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radius:
|
||||
value: 5
|
||||
value: 1
|
||||
mode: 0
|
||||
spread: 0
|
||||
speed:
|
||||
|
@ -6,34 +6,51 @@ public class ShipGameMode : IGameMode
|
||||
private const float HorizontalSpeed = 8.6f;
|
||||
private const float JumpForce = 26.6581f;
|
||||
private const KeyCode JumpKey = KeyCode.Space;
|
||||
|
||||
private const float UpperAngle = 45f;
|
||||
private const float LowerAngle = -45f;
|
||||
private const float RotationLerpSpeed = 5f;
|
||||
private const float RotationTransitionDuration = 0.5f;
|
||||
|
||||
public void Update(Player player)
|
||||
{
|
||||
player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed, player.RigidBody.linearVelocity.y);
|
||||
|
||||
if (player.HasStarted && Input.GetKey(JumpKey))
|
||||
bool jumpPressed = Input.GetKey(JumpKey);
|
||||
|
||||
if (player.HasStarted && jumpPressed)
|
||||
{
|
||||
Jump(player);
|
||||
|
||||
if (Input.GetKeyDown(JumpKey))
|
||||
{
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle);
|
||||
}
|
||||
else
|
||||
{
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float currentAngle = GetCurrentZAngle(player);
|
||||
|
||||
float t = Mathf.Clamp01(Time.deltaTime / RotationTransitionDuration);
|
||||
float interpolationFactor = Mathf.Sin(t * (Mathf.PI / 2));
|
||||
float newAngle = Mathf.Lerp(currentAngle, LowerAngle, interpolationFactor);
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, newAngle);
|
||||
}
|
||||
|
||||
float targetAngle = Input.GetKey(JumpKey) ? UpperAngle : LowerAngle;
|
||||
float currentAngle = player.Transform.rotation.eulerAngles.z;
|
||||
if (currentAngle > 180f)
|
||||
currentAngle -= 360f;
|
||||
float newAngle = Mathf.Lerp(currentAngle, targetAngle, RotationLerpSpeed * Time.deltaTime);
|
||||
player.Transform.rotation = Quaternion.Euler(0, 0, newAngle);
|
||||
|
||||
UpdateParticlePositionAndRotation(player);
|
||||
if (player.Particle.gameObject.activeSelf)
|
||||
{
|
||||
player.Particle.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateParticlePositionAndRotation(Player player)
|
||||
private float GetCurrentZAngle(Player player)
|
||||
{
|
||||
player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||
float angle = player.Transform.rotation.eulerAngles.z;
|
||||
if (angle > 180f)
|
||||
angle -= 360f;
|
||||
return angle;
|
||||
}
|
||||
|
||||
private void Jump(Player player)
|
||||
@ -56,7 +73,7 @@ public class ShipGameMode : IGameMode
|
||||
return;
|
||||
}
|
||||
|
||||
float currentAngle = player.Transform.rotation.eulerAngles.z;
|
||||
float currentAngle = GetCurrentZAngle(player);
|
||||
float shortestAngle = Mathf.DeltaAngle(currentAngle, 0);
|
||||
player.Transform.rotation = Quaternion.RotateTowards(player.Transform.rotation, Quaternion.Euler(0, 0, 0), Mathf.Abs(shortestAngle));
|
||||
}
|
||||
|
@ -3,7 +3,8 @@ using UnityEngine;
|
||||
public class PlayerCamera : MonoBehaviour
|
||||
{
|
||||
public GameObject playerObject;
|
||||
public const float MIN_Y_FOLLOW = 2.0f;
|
||||
public float normalMinYFollow = 2.0f;
|
||||
public float shipMinYFollow = 6.0f;
|
||||
private float initialY;
|
||||
|
||||
private void Start()
|
||||
@ -13,9 +14,16 @@ public class PlayerCamera : MonoBehaviour
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float targetY = initialY;
|
||||
Player player = playerObject.GetComponent<Player>();
|
||||
|
||||
if (playerObject.transform.position.y > MIN_Y_FOLLOW)
|
||||
float minYFollow = normalMinYFollow;
|
||||
if (player.CurrentGameMode is ShipGameMode)
|
||||
{
|
||||
minYFollow = shipMinYFollow;
|
||||
}
|
||||
|
||||
float targetY = initialY;
|
||||
if (playerObject.transform.position.y > minYFollow)
|
||||
{
|
||||
targetY = playerObject.transform.position.y;
|
||||
}
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
x
Reference in New Issue
Block a user