Add accelerated movement and bobbing for crabs

This commit is contained in:
Sofia 2019-08-14 17:48:17 +03:00
parent e083092dff
commit 5764b28a4f
6 changed files with 93 additions and 21 deletions

View File

@ -32,7 +32,7 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: CrabWalk
m_Name: Walk
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
@ -86,7 +86,7 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: CrabAttack
m_Name: Attack
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []

View File

@ -22,6 +22,8 @@ GameObject:
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m_Layer: 0
m_Name: Enemy (Default Melee)
m_TagString: Enemy
@ -40,7 +42,7 @@ Transform:
m_LocalPosition: {x: -0.14, y: -1.57, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
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@ -60,6 +62,7 @@ MonoBehaviour:
Anim: {fileID: 5375970501711434365}
MoveSpeed: 1
BehaviourTree: {fileID: 592487110401094199}
Movement: {fileID: 4248768674552437703}
Attacking: 0
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Rigidbody2D:
@ -265,6 +268,41 @@ MonoBehaviour:
AttackAnimationLength: 0.1
ReleaseAnimationLength: 0.25
CooldownLength: 0.7
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Bobbing: {fileID: 3068808787720623988}
Direction: {x: 0, y: 0}
MaxSpeed: 2.5
AccelerationSpeed: 10
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BobbedTransform: {fileID: 1801310824674407730}
BobbingMultiplier: 1
BobbingGravity: 0.8
BobbingLaunchSpeed: 0.12
BobbingFrequency: 0
BobbingDirection: {x: 0, y: 1}
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View File

@ -9,8 +9,8 @@ namespace Saltosion.OneWeapon.Effects {
[Range(0, 1)]
public float BobbingMultiplier = 1;
public float BobbingGravity = 0.5f;
public float BobbingLaunchSpeed = 5f;
public float BobbingGravity = 0.8f;
public float BobbingLaunchSpeed = 0.12f;
public float BobbingFrequency = 0;

View File

@ -1,6 +1,7 @@
using UnityEngine;
using UnityEngine.Animations;
using Saltosion.OneWeapon.AI;
using Saltosion.OneWeapon.Utils;
namespace Saltosion.OneWeapon.Enemies {
[RequireComponent(typeof(Rigidbody2D))]
@ -13,6 +14,7 @@ namespace Saltosion.OneWeapon.Enemies {
public float MoveSpeed;
[Header("Behaviour")]
public BehaviourNode BehaviourTree;
public AcceleratedMovement Movement;
[HideInInspector]
public bool Attacking;
@ -30,19 +32,20 @@ namespace Saltosion.OneWeapon.Enemies {
CurrentBehavior = BehaviourTree.GetExecutedName();
if (Attacking) {
Anim.Play("CrabAttack");
Anim.Play("Attack");
} else if (Body.velocity.magnitude > 0.1) {
Anim.Play("CrabWalk");
Anim.SetFloat("Speed", 1);
Anim.Play("Walk");
} else {
Anim.Play("CrabWalk");
Anim.SetFloat("Speed", 0);
Anim.Play("Walk");
}
Anim.SetFloat("Speed", Movement.SpeedPercentage);
}
private void FixedUpdate() {
if (MovingToTarget) {
Body.velocity = (TargetPosition - Body.position).normalized * MoveSpeed;
Movement.Direction = (TargetPosition - Body.position).normalized;
} else {
Movement.Direction = Vector2.zero;
}
}

View File

@ -63,26 +63,26 @@ namespace Saltosion.OneWeapon.Player {
float Rotation = Rot.z;
if (Rotation >= 45 && Rotation < 135) {
BodyAnim.Play("PlayerHorizontalBody");
BodyAnim.Play("HorizontalBody");
BodySprite.flipX = false;
HeadAnim.Play("PlayerHeadRight");
HeadAnim.Play("HeadRight");
HeadSprite.flipX = false;
Hand.localPosition = HandMiddle.localPosition;
} else if (Rotation >= 225 || Rotation < -45) {
BodyAnim.Play("PlayerHorizontalBody");
BodyAnim.Play("HorizontalBody");
BodySprite.flipX = true;
HeadAnim.Play("PlayerHeadRight");
HeadAnim.Play("HeadRight");
HeadSprite.flipX = true;
Hand.localPosition = HandMiddle.localPosition;
} else {
if (Rotation >= 135 && Rotation < 225) {
HeadAnim.Play("PlayerHeadUp");
HeadAnim.Play("HeadUp");
Hand.localPosition = HandRight.localPosition;
} else {
HeadAnim.Play("PlayerHeadDown");
HeadAnim.Play("HeadDown");
Hand.localPosition = HandLeft.localPosition;
}
BodyAnim.Play("PlayerVerticalBody");
BodyAnim.Play("VerticalBody");
BodySprite.flipX = false;
HeadSprite.flipX = false;
}

View File

@ -11,8 +11,8 @@ namespace Saltosion.OneWeapon.Utils {
private Vector2 LastDirection = Vector2.zero;
public Vector2 Direction = Vector2.zero;
public float MaxSpeed = 50;
public float AccelerationSpeed = 35;
public float MaxSpeed = 7;
public float AccelerationSpeed = 70;
public Vector2 CurrentVelocity { private set; get; }
public float SpeedPercentage { private set; get; }