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Tried stuff
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|
||||
if (_stunTime >= Time.deltaTime * 3f && _rb.velocity == Vector3.zero)
|
||||
{
|
||||
_isPushed = false;
|
||||
_wasPushed = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_stunTime = 0f;
|
||||
Vector3 forwardDir = Camera.main.transform.forward;
|
||||
Vector3 rightDir = Camera.main.transform.right;
|
||||
|
||||
forwardDir.y = 0f;
|
||||
forwardDir = forwardDir.normalized * _zValue * Speed;
|
||||
|
||||
rightDir.y = 0f;
|
||||
rightDir = rightDir.normalized * _xValue * Speed;
|
||||
|
||||
Vector3 movement = forwardDir + rightDir;
|
||||
movement.y = _rb.velocity.y;
|
||||
|
||||
_rb.velocity = movement;
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
@ -83,35 +123,6 @@ public class Child : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
// We move the child depending on the camera orientation
|
||||
|
||||
if (_isPushed)
|
||||
{
|
||||
if (_rb.velocity == Vector3.zero)
|
||||
{
|
||||
_isPushed = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 forwardDir = Camera.main.transform.forward;
|
||||
Vector3 rightDir = Camera.main.transform.right;
|
||||
|
||||
forwardDir.y = 0f;
|
||||
forwardDir = forwardDir.normalized * _zValue * Speed;
|
||||
|
||||
rightDir.y = 0f;
|
||||
rightDir = rightDir.normalized * _xValue * Speed;
|
||||
|
||||
Vector3 movement = forwardDir + rightDir;
|
||||
movement.y = _rb.velocity.y;
|
||||
|
||||
_rb.velocity = movement;
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsGrounded()
|
||||
{
|
||||
int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
|
||||
@ -227,6 +238,11 @@ public class Child : MonoBehaviour
|
||||
|
||||
void OnCollisionStay(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Walls")
|
||||
{
|
||||
Debug.Log(_isPushed);
|
||||
}
|
||||
|
||||
if (collision.gameObject.tag == "Lava")
|
||||
{
|
||||
_invulnerableTime += Time.deltaTime;
|
||||
@ -243,12 +259,25 @@ public class Child : MonoBehaviour
|
||||
{
|
||||
ActivateVibration(false);
|
||||
}
|
||||
else if (_wasPushed && collision.gameObject.tag == "Walls")
|
||||
{
|
||||
_wasPushed = false;
|
||||
|
||||
Push(Vector3.Reflect(_pushedDir.normalized, collision.contacts[0].normal) * _pushedDir.magnitude);
|
||||
}
|
||||
}
|
||||
|
||||
public void Push(Vector3 force)
|
||||
{
|
||||
_isPushed = true;
|
||||
_rb.AddForce(force);
|
||||
|
||||
Debug.Log(force);
|
||||
|
||||
force.y = yAngleVector;
|
||||
|
||||
_rb.AddForce(force, ForceMode.Impulse);
|
||||
|
||||
_pushedDir = force;
|
||||
}
|
||||
|
||||
private void ActivateVibration(bool activate)
|
||||
|
||||
@ -63,7 +63,7 @@ public class MomBehavior : MonoBehaviour
|
||||
}
|
||||
break;
|
||||
case State.InRoom:
|
||||
if (_elapsedTime >= 2f)
|
||||
if (_elapsedTime >= MotherStayTime)
|
||||
{
|
||||
SetState(State.Away);
|
||||
}
|
||||
|
||||
@ -7,6 +7,7 @@ TagManager:
|
||||
- Pillow
|
||||
- Lava
|
||||
- Floor
|
||||
- Walls
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user