Commit 95011ed1 authored by Parsa Rahmaty's avatar Parsa Rahmaty

Some bug fixes, Added new option to movable.cs

parent 6aac8dec
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...@@ -1058,7 +1214,7 @@ Camera: ...@@ -1058,7 +1214,7 @@ Camera:
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far clip plane: 1000 far clip plane: 1000
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...@@ -2515,7 +2671,6 @@ GameObject: ...@@ -2515,7 +2671,6 @@ GameObject:
m_Component: m_Component:
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m_Name: Stack Holder m_Name: Stack Holder
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......
...@@ -9,6 +9,9 @@ public class Movable : MonoBehaviour ...@@ -9,6 +9,9 @@ public class Movable : MonoBehaviour
public Vector3 targetPosition { get; private set; } public Vector3 targetPosition { get; private set; }
private float time; private float time;
private float timeToReachTarget; private float timeToReachTarget;
// AnimationCurve-based movement field
[SerializeField] private AnimationCurve animationCurve;
private float value;
//===================================================== //=====================================================
// Direction-based movement fields // Direction-based movement fields
...@@ -20,6 +23,7 @@ public class Movable : MonoBehaviour ...@@ -20,6 +23,7 @@ public class Movable : MonoBehaviour
enum Mode enum Mode
{ {
Destination, Destination,
CurveMovement,
Direction, Direction,
Neutral Neutral
} }
...@@ -42,6 +46,12 @@ public class Movable : MonoBehaviour ...@@ -42,6 +46,12 @@ public class Movable : MonoBehaviour
{ {
transform.Translate(Vector3.Normalize(direction) * speed * Time.deltaTime, (isOnWorldSpace ? Space.World : Space.Self)); transform.Translate(Vector3.Normalize(direction) * speed * Time.deltaTime, (isOnWorldSpace ? Space.World : Space.Self));
} }
else if(mode == Mode.CurveMovement)
{
time += Time.deltaTime / timeToReachTarget;
value = animationCurve.Evaluate(time);
transform.position = Vector3.Lerp(startPosition, targetPosition, value);
}
} }
public void SetDestination(Vector3 destination, float time) public void SetDestination(Vector3 destination, float time)
...@@ -53,6 +63,12 @@ public class Movable : MonoBehaviour ...@@ -53,6 +63,12 @@ public class Movable : MonoBehaviour
mode = Mode.Destination; mode = Mode.Destination;
} }
public void SetDestinationWithCurve(Vector3 destination, float time)
{
SetDestination(destination, time);
mode = Mode.CurveMovement;
}
public void SetDirection(Vector3 direction, float speed, bool isOnWorldSpace) public void SetDirection(Vector3 direction, float speed, bool isOnWorldSpace)
{ {
this.direction = direction; this.direction = direction;
......
...@@ -18,7 +18,7 @@ public class MoveWithPlayer : MonoBehaviour ...@@ -18,7 +18,7 @@ public class MoveWithPlayer : MonoBehaviour
targetPosition = initialPosition; targetPosition = initialPosition;
} }
void FixedUpdate() void LateUpdate()
{ {
targetPosition = GameObject.FindWithTag("Player").transform.position + distance; targetPosition = GameObject.FindWithTag("Player").transform.position + distance;
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref m_Velocity, smoothing); transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref m_Velocity, smoothing);
......
...@@ -17,7 +17,7 @@ public class RotateWithPlayer : MonoBehaviour ...@@ -17,7 +17,7 @@ public class RotateWithPlayer : MonoBehaviour
targetRotation = initialRotation; targetRotation = initialRotation;
} }
void FixedUpdate() void LateUpdate()
{ {
targetRotation = GameObject.FindWithTag("Player").transform.rotation; targetRotation = GameObject.FindWithTag("Player").transform.rotation;
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, smoothing); transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, smoothing);
......
...@@ -105,7 +105,7 @@ public class ObstacleCircle : MonoBehaviour ...@@ -105,7 +105,7 @@ public class ObstacleCircle : MonoBehaviour
private void Update() private void Update()
{ {
// Rotate the obstacles based on the animation curve in rotationTime of that level // Rotate the obstacles based on the animation curve in rotationTime of that level
time += Time.deltaTime / rotationTimes[currentLevelIndex()]; time += Time.deltaTime;
if (time > rotationTimes[currentLevelIndex()]) if (time > rotationTimes[currentLevelIndex()])
time = 0f; time = 0f;
transform.localEulerAngles += new Vector3(0f, rotationSpeedCurve[currentLevelIndex()].Evaluate(time / rotationTimes[currentLevelIndex()]) * rotationSpeedMultiplier * Time.deltaTime, 0f); transform.localEulerAngles += new Vector3(0f, rotationSpeedCurve[currentLevelIndex()].Evaluate(time / rotationTimes[currentLevelIndex()]) * rotationSpeedMultiplier * Time.deltaTime, 0f);
......
...@@ -44,6 +44,6 @@ public class StackNode : MonoBehaviour ...@@ -44,6 +44,6 @@ public class StackNode : MonoBehaviour
private void Descend() private void Descend()
{ {
movable.SetDestination(movable.targetPosition - new Vector3(0f, nodeHeight + nodeHeightDistance, 0f), descendTime); movable.SetDestination(new Vector3(transform.position.x, movable.targetPosition.y - (nodeHeight + nodeHeightDistance), transform.position.z), descendTime);
} }
} }
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