Adding movement

This commit is contained in:
Anonymous Raccoon
2018-05-30 20:43:18 +02:00
parent 671c9e1382
commit 11cc89a501
12 changed files with 582 additions and 23 deletions

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using UnityEngine;
public class ActionItem
{
public DistanceJoint2D joint;
public GameObject line;
public ActionItem(DistanceJoint2D joint, GameObject line)
{
this.joint = joint;
this.line = line;
}
}

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using UnityEngine; using System.Collections.Generic;
using UnityEngine;
public class Earthworm : MonoBehaviour public class Earthworm : MonoBehaviour
{ {
public GameObject LinePrefab;
public GameObject MiPrefab; public GameObject MiPrefab;
public float force = 10; public float force = 10;
private Rigidbody2D rb; public float distance = 20;
public LayerMask mask;
private Vector3 position;
private Dictionary<KeyCode, ActionItem> actions = new Dictionary<KeyCode, ActionItem>();
private void Start()
{
rb = transform.GetChild(0).GetComponent<Rigidbody2D>();
}
void Update () void Update ()
{ {
float horizontal = Input.GetAxis("Horizontal"); position = transform.GetChild(transform.childCount / 2).position;
float vertical = Input.GetAxis("Vertical");
Vector2 movement = new Vector2(horizontal, vertical).normalized; #region Manette
//HingeJoint2D joint = new HingeJoint2D(); //float horizontal = Input.GetAxis("Horizontal");
//joint. //float vertical = Input.GetAxis("Vertical");
//Vector2 direction = new Vector2(horizontal, vertical).normalized;
#endregion
Vector3 camera = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = camera - position;
if (Input.GetKeyDown(KeyCode.A))
Grab(KeyCode.A, direction);
if (Input.GetKeyDown(KeyCode.Z))
Grab(KeyCode.Z, direction);
if (Input.GetKeyDown(KeyCode.E))
Grab(KeyCode.E, direction);
if (Input.GetKeyDown(KeyCode.R) && transform.childCount > 3)
Grab(KeyCode.R, direction);
if (Input.GetKeyDown(KeyCode.Space)) if (Input.GetKeyDown(KeyCode.Space))
AddMi(); AddMi();
if (Input.GetKeyDown(KeyCode.C)) if (Input.GetKeyDown(KeyCode.C))
RemoveMi(); RemoveMi();
}
if (Input.GetKeyUp(KeyCode.A) && actions.ContainsKey(KeyCode.A))
{
Destroy(actions[KeyCode.A].joint);
Destroy(actions[KeyCode.A].line);
actions.Remove(KeyCode.A);
}
if (Input.GetKeyUp(KeyCode.Z) && actions.ContainsKey(KeyCode.Z))
{
Destroy(actions[KeyCode.Z].joint);
Destroy(actions[KeyCode.Z].line);
actions.Remove(KeyCode.Z);
}
if (Input.GetKeyUp(KeyCode.E) && actions.ContainsKey(KeyCode.E))
{
Destroy(actions[KeyCode.E].joint);
Destroy(actions[KeyCode.E].line);
actions.Remove(KeyCode.E);
}
if (Input.GetKeyUp(KeyCode.R) && actions.ContainsKey(KeyCode.R))
{
Destroy(actions[KeyCode.R].joint);
Destroy(actions[KeyCode.R].line);
actions.Remove(KeyCode.R);
}
foreach(var item in actions)
{
item.Value.line.GetComponent<LineRenderer>().SetPosition(0, position);
}
}
void Grab(KeyCode key, Vector2 direction)
{
RaycastHit2D hit = Physics2D.Raycast(position, direction, 20, mask);
if (hit.collider != null)
{
DistanceJoint2D joint = null;
switch (key)
{
case KeyCode.A:
joint = (DistanceJoint2D)transform.GetChild(0).gameObject.AddComponent(typeof(DistanceJoint2D));
if (actions.ContainsKey(KeyCode.A))
{
Destroy(actions[KeyCode.A].joint);
Destroy(actions[KeyCode.A].line);
actions.Remove(KeyCode.A);
}
break;
case KeyCode.Z:
joint = (DistanceJoint2D)transform.GetChild(transform.childCount == 3 ? 1 : transform.childCount / 4).gameObject.AddComponent(typeof(DistanceJoint2D));
if (actions.ContainsKey(KeyCode.Z))
{
Destroy(actions[KeyCode.Z].joint);
Destroy(actions[KeyCode.Z].line);
actions.Remove(KeyCode.Z);
}
break;
case KeyCode.E:
joint = (DistanceJoint2D)transform.GetChild(transform.childCount * 3 / 4).gameObject.AddComponent(typeof(DistanceJoint2D));
if (actions.ContainsKey(KeyCode.E))
{
Destroy(actions[KeyCode.E].joint);
Destroy(actions[KeyCode.E].line);
actions.Remove(KeyCode.E);
}
break;
case KeyCode.R:
joint = (DistanceJoint2D)transform.GetChild(transform.childCount - 1).gameObject.AddComponent(typeof(DistanceJoint2D));
if (actions.ContainsKey(KeyCode.R))
{
Destroy(actions[KeyCode.R].joint);
Destroy(actions[KeyCode.R].line);
actions.Remove(KeyCode.R);
}
break;
default:
return;
}
joint.connectedAnchor = hit.point;
joint.maxDistanceOnly = true;
GameObject line = Instantiate(LinePrefab);
LineRenderer renderer = line.GetComponent<LineRenderer>();
renderer.SetPositions(new Vector3[] { position, hit.point });
actions.Add(key, new ActionItem(joint, line));
}
}
void AddMi() void AddMi()
{ {

View File

@@ -13,7 +13,7 @@ TagManager:
- UI - UI
- -
- -
- - Player
- -
- -
- -