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
@@ -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();
}
}