Pinguin als Standardcharacter mit Animation

This commit is contained in:
brausjonas
2023-03-31 02:39:36 +02:00
parent 94323a8404
commit 725a68b90c
46 changed files with 3436 additions and 1490 deletions
+2 -2
View File
@@ -45,8 +45,8 @@ public class Dice : MonoBehaviour
{
started = false;
rb.angularVelocity = new Vector3(5, 5, 5);
rb.useGravity = true;
rb.angularVelocity = new Vector3(0, 0, 0);
transform.rotation = Quaternion.Euler(0, 0, 0);
foreach (TMP_Text t in numbers)
{
+14
View File
@@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NamesText : MonoBehaviour
{
public float orgY;
// Update is called once per frame
void Update()
{
transform.rotation = Quaternion.Euler(0, orgY, 0);
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 02c404c54096ffb47993bd51b2a3e8d4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -24,6 +24,11 @@ public class NoPlayablePlayer : Player
private Vector3 useLess = new Vector3();
private bool checkDoubleDice = false;
//Animation:
private Vector3 lastPosAnim = Vector3.zero;
private bool jumpRequest = false;
private float lastTimeDoneIdleAction = 0, idleActionDelay = 5;
public override void Init()
@@ -34,7 +39,50 @@ public class NoPlayablePlayer : Player
activated = false;
diceScript = dice.GetComponent<Dice>();
}
private void Start()
{
base.Start();
lastPosAnim = transform.position;
}
private void Update()
{
// //Animation Control
if (Vector3.Distance(transform.position, lastPosAnim) > 0f)
{
animator.SetInteger("value", 1);
}
else if(jumpRequest)
{
jumpRequest = false;
animator.SetInteger("value", 2);
}
else if(Time.time - lastTimeDoneIdleAction > idleActionDelay)
{
lastTimeDoneIdleAction = Time.time;
idleActionDelay = Random.Range(2f, 5f);
int randomAction = Random.Range(3, 6);
animator.SetInteger("value", randomAction);
}
else
{
animator.SetInteger("value", 0);
}
//END
if (activated && wurfelZahl > 0 && !wait)
{
//delay
if (Time.time - timeSinceWurfeln > 2)
{
InterPolerate();
}
}
lastPosAnim = transform.position;
}
public void BuyStar()
@@ -58,6 +106,8 @@ public class NoPlayablePlayer : Player
public void Wurfeln(int wurfelZahl)
{
jumpRequest = true;
wurfelt = true;
this.wurfelZahl = wurfelZahl;
@@ -102,15 +152,11 @@ public class NoPlayablePlayer : Player
//Laufe zum nöchsten Feld, falls noch Züge übrig sind
if (interPol < 1 && wurfelZahl > 0)
{
//delay
if (Time.time - timeSinceWurfeln > 2)
{
InterPolerate();
}
}
//Würfelzahl um 1 verringern falls noch züge übrig sind
else if (wurfelZahl > 0)
{
InterPolerate();
wurfelZahl--;
textLeftMoves.text = wurfelZahl + "";
@@ -123,6 +169,10 @@ public class NoPlayablePlayer : Player
//Der Spieler steht gerade
else
{
Vector3 currentRotation = Quaternion.ToEulerAngles(transform.rotation);
currentRotation.y = -34;
transform.rotation = Quaternion.Euler(currentRotation);
if (!wurfelt)
{
StartDice();
@@ -172,6 +222,16 @@ public class NoPlayablePlayer : Player
if (!eventstop)
{
nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
//Rotation in move direction
Vector3 lookPos = nextPoint - transform.position;
lookPos.y = 0;
if(lookPos != Vector3.zero)
{
Quaternion rotation = Quaternion.LookRotation(lookPos);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationDamping);
}
//END
transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
}
@@ -200,7 +260,7 @@ public class NoPlayablePlayer : Player
{
//start the dice
dice.transform.position = Vector3.SmoothDamp(dice.transform.position,
transform.position + Vector3.up * 2, ref useLess, 0.2f);
transform.position + Vector3.up * 3, ref useLess, 0.2f);
diceScript.StartRandom();
}
}
@@ -30,6 +30,12 @@ public class PlayablePlayer : Player
public Client client;
private static PlayablePlayer instance;
//Animation:
private Vector3 lastPosAnim = Vector3.zero;
private Quaternion rotation = Quaternion.identity;
private bool jumpRequest = false;
private float lastTimeDoneIdleAction = 0, idleActionDelay = 5;
public override void Init()
{
@@ -49,15 +55,37 @@ public class PlayablePlayer : Player
return instance;
}
private void Start()
{
base.Start();
lastPosAnim = transform.position;
}
private void Update()
{
/*
if (Input.GetMouseButtonDown(0))
//Animation Control
if (Vector3.Distance(transform.position, lastPosAnim) > 0)
{
eventstop = false;
client.EventStopFinished();
animator.SetInteger("value", 1);
}
*/
else if(jumpRequest)
{
jumpRequest = false;
animator.SetInteger("value", 2);
}
else if(Time.time - lastTimeDoneIdleAction > idleActionDelay)
{
lastTimeDoneIdleAction = Time.time;
idleActionDelay = Random.Range(2f, 5f);
int randomAction = Random.Range(3, 6);
animator.SetInteger("value", randomAction);
}
else
{
animator.SetInteger("value", 0);
}
//END
if (activated && !name.Equals(""))
{
//Generiere Würfelzahl von 1-6 wenn gerade gewürfelt werden darf
@@ -69,10 +97,23 @@ public class PlayablePlayer : Player
}
}
}
if (activated && wurfelZahl > 0 && !wait)
{
//delay
if (Time.time - timeSinceWurfeln > 2)
{
InterPolerate();
}
}
lastPosAnim = transform.position;
}
private void DiceRollRoutine()
{
jumpRequest = true;
wurfelt = true;
wurfelZahl = Random.Range(1, 7);
@@ -88,17 +129,6 @@ public class PlayablePlayer : Player
break;
}
/*
if (activeItem == Item.Type.Mushroom)
{
wurfelZahl += 3;
activeItem = Item.Type.None;
}else if (activeItem == Item.Type.DoubleDice)
{
checkDoubleDice = true;
}
*/
textLeftMoves.text = wurfelZahl + "";
client.SendWurfeln(wurfelZahl);
@@ -125,11 +155,6 @@ public class PlayablePlayer : Player
//Laufe zum nöchsten Feld, falls noch Züge übrig sind
if (interPol < 1 && wurfelZahl > 0)
{
//delay
if (Time.time - timeSinceWurfeln > 2)
{
InterPolerate();
}
}
//Würfelzahl um 1 verringern falls noch züge übrig sind
else if (wurfelZahl > 0)
@@ -149,6 +174,10 @@ public class PlayablePlayer : Player
//Der Spieler steht gerade
else
{
Vector3 currentRotation = Quaternion.ToEulerAngles(transform.rotation);
currentRotation.y = -34;
transform.rotation = Quaternion.Euler(currentRotation);
//TODO: temp spieler finsihed erst, wenn field action ausgeführt wurde
if (wurfelt)
{
@@ -233,6 +262,7 @@ public class PlayablePlayer : Player
{
wait = true;
}
}
//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
@@ -244,6 +274,17 @@ public class PlayablePlayer : Player
if (!eventstop)
{
nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
//Rotation in move direction
Vector3 lookPos = nextPoint - transform.position;
lookPos.y = 0;
if(lookPos != Vector3.zero)
{
Quaternion rotation = Quaternion.LookRotation(lookPos);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationDamping);
}
//END
transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
}
@@ -307,7 +348,7 @@ public class PlayablePlayer : Player
{
//start the dice
dice.transform.position = Vector3.SmoothDamp(dice.transform.position,
transform.position + Vector3.up * 2, ref useLess, 0.2f);
transform.position + Vector3.up * 3f, ref useLess, 0.2f);
diceScript.StartRandom();
}
+5 -1
View File
@@ -23,12 +23,16 @@ public abstract class Player : MonoBehaviour
public UIHandler uiHandler;
public Item[] items = new Item[3];
public Item.Type activeItem = Item.Type.None;
protected float rotationDamping = 10;
protected Animator animator;
//for coin animation
private AnimationHandler animationHandler;
private void Start()
protected void Start()
{
animator = GetComponent<Animator>();
animationHandler = GetComponentInChildren<AnimationHandler>();
}
+7 -7
View File
@@ -56,13 +56,13 @@ public class UIHandler : MonoBehaviour
public void ActivateLayoutMiniMap()
{
layout0.SetActive(false);
layout1.SetActive(false);
layoutMiniMap.SetActive(true);
layoutBuyStar.SetActive(false);
layout2.SetActive(false);
layoutItemShop.SetActive(false);
layoutSelectItem.SetActive(false);
// layout0.SetActive(false);
// layout1.SetActive(false);
// layoutMiniMap.SetActive(true);
// layoutBuyStar.SetActive(false);
// layout2.SetActive(false);
// layoutItemShop.SetActive(false);
// layoutSelectItem.SetActive(false);
}
public void ActivateLayoutBuyStar(Player player)