Merge branch 'devVlad' into HelmetVersion
This commit is contained in:
commit
5b7c96977c
File diff suppressed because it is too large
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@ -8,6 +8,7 @@ public class HitDetectorScript : MonoBehaviour
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[SerializeField] private GameObject _Menu;
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[SerializeField] private GameObject _Menu;
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[SerializeField] private GameObject _ForwardSource;
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[SerializeField] private GameObject _ForwardSource;
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[SerializeField] private ActionBasedContinuousMoveProvider move;
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[SerializeField] private ActionBasedContinuousMoveProvider move;
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[SerializeField] private CharacterController _CharacterController;
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[Range(0f, 1f)]
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[Range(0f, 1f)]
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[SerializeField] private float _Intensity;
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[SerializeField] private float _Intensity;
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@ -23,6 +24,21 @@ public class HitDetectorScript : MonoBehaviour
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{
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{
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_IsDead = true;
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_IsDead = true;
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move.enabled = false;
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_CharacterController.enabled = false;
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UISpawn();
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TriggerHaptic(_LeftController);
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TriggerHaptic (_RightController);
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||||||
|
Debug.Log("Player was hitted car");
|
||||||
|
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UISpawn()
|
||||||
|
{
|
||||||
Vector3 pos = _ForwardSource.transform.position;
|
Vector3 pos = _ForwardSource.transform.position;
|
||||||
Vector3 forward = _ForwardSource.transform.forward;
|
Vector3 forward = _ForwardSource.transform.forward;
|
||||||
|
|
||||||
@ -35,17 +51,8 @@ public class HitDetectorScript : MonoBehaviour
|
|||||||
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
|
// Меню смотрит в том же направлении, что и источник, но фиксируется по вертикали
|
||||||
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
|
Quaternion newRot = Quaternion.LookRotation(new Vector3(forward.x, 0, forward.z));
|
||||||
|
|
||||||
move.enabled = false;
|
|
||||||
|
|
||||||
// Создание объекта
|
// Создание объекта
|
||||||
Instantiate(_Menu, newPos, newRot);
|
Instantiate(_Menu, newPos, newRot);
|
||||||
|
|
||||||
TriggerHaptic(_LeftController);
|
|
||||||
TriggerHaptic (_RightController);
|
|
||||||
|
|
||||||
Debug.Log("Player was hitted car");
|
|
||||||
//SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TriggerHaptic(XRBaseController controller)
|
public void TriggerHaptic(XRBaseController controller)
|
||||||
|
@ -1,17 +1,73 @@
|
|||||||
using System.Collections;
|
using UnityEngine;
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
public class PlayerJumpScript : MonoBehaviour
|
public class PlayerJumpScript : MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private InputActionProperty _JumpButton;
|
[SerializeField] private InputActionProperty _JumpButton;
|
||||||
[SerializeField] private float _JumpHeight = 0f;
|
[SerializeField] private float _JumpHeight = 0f; // Высота прыжка
|
||||||
[SerializeField] private CharacterController _CharacterController;
|
[SerializeField] private CharacterController _CharacterController;
|
||||||
[SerializeField] private LayerMask _GroundLayers;
|
[SerializeField] private LayerMask _GroundLayers;
|
||||||
|
[SerializeField] private float rad = 0;
|
||||||
|
|
||||||
//private bool IsGrounded()
|
private float _verticalVelocity = 0f; // Вертикальная скорость
|
||||||
|
private float _gravity = Physics.gravity.y; // Гравитация
|
||||||
|
private bool _isGrounded;
|
||||||
|
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
_isGrounded = IsGrounded();
|
||||||
|
|
||||||
|
//if (_JumpButton.action.WasPressedThisFrame())
|
||||||
//{
|
//{
|
||||||
// //return Physics.CheckSphere(transform)
|
// if (_isGrounded)
|
||||||
|
// {
|
||||||
|
// Debug.Log("Will Jump from gruond");
|
||||||
// }
|
// }
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// Debug.Log("Not Jump");
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
|
||||||
|
// Если персонаж на земле, обнуляем вертикальную скорость и проверяем прыжок
|
||||||
|
if (_isGrounded)
|
||||||
|
{
|
||||||
|
_verticalVelocity = -1f; // Небольшое значение, чтобы персонаж не зависал в воздухе
|
||||||
|
|
||||||
|
// Если кнопка прыжка нажата
|
||||||
|
if (_JumpButton.action.WasPressedThisFrame())
|
||||||
|
{
|
||||||
|
Jump();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Применяем гравитацию, если персонаж не на земле
|
||||||
|
_verticalVelocity += _gravity * Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Перемещение персонажа с учетом вертикальной скорости
|
||||||
|
Vector3 movement = new Vector3(0, _verticalVelocity, 0);
|
||||||
|
if (_CharacterController.enabled == true)
|
||||||
|
{
|
||||||
|
_CharacterController.Move(movement * Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool IsGrounded()
|
||||||
|
{
|
||||||
|
return Physics.CheckSphere(transform.position, rad, _GroundLayers); // Радиус может быть отрегулирован
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Jump()
|
||||||
|
{
|
||||||
|
if (_isGrounded)
|
||||||
|
{
|
||||||
|
// Применяем силу прыжка
|
||||||
|
_verticalVelocity = Mathf.Sqrt(_JumpHeight * -2f * _gravity); // Формула для прыжка с заданной высотой
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
@ -20,7 +20,7 @@ TagManager:
|
|||||||
-
|
-
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
- Ground
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
Loading…
x
Reference in New Issue
Block a user