {
            player.state.ChangeState <JumpPlayerState>();
        }
    }
示例#3
0
    public override void Step(CharControlMotor player, float deltaTime)
    {
        player.HandleSlopeFactor(deltaTime);
        player.HandleFriction(deltaTime);
        player.HandleDeceleration(deltaTime);
        player.HandleGravity(deltaTime);
        player.HandleFall();

        if (player.grounded)
        {
            if (player.input.actionDown)
            {
                player.HandleJump();
            }
            else if (Mathf.Abs(player.velocity.x) < player.stats.minSpeedToUnroll)
            {
                player.state.ChangeState <WalkPlayerState>();
            }
        }
        else
        {
            player.state.ChangeState <JumpPlayerState>();
        }
    }
示例#4
0
    public override void Step(CharControlMotor player, float deltaTime)
    {
        player.UpdateDirection(player.input.horizontal);
        player.HandleSlopeFactor(deltaTime);
        player.HandleAcceleration(deltaTime);
        player.HandleFriction(deltaTime);
        player.HandleGravity(deltaTime);
        player.HandleFall();

        if (player.grounded)
        {
            if (player.input.actionDown)
            {
                player.HandleJump();
            }
            else if (player.input.down)
            {
                if (Mathf.Abs(player.velocity.x) > player.stats.minSpeedToRoll)
                {
                    player.sonicState = CharControlMotor.SonicState.Rolling;
                    player.state.ChangeState <RollPlayerState>();
                    //player.PlayAudio(player.audios.spin, 0.5f);
                }
                else if (player.angle < player.stats.minAngleToSlide)
                {
                    player.state.ChangeState <CrouchPlayerState>();
                }
            }
            else if (player.input.up)
            {
                // Changing this condition because it causes animation bugs - Arcy
                //if (Mathf.Abs(player.velocity.x) < player.stats.minSpeedToRoll)
                if (player.velocity.x == 0)
                {
                    player.state.ChangeState <LookUpPlayerState>();
                }
            }
            else if (Mathf.Sign(player.velocity.x) != Mathf.Sign(player.input.horizontal) && player.input.horizontal != 0)
            {
                if (Mathf.Abs(player.velocity.x) >= player.stats.minSpeedToBrake)
                {
                    player.state.ChangeState <BrakePlayerState>();
                }
                else
                {
                    if (player.velocity.x > 0)
                    {
                        player.velocity.x = -player.stats.turnSpeed;
                    }
                    else
                    {
                        player.velocity.x = player.stats.turnSpeed;
                    }
                }
            }
            else if (player.HandleLedgeCheck().Item1)
            {
                player.state.ChangeState <LedgeGrabStateFront>();
            }
            else if (player.HandleLedgeCheck().Item2)
            {
                player.state.ChangeState <LedgeGrabStateBack>();
            }
            else if (player.HandlePushCheck().Item1&& Mathf.Abs(player.input.horizontal) > 0)
            {
                player.state.ChangeState <PushPlayerState>();
            }
        }
    }