mirror of
https://github.com/frizbee19/FebGameJam.git
synced 2026-09-11 08:17:01 +00:00
I am 28 commits behind master
:) I have been working for a while ;(
This commit is contained in:
@@ -12,7 +12,7 @@ public class ScriptRayHit : MonoBehaviour
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public GameObject followCam;
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public Camera staticCam;
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private bool cam = false;
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[Range(0.5f, 10f)] public float smoothSpeed = 1f;
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[Range(0.5f, 25f)] public float smoothSpeed = 1f;
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[Range(1, 10)] public float rayLength = 4f;
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private float angleStep = 4;
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@@ -20,12 +20,14 @@ public class ScriptRayHit : MonoBehaviour
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public Rigidbody2D rb;
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private Vector3 offset;
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private LayerMask layerMask;
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private Vector3 save;
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// Start is called before the first frame update
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void Start()
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{
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counter = 0;
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layerMask = LayerMask.GetMask("Background");
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save = Vector3.zero;
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}
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void FixedUpdate()
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@@ -35,15 +37,34 @@ public class ScriptRayHit : MonoBehaviour
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{
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var rayAngle = Quaternion.AngleAxis((360f / angleStep) * i, target.forward) * target.up;
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hit = Physics2D.Raycast(target.position, rayAngle, rayLength, layerMask);
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if (hit)
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{
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offset += (rayAngle * rayLength) - (rayAngle * hit.distance);
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//Debug.Log(hit.point);
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}
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Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3(((target.position.x - offset.x)*rayLength), (target.position.y - offset.y)*smoothSpeed/5, -65f), smoothSpeed * Time.fixedDeltaTime);
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float x = Mathf.Abs(target.position.x - smoothedPos.x);
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float y = Mathf.Abs(target.position.y - smoothedPos.y);
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if (x < 4 && y < 3)
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{
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save = smoothedPos;
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//followCam.transform.position = smoothedPos;
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}
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else if (x < 4)
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{
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//followCam.transform.position =new Vector3((save.x + target.position.x),smoothedPos.y, -1.3f);
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}else if (y < 3)
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{
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//followCam.transform.position = new Vector3((save.x + target.position.x), smoothedPos.y, -1.3f);
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}
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else
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{
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}
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//Vector3 smoothedPos = new Vector3((target.position.x - offset.x)*rayLength, target.position.y - offset.y, -1.3f);
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Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3((target.position.x - offset.x)*rayLength, target.position.y - offset.y, -100f), smoothSpeed * Time.fixedDeltaTime);
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Debug.Log(smoothedPos);
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followCam.transform.position = smoothedPos;
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}
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}
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//Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3((target.position.x - offset.x)*rayLength, target.position.y - offset.y, -1.3f), smoothSpeed * Time.fixedDeltaTime);
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@@ -75,6 +96,4 @@ public class ScriptRayHit : MonoBehaviour
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}
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counter++;*/
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}
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}
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@@ -52,8 +52,4 @@ public class PlayerMovement : MonoBehaviour
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{
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transform.position = new Vector2();
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}
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/*void OnTriggerEnter2D(Collider2D col)
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{
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Debug.Log("Trigger Detected!");
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}*/
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}
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@@ -19,7 +19,7 @@ public class WallTrigger : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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counter++;
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counter++;
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}
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void OnTriggerEnter2D(Collider2D col)
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@@ -33,7 +33,14 @@ public class WallTrigger : MonoBehaviour
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entered = true;
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//Debug.Log("Move Cam Right");
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//Vector3 test = Vector3.Lerp(cam.transform.position, new Vector3(cam.transform.position.x + 10, cam.transform.position.y + 5, -1.3f), 10f*Time.fixedDeltaTime);
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//Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3(((target.position.x - offset.x)*rayLength),
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//target.position.y - offset.y, -65f), smoothSpeed * Time.fixedDeltaTime);
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//cam.transform.position += test;
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cam.transform.position += moveCam;
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//float x = Mathf.Abs(cam.transform.position.x - test.x);
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//float y = Mathf.Abs(cam.transform.position.y - test.y);
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cat.transform.position += moveCat;
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//Debug.Log(counter);
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counter = 0;
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@@ -57,7 +64,4 @@ public class WallTrigger : MonoBehaviour
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Debug.Log("Interact Buttion Pressed!!");
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}
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/*void Interact(Collider2D col, ){
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*
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}*/
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}
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using System.Collections;
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{
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Reference in New Issue
Block a user