Merge remote-tracking branch 'origin/main' into main

This commit is contained in:
Rizvee
2022-02-25 22:02:40 -06:00
5 changed files with 277 additions and 1 deletions
+1
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@@ -43,6 +43,7 @@ public class ScriptRayHit : MonoBehaviour
offset += (rayAngle * rayLength) - (rayAngle * hit.distance);
//Debug.Log(hit.point);
}
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);
float x = Mathf.Abs(target.position.x - smoothedPos.x);
+1 -1
View File
@@ -20,7 +20,7 @@ public class Movement : MonoBehaviour
public bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
public bool m_FacingRight = true; // For determining which way the player is currently facing.
public Vector3 m_Velocity = Vector3.zero;
public static bool pause = false;
private bool dj = false;
+184
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@@ -1229,6 +1231,7 @@ MonoBehaviour:
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m_MovementSmoothing: 0.05
m_AirControl: 1
swimming: 0
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+80
View File
@@ -0,0 +1,80 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class booMovement : MonoBehaviour
{
private Transform player;
public BoxCollider2D boxCollider;
public float swimSpeed = .25f;
private Rigidbody2D rb;
private Vector2 movement = Vector2.zero;
private float sizeOffset = 1f;
public GameObject cat;
public bool ball;
public Movement mvt;
void Start()
{
rb = this.GetComponent<Rigidbody2D>();
boxCollider = this.GetComponent<BoxCollider2D>();
sizeOffset = Random.Range(2f, 10f);
player = cat.transform;
//player = GameObject.FindWithTag("Player").transform;
if (player == null)
{
Debug.Log("Player not found! Make sure Seiden's Char Movement has a tag of Player!");
}
}
void Update()
{
if (Movement.pause) return;
//if (boxCollider.transform.x < cat.transform.x && m_FacingRight)
mvt = cat.GetComponent<Movement>();
ball = mvt.m_FacingRight;
if ((transform.position.x < player.position.x && ball)||(transform.position.x > player.position.x && !ball))
{
Debug.Log("Away");
player = cat.transform;
Vector3 direction = player.position - transform.position;
movement = direction.normalized;
// Scale spirit size so they look like the swim like squid lol
float size = Mathf.Sin(Time.time * sizeOffset) * .25f + 1;
transform.localScale = new Vector3(size, size, 1);
}
}
void FixedUpdate()
{
if (Movement.pause) return;
if ((transform.position.x < player.position.x && ball) || (transform.position.x > player.position.x && !ball))
{
moveMe(movement);
}
else
{
noMoveMe(transform);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Player")
{
collision.GetComponent<Health>().takeHit();
}
}
void moveMe(Vector2 direction)
{
rb.MovePosition(rb.position + direction * swimSpeed * Time.fixedDeltaTime);
}
void noMoveMe(Transform transform)
{
rb.MovePosition(new Vector2(transform.position.x, transform.position.y));
}
}
+11
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