Started implementing and animating the character

This commit is contained in:
RosimInc 2016-04-08 05:51:08 -04:00
parent 578963f0a6
commit 616594cab8
21 changed files with 479 additions and 18 deletions

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Assets/Scripts/Astronaut.cs Normal file
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using UnityEngine;
using System.Collections;
public class Astronaut : MonoBehaviour {
private enum AstronautState
{
Idle, Walking, Jumping, Dashing, Ejecting, Dead
}
public GameObject Rotator;
public GameObject SpriteWalk;
public GameObject SpriteDash;
public float StepTime;
public float JumpSpeed;
private AstronautState _state;
private AstronautState State
{
get
{
return _state;
}
set
{
AstronautState oldState = _state;
_state = value;
if (oldState == _state) return;
if (oldState == AstronautState.Dashing)
{
SpriteWalk.SetActive(false);
SpriteDash.SetActive(true);
}
else
{
SpriteWalk.SetActive(true);
SpriteDash.SetActive(false);
}
if (_state == AstronautState.Walking)
{
StartCoroutine(WalkingStance());
}
}
}
private float vSpeed = 0;
private float height = 0;
private float angle = 0;
private float walkTime = 0;
private int nextStep = 1;
// Use this for initialization
void Start () {
State = AstronautState.Idle;
}
// Update is called once per frame
void Update () {
/*
switch (State)
{
case AstronautState.Dashing:
break;
case AstronautState.Ejecting:
break;
case AstronautState.Idle:
break;
case AstronautState.Jumping:
break;
case AstronautState.Walking:
break;
}
*/
}
public void Move(float x, float y)
{
if (State >= AstronautState.Ejecting )
return;
if (State < AstronautState.Jumping)
{
if (Mathf.Approximately(x, 0))
{
State = AstronautState.Idle;
}
else
{
Debug.Log("walking");
State = AstronautState.Walking;
}
}
}
public void Jump()
{
if (_state >= AstronautState.Ejecting)
return;
}
public void Dash()
{
if (_state >= AstronautState.Ejecting)
return;
}
public void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
Debug.Log("Clicked the button with an image");
}
IEnumerator WalkingStance()
{
Debug.Log("walking stance");
walkTime += Time.deltaTime / StepTime;
while (State <= AstronautState.Walking && walkTime <= 1f)
{
Vector3 rotation = transform.rotation.eulerAngles;
rotation.z = Mathf.Sin(walkTime*Mathf.PI);
transform.rotation = Quaternion.Euler(rotation);
yield return null;
}
/*walkTime = 0f;
if(State == AstronautState.Walking)
{
StartCoroutine("WalkingStance");
}*/
}
}

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using UnityEngine;
using System.Collections;
using InputHandler;
[RequireComponent(typeof(Astronaut))]
public class AstronautController : MonoBehaviour {
private Astronaut _astronaut;
public int PlayerNumber;
// Use this for initialization
void Start()
{
InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber);
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis);
InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerButtons);
_astronaut = GetComponent<Astronaut>();
}
private void HandlePlayerAxis(MappedInput input)
{
if (this == null) return;
// movement
float xValue = 0f;
if (input.Ranges.ContainsKey("MoveLeft"))
{
xValue = -input.Ranges["MoveLeft"];
}
else if (input.Ranges.ContainsKey("MoveRight"))
{
xValue = input.Ranges["MoveRight"];
}
float yValue = 0f;
if (input.Ranges.ContainsKey("MoveUp"))
{
yValue = input.Ranges["MoveUp"];
}
else if (input.Ranges.ContainsKey("MoveDown"))
{
yValue = -input.Ranges["MoveDown"];
}
_astronaut.Move(xValue, yValue);
if (input.Ranges.ContainsKey("Dash"))
{
if(input.Ranges["Dash"] > 0.8f)
_astronaut.Dash();
}
}
private void HandlePlayerButtons(MappedInput input)
{
if (this == null) return;
if (input.Actions.Contains("Jump"))
{
_astronaut.Jump();
}
}
}

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