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								Assets/Scripts/CharacterSelection/CharSelCharacterController.cs
									
										
									
									
									
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								Assets/Scripts/CharacterSelection/CharSelCharacterController.cs
									
										
									
									
									
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							|  | @ -0,0 +1,140 @@ | |||
| using UnityEngine; | ||||
| using TMPro; | ||||
| 
 | ||||
| 
 | ||||
| public class CharSelCharacterController : MonoBehaviour | ||||
| { | ||||
|     [SerializeField] public string charName; | ||||
|     public string phrase; | ||||
|     [SerializeField] float speed; | ||||
|     [SerializeField] float rotationSpeed; | ||||
| 
 | ||||
| 
 | ||||
|     [SerializeField] Transform spawnPointLeft; | ||||
|     [SerializeField] Transform spawnPointRight; | ||||
|     [SerializeField] Transform spawnPointCenter; | ||||
| 
 | ||||
|     [SerializeField] TextMeshProUGUI phraseText; | ||||
|     [SerializeField] GameObject phrasePanel; | ||||
| 
 | ||||
| 
 | ||||
|     [SerializeField] public Animator anim; | ||||
| 
 | ||||
|     bool canWalk; | ||||
|     bool moveLeft; | ||||
|     bool moveRight; | ||||
| 
 | ||||
|     bool stopAtCenter; | ||||
|     bool restoreRotation; | ||||
| 
 | ||||
| 
 | ||||
|     private void OnEnable() | ||||
|     { | ||||
|         canWalk = false; | ||||
|         moveLeft = false; | ||||
|         moveRight = false; | ||||
|         moveRight = false; | ||||
|         transform.localRotation = Quaternion.Euler(0, 180, 0); | ||||
|     } | ||||
| 
 | ||||
|     // Update is called once per frame | ||||
|     void Update() | ||||
|     { | ||||
|         if (canWalk) | ||||
|         { | ||||
| 
 | ||||
|             anim.SetFloat("Dance", 0f); | ||||
| 
 | ||||
|             Quaternion targetRotation = Quaternion.identity; | ||||
|             Vector3 targetPosition = Vector3.zero; | ||||
| 
 | ||||
|             if (moveLeft) | ||||
|             { | ||||
|                 targetRotation = Quaternion.LookRotation(spawnPointLeft.localPosition - transform.localPosition); | ||||
|                 targetPosition = new Vector3(spawnPointLeft.localPosition.x, 0f, 0f); | ||||
|             } | ||||
|             else if (moveRight) | ||||
|             { | ||||
|                 targetRotation = Quaternion.LookRotation(spawnPointRight.localPosition - transform.localPosition); | ||||
|                 targetPosition = new Vector3(spawnPointRight.localPosition.x, 0f, 0f); | ||||
|             } | ||||
| 
 | ||||
|             if (stopAtCenter) | ||||
|             { | ||||
|                 targetPosition = new Vector3(spawnPointCenter.localPosition.x, 0f, 0f); | ||||
|             } | ||||
| 
 | ||||
|             transform.localRotation = Quaternion.Slerp(transform.localRotation, targetRotation, rotationSpeed * Time.deltaTime); | ||||
|             transform.localPosition = Vector3.MoveTowards(transform.localPosition, targetPosition, speed * Time.deltaTime); | ||||
| 
 | ||||
|             anim.SetFloat("VelocityY", 1f); | ||||
| 
 | ||||
| 
 | ||||
|             if (stopAtCenter && (Mathf.Round(transform.localPosition.x * 10f) / 10f) == spawnPointCenter.localPosition.x) | ||||
|             { | ||||
|                 canWalk = false; | ||||
|                 moveLeft = false; | ||||
|                 moveRight = false; | ||||
|                 stopAtCenter = false; | ||||
|                 restoreRotation = true; | ||||
| 
 | ||||
|                 phraseText.text = phrase; | ||||
|                 phrasePanel.GetComponent<Animator>().SetBool("visible", true); | ||||
|                  | ||||
|                 anim.SetFloat("VelocityY", 0f); | ||||
|                 anim.SetFloat("Dance", GetComponent<CharacterIdController>().Dance); | ||||
|             } | ||||
|             else if(!stopAtCenter && (transform.localPosition.x == spawnPointRight.localPosition.x || transform.localPosition.x == spawnPointLeft.localPosition.x)) | ||||
|             { | ||||
|                 canWalk = false; | ||||
|                 moveLeft = false; | ||||
|                 moveRight = false; | ||||
|                 gameObject.SetActive(false); | ||||
| 
 | ||||
|                 anim.SetFloat("VelocityY", 0f); | ||||
|             } | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         if (restoreRotation) | ||||
|         { | ||||
|             transform.localRotation = Quaternion.Slerp(transform.localRotation, Quaternion.Euler(0, 180, 0), rotationSpeed * Time.deltaTime); | ||||
| 
 | ||||
|             if (transform.localRotation.eulerAngles.y > 160 && transform.localRotation.eulerAngles.y < 200) | ||||
|             { | ||||
|                  | ||||
|             } | ||||
| 
 | ||||
|             if (transform.localRotation == Quaternion.Euler(0, 180, 0)) | ||||
|             { | ||||
|                 restoreRotation = false; | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| 
 | ||||
|     public void WalkLeft(bool stopCharAtCenter) | ||||
|     { | ||||
|         restoreRotation = false; | ||||
| 
 | ||||
|         canWalk = true; | ||||
|         moveLeft = true; | ||||
| 
 | ||||
|         stopAtCenter = stopCharAtCenter; | ||||
|     } | ||||
| 
 | ||||
|     public void WalkRight(bool stopCharAtCenter) | ||||
|     { | ||||
|         restoreRotation = false; | ||||
| 
 | ||||
|         canWalk = true; | ||||
|         moveRight = true; | ||||
| 
 | ||||
|         stopAtCenter = stopCharAtCenter; | ||||
|     } | ||||
| 
 | ||||
|     void StopRestoringRotation() | ||||
|     { | ||||
|         restoreRotation = false; | ||||
|     } | ||||
| } | ||||
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	 Gerard Gascón
						Gerard Gascón