Duble Zıplama Kontrolü.js

21 Eki 2014
149
1
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// Does this script currently respond to Input?
var canControl = true;

// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints.
var spawnPoint : Transform;

class PlatformerControllerMovement {
// The speed when walking
var walkSpeed = 3.0;
// when pressing "Fire1" button (control) we start running
var runSpeed = 10.0;

var inAirControlAcceleration = 1.0;

// The gravity for the character
var gravity = 60.0;
var maxFallSpeed = 20.0;

// How fast does the character change speeds? Higher is faster.
var speedSmoothing = 5.0;

// This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
var rotationSmoothing = 10.0;

// The current move direction in x-y. This will always been (1,0,0) or (-1,0,0)
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var direction = Vector3.zero;

// The current vertical speed
@System.NonSerialized
var verticalSpeed = 0.0;

// The current movement speed. This gets smoothed by speedSmoothing.
@System.NonSerialized
var speed = 0.0;

// Is the user pressing the left or right movement keys?
@System.NonSerialized
var isMoving = false;

// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags;

// We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
@System.NonSerialized
var velocity : Vector3;

// This keeps track of our current velocity while we're not grounded?
@System.NonSerialized
var inAirVelocity = Vector3.zero;

// This will keep track of how long we have we been in the air (not grounded)
@System.NonSerialized
var hangTime = 0.0;
}

var movement : PlatformerControllerMovement;

// We will contain all the jumping related variables in one helper class for clarity.
class PlatformerControllerJumping {
// Can the character jump?
var enabled = true;

// How high do we jump when pressing jump and letting go immediately
var height = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight = 4.1;

var doubleJumpHeight = 2.1;

// This prevents inordinarily too quick jumping
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var repeatTime = 0.05;

@System.NonSerialized
var timeout = 0.15;

// Are we jumping? (Initiated with jump button and not grounded yet)
@System.NonSerialized
var jumping = false;

// Are where double jumping? ( Initiated when jumping or falling after pressing the jump button )
@System.NonSerialized
var doubleJumping = false;

// Can we make a double jump ( we can't make two double jump or more at the same jump )
@System.NonSerialized
var canDoubleJump = false;

@System.NonSerialized
var reachedApex = false;

// Last time the jump button was clicked down
@System.NonSerialized
var lastButtonTime = -10.0;

// Last time we performed a jump
@System.NonSerialized
var lastTime = -1.0;

// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartHeight = 0.0;
}

var jump : PlatformerControllerJumping;

private var controller : CharacterController;

// Moving platform support.
private var activePlatform : Transform;
private var activeLocalPlatformPoint : Vector3;
private var activeGlobalPlatformPoint : Vector3;
private var lastPlatformVelocity : Vector3;

// This is used to keep track of special effects in UpdateEffects ();
private var areEmittersOn = false;

function Awake () {
movement.direction = transform.TransformDirection (Vector3.forward);
controller = GetComponent (CharacterController);
Spawn ();
}

function Spawn () {
// reset the character's speed
movement.verticalSpeed = 0.0;
movement.speed = 0.0;

// reset the character's position to the spawnPoint
transform.position = spawnPoint.position;

}

function OnDeath () {
Spawn ();
}

function UpdateSmoothedMovementDirection () {
var h = Input.GetAxisRaw ("Horizontal");

if (!canControl)
h = 0.0;

movement.isMoving = Mathf.Abs (h) > 0.1;

if (movement.isMoving)
movement.direction = Vector3 (h, 0, 0);

// Grounded controls
if (controller.isGrounded) {
// Smooth the speed based on the current target direction
var curSmooth = movement.speedSmoothing * Time.deltaTime;

// Choose target speed
var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);

// Pick speed modifier
if (Input.GetButton ("Fire2") && canControl)
targetSpeed *= movement.runSpeed;
else
targetSpeed *= movement.walkSpeed;

movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);

movement.hangTime = 0.0;
}
else {
// In air controls
movement.hangTime += Time.deltaTime;
if (movement.isMoving)
movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
}
}

function FixedUpdate () {
// Make sure we are absolutely always in the 2D plane.
transform.position.z = 0;

}

function ApplyJumping () {
// Prevent jumping too fast after each other
if (jump.lastTime + jump.repeatTime > Time.time)
return;

if (controller.isGrounded) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
movement.inAirVelocity = lastPlatformVelocity;
SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}

function ApplyGravity () {
// Apply gravity
var jumpButton = Input.GetButton ("Jump");



if (!canControl)
jumpButton = false;

// When we reach the apex of the jump we send out a message
if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {
jump.reachedApex = true;
SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}

// if we are jumping and we press jump button, we do a double jump or
// if we are falling, we can do a double jump to
if ( ( jump.jumping && Input.GetButtonUp("Jump") && !jump.doubleJumping ) || ( !controller.isGrounded && !jump.jumping && !jump.doubleJumping && movement.verticalSpeed < -12.0 ) ) {
jump.canDoubleJump = true;
}

// if we can do a double jump, and we press the jump button, we do a double jump
if ( jump.canDoubleJump && Input.GetButtonDown("Jump") && !IsTouchingCeiling () ){
jump.doubleJumping=true;
movement.verticalSpeed = CalculateJumpVerticalSpeed( jump.doubleJumpHeight );
jump.canDoubleJump = false;

}
// * When jumping up we don't apply gravity for some time when the user is holding the jump button
// This gives more control over jump height by pressing the button longer
var extraPowerJump = jump.jumping && !jump.doubleJumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();

if (extraPowerJump)
return;
else if (controller.isGrounded){
movement.verticalSpeed = -movement.gravity * Time.deltaTime;
jump.canDoubleJump = false;
}
else
movement.verticalSpeed -= movement.gravity * Time.deltaTime;

// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

function DidJump () {
jump.jumping = true;
jump.reachedApex = false;
jump.lastTime = Time.time;
jump.lastStartHeight = transform.position.y;
jump.lastButtonTime = -10;
}

function UpdateEffects () {
wereEmittersOn = areEmittersOn;
areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;

// By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
if (wereEmittersOn != areEmittersOn) {
for (var emitter in GetComponentsInChildren (ParticleEmitter)) {
emitter.emit = areEmittersOn;
}
}
}

function Update () {
if (Input.GetButtonDown ("Jump") && canControl) {
jump.lastButtonTime = Time.time;
}

UpdateSmoothedMovementDirection();

// Apply gravity
// - extra power jump modifies gravity
ApplyGravity ();

// Apply jumping logic
ApplyJumping ();

// Moving platform support
if (activePlatform != null) {
var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
transform.position = transform.position + moveDistance;
lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
} else {
lastPlatformVelocity = Vector3.zero;
}

activePlatform = null;

// Save lastPosition for velocity calculation.
lastPosition = transform.position;

// Calculate actual motion
var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;

// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
currentMovementOffset *= Time.deltaTime;

// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);

// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
movement.velocity = (transform.position - lastPosition) / Time.deltaTime;

// Moving platforms support
if (activePlatform != null) {
activeGlobalPlatformPoint = transform.position;
activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
}

// Set rotation to the move direction
if (movement.direction.sqrMagnitude > 0.01)
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);

// We are in jump mode but just became grounded
if (controller.isGrounded) {
movement.inAirVelocity = Vector3.zero;
if (jump.jumping) {
jump.jumping = false;
jump.doubleJumping = false;
jump.canDoubleJump = false;
SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);

var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
if (jumpMoveDirection.sqrMagnitude > 0.01)
movement.direction = jumpMoveDirection.normalized;
}
}

// Update special effects like rocket pack particle effects
UpdateEffects ();
}

function OnControllerColliderHit (hit : ControllerColliderHit)
{
if (hit.moveDirection.y > 0.01)
return;

// Make sure we are really standing on a straight platform
// Not on the underside of one and not falling down from it either!
if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) {
activePlatform = hit.collider.transform;
}
}

// Various helper functions below:
function GetSpeed () {
return movement.speed;
}

function GetVelocity () {
return movement.velocity;
}


function IsMoving () {
return movement.isMoving;
}

function IsJumping () {
return jump.jumping;
}

function IsDoubleJumping () {
return jump.doubleJumping;
}

function canDoubleJump () {
return jump.canDoubleJump;
}

function IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function GetDirection () {
return movement.direction;
}

function GetHangTime() {
return movement.hangTime;
}

function Reset () {
gameObject.tag = "Player";
}

function SetControllable (controllable : boolean) {
canControl = controllable;
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("2D Platformer/Platformer Controller")
 
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