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5 Commits
2715ba7a86
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trey
| Author | SHA1 | Date | |
|---|---|---|---|
| d8295719b0 | |||
| fc78d599a8 | |||
| 0063735802 | |||
| 25236e29e6 | |||
| 16342f1ff4 |
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+10182
-33154
File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,7 @@
|
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using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEditor.Rendering;
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||||
using UnityEngine;
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using UnityEngine.UIElements;
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using static Unity.Cinemachine.CinemachineTargetGroup;
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@@ -8,38 +9,35 @@
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public class CameraController : MonoBehaviour
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{
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public float camTargetRotation { get; private set; } = 0;
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public CameraControlMode CamControlMode { get; private set; } = CameraControlMode.SnapRotate;
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[Header("Target")]
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[SerializeField] private Transform target;
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[SerializeField] private Vector3 targetOffset = new Vector3(0f, 1.5f, 0f);
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public Camera MainCamera;
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public Transform playerCamHome;
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private bool isCamRotating = false;
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[Header("Orbit")]
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[SerializeField] private float distance = 5f;
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[SerializeField] private float minDistance = 1f;
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[SerializeField] private float maxDistance = 8f;
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[SerializeField] private float rotationSpeed = 180f;
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[SerializeField] private float rotationOffset = 270f;
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[SerializeField] private float minPitch = -30f;
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[SerializeField] private float maxPitch = 75f;
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[Header("Rotation")]
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public float mouseSensitivity = 200f;
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public float minPitch = -30f;
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public float maxPitch = 60f;
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public float distance = 5f;
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private float yaw;
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private float pitch;
|
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[Header("Zoom")]
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public float followSpeed = 10f;
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public float maxDistance = 6f;
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public float minDistance = 1f;
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public float zoomSpeed = 5f;
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public float heightOffset = -0.5f;
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private float currentDistance;
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private float distanceVelocity;
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[SerializeField] private float zoomSpeed = 2f;
|
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[SerializeField] private float zoomSmoothness = 10f;
|
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[Header("Collision")]
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public float collisionRadius = 0.3f;
|
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public float collisionOffset = 0.2f;
|
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public LayerMask collisionMask;
|
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[Header("Camera Collision")]
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[SerializeField] private LayerMask collisionLayers;
|
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[SerializeField] private float collisionRadius = 0.25f;
|
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[SerializeField] private float collisionOffset = 0.1f;
|
||||
[SerializeField] private float positionSmoothness = 15f;
|
||||
|
||||
[Header("Occlusion Settings")]
|
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public LayerMask obstructionMask;
|
||||
public float fadedAlpha = 0.25f;
|
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public float fadeSpeed = 5f;
|
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[SerializeField] private LayerMask obstructionMask;
|
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[SerializeField] private float fadedAlpha = 0.25f;
|
||||
[SerializeField] private float fadeSpeed = 5f;
|
||||
|
||||
private Dictionary<Renderer, float> currentAlpha =
|
||||
new Dictionary<Renderer, float>();
|
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@@ -47,228 +45,119 @@ public class CameraController : MonoBehaviour
|
||||
private Dictionary<Renderer, float> targetAlpha =
|
||||
new Dictionary<Renderer, float>();
|
||||
|
||||
public Transform playerCamHome;
|
||||
Transform dougBody;
|
||||
private float yaw;
|
||||
private float pitch = 20f;
|
||||
private float targetDistance;
|
||||
private Vector3 currentVelocity;
|
||||
|
||||
private void Update()
|
||||
public Vector3 Forward
|
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{
|
||||
get
|
||||
{
|
||||
Vector3 forward = MainCamera.transform.forward;
|
||||
forward.y = 0f;
|
||||
return forward.normalized;
|
||||
}
|
||||
}
|
||||
public Vector3 Right
|
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{
|
||||
get
|
||||
{
|
||||
Vector3 right = MainCamera.transform.right;
|
||||
right.y = 0f;
|
||||
return right.normalized;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
targetDistance = distance;
|
||||
|
||||
Vector3 startingAngles = MainCamera.transform.eulerAngles;
|
||||
yaw = startingAngles.y + rotationOffset;
|
||||
pitch = startingAngles.x;
|
||||
|
||||
if (pitch > 180f)
|
||||
{
|
||||
pitch -= 360f;
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
if (GameManager.Instance.PlayerController.DougBody != null)
|
||||
target = GameManager.Instance.PlayerController.DougBody.transform;
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateOcclusion();
|
||||
UpdateFade();
|
||||
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
HandleFreeCamRotation();
|
||||
}
|
||||
else
|
||||
{
|
||||
CamAvoidCollisions();
|
||||
}
|
||||
HandleRotation();
|
||||
HandleZoom();
|
||||
UpdateCameraPosition();
|
||||
}
|
||||
|
||||
void Start()
|
||||
private void HandleRotation()
|
||||
{
|
||||
Vector3 angles = playerCamHome.transform.eulerAngles;
|
||||
|
||||
yaw = angles.y;
|
||||
pitch = angles.x;
|
||||
currentDistance = distance;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger cam rotation
|
||||
/// </summary>
|
||||
public void RotateCam()
|
||||
{
|
||||
if (!isCamRotating)
|
||||
if (!Input.GetMouseButton(1))
|
||||
{
|
||||
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
|
||||
camTargetRotation = currentY + 90f;
|
||||
isCamRotating = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set cam rotation immediately
|
||||
/// </summary>
|
||||
void SnapToRotation(float rotation)
|
||||
{
|
||||
if (CamControlMode == CameraControlMode.SnapRotate)
|
||||
{
|
||||
playerCamHome.RotateAround(
|
||||
transform.position,
|
||||
Vector3.up,
|
||||
rotation
|
||||
);
|
||||
|
||||
camTargetRotation = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move cam to desired rotation (every frame)
|
||||
/// </summary>
|
||||
void HandleSnapCamRotation()
|
||||
{
|
||||
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
|
||||
float step = 200 * Time.deltaTime;
|
||||
float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
|
||||
|
||||
playerCamHome.RotateAround(
|
||||
transform.position,
|
||||
Vector3.up,
|
||||
newY - currentY
|
||||
);
|
||||
|
||||
if (Mathf.Abs(Mathf.DeltaAngle(newY, camTargetRotation)) < 0.01f)
|
||||
{
|
||||
isCamRotating = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move cam to desired free rotation (every frame)
|
||||
/// </summary>
|
||||
void HandleFreeCamRotation()
|
||||
{
|
||||
if (dougBody == null)
|
||||
{
|
||||
if (GameManager.Instance.PlayerController.DougBody != null)
|
||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
||||
else
|
||||
return;
|
||||
UnityEngine.Cursor.visible = true;
|
||||
UnityEngine.Cursor.lockState = CursorLockMode.None;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
|
||||
UnityEngine.Cursor.visible = false;
|
||||
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
|
||||
|
||||
// Mouse Input
|
||||
float mouseX = Input.GetAxis("Mouse X");
|
||||
float mouseY = Input.GetAxis("Mouse Y");
|
||||
|
||||
yaw += mouseX * mouseSensitivity * Time.deltaTime;
|
||||
pitch -= mouseY * mouseSensitivity * Time.deltaTime;
|
||||
yaw += Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime;
|
||||
pitch -= Input.GetAxis("Mouse Y") * rotationSpeed * Time.deltaTime;
|
||||
|
||||
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
|
||||
|
||||
// Rotation
|
||||
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
|
||||
|
||||
// Zoom
|
||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||
|
||||
if (Mathf.Abs(scroll) > 0.0001f)
|
||||
{
|
||||
distance -= scroll * zoomSpeed;
|
||||
distance = Mathf.Clamp(distance, minDistance, maxDistance);
|
||||
}
|
||||
|
||||
currentDistance = Mathf.SmoothDamp(
|
||||
currentDistance,
|
||||
distance,
|
||||
ref distanceVelocity,
|
||||
0.05f);
|
||||
|
||||
float adjustedDistance = currentDistance;
|
||||
|
||||
Vector3 desiredDirection =
|
||||
rotation * Vector3.back;
|
||||
|
||||
// Camera obstruction handling
|
||||
if (Physics.SphereCast(
|
||||
target,
|
||||
collisionRadius,
|
||||
desiredDirection,
|
||||
out RaycastHit hit,
|
||||
currentDistance,
|
||||
collisionMask,
|
||||
QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
adjustedDistance =
|
||||
Mathf.Max(
|
||||
hit.distance - collisionOffset,
|
||||
minDistance);
|
||||
}
|
||||
|
||||
// Desired Position
|
||||
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
|
||||
Vector3 desiredPosition = target + offset;
|
||||
|
||||
if (desiredPosition.y < dougBody.position.y)
|
||||
{
|
||||
desiredPosition.y = dougBody.position.y;
|
||||
}
|
||||
|
||||
// Smooth Follow
|
||||
playerCamHome.transform.position = Vector3.Lerp(
|
||||
playerCamHome.transform.position,
|
||||
desiredPosition,
|
||||
followSpeed * Time.deltaTime
|
||||
);
|
||||
|
||||
// Look at player
|
||||
playerCamHome.transform.LookAt(target + Vector3.up);
|
||||
}
|
||||
|
||||
void CamAvoidCollisions()
|
||||
private void HandleZoom()
|
||||
{
|
||||
if (dougBody == null)
|
||||
if (!Input.GetMouseButton(1))
|
||||
{
|
||||
if (GameManager.Instance.PlayerController.DougBody != null)
|
||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
||||
else
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
|
||||
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
|
||||
Vector3 desiredDirection = rotation * Vector3.back;
|
||||
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
|
||||
|
||||
float adjustedDistance = currentDistance;
|
||||
targetDistance -= scrollInput * zoomSpeed;
|
||||
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
|
||||
|
||||
if (Physics.SphereCast(
|
||||
target,
|
||||
collisionRadius,
|
||||
desiredDirection,
|
||||
out RaycastHit hit,
|
||||
currentDistance,
|
||||
collisionMask,
|
||||
QueryTriggerInteraction.Ignore))
|
||||
distance = Mathf.Lerp(distance, targetDistance, zoomSmoothness * Time.deltaTime);
|
||||
}
|
||||
|
||||
private void UpdateCameraPosition()
|
||||
{
|
||||
Vector3 targetPosition = target.position + targetOffset;
|
||||
|
||||
Quaternion orbitRotation = Quaternion.Euler(pitch, yaw, 0f);
|
||||
|
||||
Vector3 desiredDirection = orbitRotation * Vector3.back;
|
||||
Vector3 desiredPosition = targetPosition + desiredDirection * distance;
|
||||
|
||||
float correctedDistance = distance;
|
||||
|
||||
if (Physics.SphereCast(targetPosition, collisionRadius, desiredDirection, out RaycastHit hit, distance, collisionLayers, QueryTriggerInteraction.Ignore))
|
||||
{
|
||||
adjustedDistance =
|
||||
Mathf.Max(
|
||||
hit.distance - collisionOffset,
|
||||
minDistance);
|
||||
correctedDistance = Mathf.Max(minDistance, hit.distance - collisionOffset);
|
||||
}
|
||||
|
||||
// Desired Position
|
||||
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
|
||||
Vector3 desiredPosition = target + offset;
|
||||
Vector3 finalPosition = targetPosition + desiredDirection * correctedDistance;
|
||||
|
||||
if (desiredPosition.y < dougBody.position.y)
|
||||
{
|
||||
desiredPosition.y = dougBody.position.y;
|
||||
}
|
||||
MainCamera.transform.position = Vector3.SmoothDamp(MainCamera.transform.position, finalPosition, ref currentVelocity, 1f / positionSmoothness);
|
||||
|
||||
// Smooth Follow
|
||||
playerCamHome.transform.position = Vector3.Lerp(
|
||||
playerCamHome.transform.position,
|
||||
desiredPosition,
|
||||
followSpeed * Time.deltaTime
|
||||
);
|
||||
|
||||
// Look at player
|
||||
playerCamHome.transform.LookAt(target + Vector3.up);
|
||||
MainCamera.transform.rotation = Quaternion.LookRotation(targetPosition - MainCamera.transform.position, Vector3.up);
|
||||
}
|
||||
|
||||
void UpdateOcclusion()
|
||||
{
|
||||
if (dougBody == null)
|
||||
{
|
||||
if (GameManager.Instance.PlayerController.DougBody != null)
|
||||
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
|
||||
else
|
||||
return;
|
||||
}
|
||||
|
||||
// Reset all renderers to visible
|
||||
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
|
||||
{
|
||||
@@ -276,12 +165,12 @@ void UpdateOcclusion()
|
||||
}
|
||||
|
||||
Vector3 dir =
|
||||
MainCamera.transform.position - dougBody.position;
|
||||
MainCamera.transform.position - target.position;
|
||||
|
||||
float dist = dir.magnitude;
|
||||
|
||||
RaycastHit[] hits = Physics.RaycastAll(
|
||||
dougBody.position,
|
||||
target.position,
|
||||
dir.normalized,
|
||||
dist,
|
||||
obstructionMask,
|
||||
|
||||
@@ -149,17 +149,9 @@ void ApplyWalk()
|
||||
verticalMovement = Input.GetAxisRaw("Vertical");
|
||||
horizontalMovement = Input.GetAxisRaw("Horizontal");
|
||||
}
|
||||
Vector3 input = Vector3.ClampMagnitude(new Vector3(horizontalMovement, 0f, verticalMovement), 1f);
|
||||
|
||||
moveDir = new Vector3(horizontalMovement, 0, verticalMovement).normalized;
|
||||
|
||||
if (cameraController != null)
|
||||
{
|
||||
// re-matrix the rotation direction so movement is consistent no matter what
|
||||
// the camera rotation is
|
||||
|
||||
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
|
||||
moveDir = matrix.MultiplyPoint3x4(moveDir);
|
||||
}
|
||||
moveDir = cameraController.Forward * input.z + cameraController.Right * input.x;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -244,44 +236,58 @@ void RotatePlayerTowardMouse()
|
||||
}
|
||||
}*/
|
||||
|
||||
Camera cam = cameraController.MainCamera;
|
||||
|
||||
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
Vector3 targetPoint;
|
||||
|
||||
// 1. Try real world hit first (most stable)
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
|
||||
// When rotating the cam with right mouse, look forward
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
targetPoint = hit.point;
|
||||
Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
|
||||
|
||||
DougBody.transform.rotation = Quaternion.Slerp(
|
||||
DougBody.transform.rotation,
|
||||
targetRotation,
|
||||
rotationSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 2. Fallback to plane at player height
|
||||
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
|
||||
Camera cam = cameraController.MainCamera;
|
||||
|
||||
if (!plane.Raycast(ray, out float enter))
|
||||
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
Vector3 targetPoint;
|
||||
|
||||
// 1. Try real world hit first (most stable)
|
||||
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
|
||||
{
|
||||
targetPoint = hit.point;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 2. Fallback to plane at player height
|
||||
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
|
||||
|
||||
if (!plane.Raycast(ray, out float enter))
|
||||
return;
|
||||
|
||||
targetPoint = ray.GetPoint(enter);
|
||||
}
|
||||
|
||||
// 3. Flatten direction so we only rotate on Y axis
|
||||
Vector3 direction = targetPoint - DougBody.transform.position;
|
||||
direction.y = 0f;
|
||||
|
||||
if (direction.sqrMagnitude < 0.001f)
|
||||
return;
|
||||
|
||||
targetPoint = ray.GetPoint(enter);
|
||||
// 4. Convert to rotation
|
||||
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
|
||||
|
||||
// 5. Smooth rotation
|
||||
DougBody.transform.rotation = Quaternion.Slerp(
|
||||
DougBody.transform.rotation,
|
||||
targetRotation,
|
||||
rotationSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
|
||||
// 3. Flatten direction so we only rotate on Y axis
|
||||
Vector3 direction = targetPoint - DougBody.transform.position;
|
||||
direction.y = 0f;
|
||||
|
||||
if (direction.sqrMagnitude < 0.001f)
|
||||
return;
|
||||
|
||||
// 4. Convert to rotation
|
||||
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
|
||||
|
||||
// 5. Smooth rotation
|
||||
DougBody.transform.rotation = Quaternion.Slerp(
|
||||
DougBody.transform.rotation,
|
||||
targetRotation,
|
||||
rotationSpeed * Time.deltaTime
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -2,12 +2,23 @@
|
||||
|
||||
public class BurriedItem : Diggable
|
||||
{
|
||||
public GameObject ItemToSpawn;
|
||||
// Spawnpoint is optional, will spawn at location of dig spot, translated up
|
||||
// on y-axis
|
||||
public Transform Spawnpoint;
|
||||
public GameObject ItemToSpawn;
|
||||
|
||||
public override void Dig()
|
||||
{
|
||||
Instantiate(ItemToSpawn, Spawnpoint.position, Spawnpoint.rotation, null);
|
||||
if (Spawnpoint == null)
|
||||
{
|
||||
Vector3 newPos = new Vector3(transform.position.x, transform.position.y + 0.2f, transform.position.z);
|
||||
Instantiate(ItemToSpawn, newPos, transform.rotation, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
Instantiate(ItemToSpawn, Spawnpoint.position, Spawnpoint.rotation, null);
|
||||
}
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Put this on things that will explode when they enter the collision trigger
|
||||
// an Explosion script
|
||||
public class Explodable : MonoBehaviour
|
||||
{
|
||||
// Light is optional (only if you want the exploded object to create light)
|
||||
public Light explodeLight;
|
||||
public ParticleSystem explodeParticle;
|
||||
public float explosionLengthTime;
|
||||
|
||||
public void Explode()
|
||||
{
|
||||
if (explodeLight != null)
|
||||
{
|
||||
explodeLight.gameObject.SetActive(true);
|
||||
explodeLight.transform.parent = null;
|
||||
|
||||
Destroy(explodeLight.gameObject, explosionLengthTime);
|
||||
}
|
||||
|
||||
if (explodeParticle != null)
|
||||
{
|
||||
explodeParticle.gameObject.SetActive(true);
|
||||
explodeParticle.transform.parent = null;
|
||||
//explodeParticle.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
|
||||
explodeParticle.Play();
|
||||
|
||||
Destroy(explodeParticle.gameObject, explosionLengthTime);
|
||||
}
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c0bbb84f48543046b86f073995c09b1
|
||||
@@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
|
||||
// Put this on an empty game object with a trigger collider. Anything inside of this
|
||||
// trigger collider with an Explodable script will explode
|
||||
public class Explosion : MonoBehaviour
|
||||
{
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other != null)
|
||||
{
|
||||
Explodable explodable = other.GetComponent<Explodable>();
|
||||
if (explodable != null)
|
||||
{
|
||||
explodable.Explode();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fcf160d0f430fff438a4e57b70f778b2
|
||||
@@ -4,6 +4,7 @@ public class Tnt : MonoBehaviour
|
||||
{
|
||||
public Light explodeLight;
|
||||
public ParticleSystem explodeParticle;
|
||||
public Explosion explosion;
|
||||
|
||||
public float fuseTime;
|
||||
public float explosionLengthTime;
|
||||
@@ -17,6 +18,8 @@ void Update()
|
||||
if (!exploded && timer > fuseTime)
|
||||
{
|
||||
exploded = true;
|
||||
explosion.gameObject.SetActive(true);
|
||||
explosion.transform.parent = null;
|
||||
explodeLight.gameObject.SetActive(true);
|
||||
explodeLight.transform.parent = null;
|
||||
explodeParticle.gameObject.SetActive(true);
|
||||
@@ -26,6 +29,7 @@ void Update()
|
||||
|
||||
Destroy(explodeLight.gameObject, explosionLengthTime);
|
||||
Destroy(explodeParticle.gameObject, explosionLengthTime);
|
||||
Destroy(explosion.gameObject, 0.1f);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
@@ -24,7 +24,7 @@ TagManager:
|
||||
- CameraObstructions
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
- Dither
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
Reference in New Issue
Block a user