Commit e8f95484 by Tim Reiter

in arbeit: den anderen player wegschubsen.

parent 9d58515b
fileFormatVersion: 2
guid: 70ff1f0f7ced823478a0d220dbf33c18
timeCreated: 1433438635
licenseType: Free
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......@@ -218,6 +218,9 @@ public class CharacterController2D : MonoBehaviour
#endregion
private Vector3 lastPos; // we make sure the last Pos is never the curPos.
private Vector2 moveDirection;
[System.Diagnostics.Conditional( "DEBUG_CC2D_RAYS" )]
private void DrawRay( Vector3 start, Vector3 dir, Color color )
{
......@@ -227,6 +230,11 @@ public class CharacterController2D : MonoBehaviour
#region Public
public Vector2 getDirectionOfMovement()
{
return moveDirection.normalized;
}
/// <summary>
/// attempts to move the character to position + deltaMovement. Any colliders in the way will cause the movement to
/// stop when run into.
......@@ -260,6 +268,9 @@ public class CharacterController2D : MonoBehaviour
moveVertically( ref deltaMovement );
//Update last position:
lastPos = transform.position;
// move then update our state
if( usePhysicsForMovement )
{
......@@ -268,13 +279,15 @@ public class CharacterController2D : MonoBehaviour
}
else
{
transform.Translate( deltaMovement, Space.World );
transform.Translate(deltaMovement, Space.World);
// only calculate velocity if we have a non-zero deltaTime
if( Time.deltaTime > 0 )
velocity = deltaMovement / Time.deltaTime;
}
//update move direction after the currentposition was updated:
moveDirection = transform.position - lastPos;
// set our becameGrounded state based on the previous and current collision state
if( !collisionState.wasGroundedLastFrame && collisionState.below )
collisionState.becameGroundedThisFrame = true;
......
......@@ -6,6 +6,7 @@ using System.Collections;
public class PlayerControl : MonoBehaviour
{
// movement config
public float pushForce = 20f;
public float gravity = -15f;
public float runSpeed = 8f;
public float groundDamping = 20f; // how fast do we change direction? higher means faster
......@@ -28,9 +29,11 @@ public class PlayerControl : MonoBehaviour
public int playerNumber = 1; //gibt an, ob es sich um player one, player two, etc. handelt. sollte nicht 0 sein;
KeyCode goRightKeyCode, goLeftKeyCode, jumpKeyCode, dashKeyCode;
private Rigidbody2D rigidbody;
void Start()
{
rigidbody = GetComponent<Rigidbody2D>();
_controller = GetComponent<CharacterController2D>();
_controller.onControllerCollidedEvent += onControllerCollider;
......@@ -59,9 +62,17 @@ public class PlayerControl : MonoBehaviour
void onControllerCollider(RaycastHit2D hit)
{
// bail out on plain old ground hits
if (hit.normal.y == 1f)
return;
//// bail out on plain old ground hits
//if (hit.normal.y == 1f)
// return;
Rigidbody2D body = hit.collider.gameObject.GetComponent<Rigidbody2D>();
if (body)
{
//TODO abfrage " is dashing"
body.AddForce(_controller.getDirectionOfMovement()*pushForce);
//TODO set is dashing to false
}
// logs any collider hits
//Debug.Log( "flags: " + _controller.collisionState + ", hit.normal: " + hit.normal );
......
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