I am trying to make parkour in my game, I have made raycasts and everything to make it work. But I have run into a few problems. Firstly, how do I make transform.position move over time? And secondly, how do I make the Mouselook rotate the player? Because the move direction is dependent on the rotation of the Z co-ordinate on the player variable?
(UnityScript for Parkour & C# for MouseLook (Unity's prefab mouselook))
Parkour Script
var Player : GameObject;
var Arms : GameObject;
var SkyTrigger : GameObject;
var HeadTrigger : GameObject;
var WaistTrigger : GameObject;
var VaultHeight : float = 1;
var VaultLength : float = 2;
var ClimbHeight : float = 2;
var ClimbLength : float = 0.5;
private var SkyBoole : boolean = false;
private var HeadBoole : boolean = false;
private var WaistBoole : boolean = false;
private var ClimbEnabled : boolean = true;
private var VaultEnabled : boolean = true;
function Start()
{
Arms.animation.wrapMode = WrapMode.Loop;
Arms.animation.Play("Idle");
}
function Update()
{
var SkyRay : RaycastHit;
var HeadRay : RaycastHit;
var WaistRay : RaycastHit;
if(Physics.Raycast(SkyTrigger.transform.position, SkyTrigger.transform.forward, SkyRay, 1))
{
SkyBoole = true;
}
if(Physics.Raycast(HeadTrigger.transform.position, HeadTrigger.transform.forward, HeadRay, 0.25))
{
HeadBoole = true;
}
if(Physics.Raycast(WaistTrigger.transform.position, WaistTrigger.transform.forward, WaistRay, 0.25))
{
WaistBoole = true;
}
if(VaultEnabled)
{
if(WaistBoole && !HeadBoole)
{
ClimbEnabled = false;
VaultEnabled = false;
WaistBoole = false;
HeadBoole = false;
SkyBoole = false;
Vault();
}
}
if(ClimbEnabled)
{
if(WaistBoole && HeadBoole && !SkyBoole)
{
ClimbEnabled = false;
VaultEnabled = false;
WaistBoole = false;
HeadBoole = false;
SkyBoole = false;
Climb();
}
}
}
function Vault()
{
Arms.animation.wrapMode = WrapMode.Once;
ClimbEnabled = false;
VaultEnabled = false;
Arms.animation.CrossFade("Vault");
yield WaitForSeconds (0.5);
Player.transform.position.y=transform.position.y+VaultHeight;
Player.transform.localPosition.z=transform.localPosition.z+VaultLength;
yield WaitForSeconds (1);
Arms.animation.CrossFade("Idle");
Arms.animation.wrapMode = WrapMode.Loop;
ClimbEnabled = true;
VaultEnabled = true;
WaistBoole = false;
HeadBoole = false;
SkyBoole = false;
}
function Climb()
{
Arms.animation.wrapMode = WrapMode.Once;
ClimbEnabled = false;
VaultEnabled = false;
Arms.animation.CrossFade("Climb");
yield WaitForSeconds (1.35);
Player.transform.position.y=transform.position.y+ClimbHeight;
Player.transform.localPosition.z=transform.localPosition.z+ClimbLength;
yield WaitForSeconds (1);
Arms.animation.CrossFade("Idle");
Arms.animation.wrapMode = WrapMode.Loop;
ClimbEnabled = true;
VaultEnabled = true;
WaistBoole = false;
HeadBoole = false;
SkyBoole = false;
}
And MouseLook is Unity's Default
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
}
(Sorry but I Don't understand how to format it as code, it isnt explained well)
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