Commit 79ba2f6a authored by bogomil's avatar bogomil
Browse files

Merge branch 'master' of...

Merge branch 'master' of gitlab.fsi.hochschule-trier.de:GameDevWeek/sommersemester-2019/unity/touch-me-if-you-can
parents ebdf89f6 17f8d808
...@@ -60,7 +60,7 @@ MonoBehaviour: ...@@ -60,7 +60,7 @@ MonoBehaviour:
m_TypeName: UnityEngine.InputSystem.PlayerInput+DeviceRegainedEvent, Unity.InputSystem, m_TypeName: UnityEngine.InputSystem.PlayerInput+DeviceRegainedEvent, Unity.InputSystem,
Version=0.9.6.0, Culture=neutral, PublicKeyToken=null Version=0.9.6.0, Culture=neutral, PublicKeyToken=null
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m_DefaultControlScheme: Keyboard m_DefaultControlScheme: Gamepad
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m_SplitScreenIndex: -1 m_SplitScreenIndex: -1
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......
...@@ -204,11 +204,11 @@ MonoBehaviour: ...@@ -204,11 +204,11 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
canMove: 1 canMove: 1
moveSpeed: 5 moveSpeed: 8
maxSpeed: 10 maxSpeed: 10
dir: {x: 0, y: 0} dir: {x: 0, y: 0}
interpolation: 10 interpolation: 10
turnSpeed: 200 turnSpeed: 5
--- !u!114 &1957649875713174593 --- !u!114 &1957649875713174593
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
......
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
...@@ -822,10 +827,5 @@ PrefabInstance: ...@@ -822,10 +827,5 @@ PrefabInstance:
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value: Body value: Body
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propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
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value: Player2Manager value: Player2Manager
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type: 3} type: 3}
propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
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propertyPath: m_DefaultActionMap propertyPath: m_DefaultActionMap
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...@@ -12,7 +12,7 @@ MonoBehaviour: ...@@ -12,7 +12,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: Assembly-CSharp:_Game.Scripts.GameManagerData:GameManagerData m_EditorClassIdentifier: Assembly-CSharp:_Game.Scripts.GameManagerData:GameManagerData
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...@@ -29,8 +29,8 @@ MonoBehaviour: ...@@ -29,8 +29,8 @@ MonoBehaviour:
lastRoundTimeLeft: 0 lastRoundTimeLeft: 0
lastRoundWonByCatching: 0 lastRoundWonByCatching: 0
lastGameScorePoints: 45.756027 lastGameScorePoints: 45.756027
player1ScorePoints: 3.98 player1ScorePoints: 30
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player1Name: Jonas player1Name: Jonas
player2Name: Bogi player2Name: Bogi
......
...@@ -5,12 +5,15 @@ using UnityEngine.InputSystem; ...@@ -5,12 +5,15 @@ using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Users; using UnityEngine.InputSystem.Users;
using UnityEngine.Serialization; using UnityEngine.Serialization;
namespace _Game.Scripts.Movement { namespace _Game.Scripts.Movement
public class BodyMovement : MovementBase { {
public class BodyMovement : MovementBase
{
[SerializeField] private float interpolation = 10; [SerializeField] private float interpolation = 10;
[SerializeField] private float turnSpeed = 200; [SerializeField] private float turnSpeed = 200;
private float _currentRotation = 0; private float _currentRotation = 0;
private Quaternion _rot;
private Vector2 _currentDir; private Vector2 _currentDir;
private bool _isRunning = false; private bool _isRunning = false;
...@@ -18,42 +21,57 @@ namespace _Game.Scripts.Movement { ...@@ -18,42 +21,57 @@ namespace _Game.Scripts.Movement {
private PlayerInput _input; private PlayerInput _input;
private Animator _animator; private Animator _animator;
public float TurnSpeed { public float TurnSpeed
{
get => turnSpeed; get => turnSpeed;
set => turnSpeed = value; set => turnSpeed = value;
} }
protected override void Start() { protected override void Start()
{
base.Start(); base.Start();
_animator = GetComponent<Animator>(); _animator = GetComponent<Animator>();
_input = GetComponent<PlayerInput>(); _input = GetComponent<PlayerInput>();
} }
private void FixedUpdate() { private void FixedUpdate()
{
Movement(); Movement();
ClampVelocity(); ClampVelocity();
//_animator.SetBool("running", _isRunning); //_animator.SetBool("running", _isRunning);
} }
public override void OnMovement(InputValue value) { public override void OnMovement(InputValue value)
{
var v = value.Get<Vector2>(); var v = value.Get<Vector2>();
dir = (Invert) ? new Vector2(v.x * -1, v.y) : v; dir = (Invert) ? new Vector2(v.x * -1, v.y) : v;
} }
private void Movement() { private void Movement()
_currentDir = new Vector2(Mathf.Lerp(_currentDir.x, dir.x, Time.fixedDeltaTime * interpolation), {
Mathf.Lerp(_currentDir.y, dir.y, Time.fixedDeltaTime * interpolation)); // _currentDir = new Vector2(Mathf.Lerp(_currentDir.x, dir.x, Time.fixedDeltaTime * interpolation),
_currentRotation += _currentDir.x * turnSpeed * Time.fixedDeltaTime; // Mathf.Lerp(_currentDir.y, dir.y, Time.fixedDeltaTime * interpolation));
_rigidbody.rotation = Quaternion.Euler(new Vector3(0, _currentRotation, 0)); // _currentRotation += _currentDir.x * turnSpeed * Time.fixedDeltaTime;
// _rigidbody.rotation = Quaternion.Euler(new Vector3(0, _currentRotation, 0));
if (!(dir.y > 0) || !canMove) { //
_isRunning = false; // if (!(dir.y > 0) || !canMove) {
return; // _isRunning = false;
// return;
// }
//
// _isRunning = true;
// var move = _currentDir.y * MoveSpeed * transform.forward;
// _rigidbody.velocity = new Vector3(move.x, 0f, move.z);
if (dir.sqrMagnitude != 0)
{
_rot = Quaternion.LookRotation(new Vector3(dir.x, 0, dir.y), Vector3.up);
} }
_isRunning = true; _rigidbody.rotation = Quaternion.RotateTowards(_rigidbody.rotation, _rot.normalized, turnSpeed);
var move = _currentDir.y * MoveSpeed * transform.forward; var angle = Quaternion.Angle(_rigidbody.rotation, _rot);
_rigidbody.velocity = new Vector3(move.x, 0f, move.z); float percentageAngle = angle / 180f;
_rigidbody.velocity = Mathf.Lerp(0, MoveSpeed, (1 - percentageAngle)) * new Vector3(dir.x, 0, dir.y);
} }
} }
} }
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