animations added

This commit is contained in:
Xaver 2024-12-18 17:23:54 +01:00
parent fadd6fe57a
commit ac513c6d2d
53 changed files with 2012 additions and 116 deletions

1
.gitignore vendored
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@ -157,3 +157,4 @@ twinStickCrawler/Library
twinStickCrawler/Logs
twinStickCrawler/obj/Debug
twinStickCrawler/UserSettings
twinStickCrawler/Temp

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using UnityEngine;
using UnityEngine.AI;
public class EnemyMove : MonoBehaviour
{
public GameObject player;
private NavMeshAgent _meshAgent;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_meshAgent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update()
{
Vector3 playerPos = player.transform.position;
_meshAgent.SetDestination(playerPos);
}
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using UnityEngine;
public class CameraMove : MonoBehaviour
{
public Vector3 camOffset;
[SerializeField] private GameObject player;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void LateUpdate()
{
camOffset.z = camOffset.x;
Vector3 desiredCamPos = player.transform.position;
desiredCamPos.x += camOffset.x;
desiredCamPos.y += camOffset.y;
desiredCamPos.z += camOffset.z;
transform.position = desiredCamPos;
transform.LookAt(player.transform);
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using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMove : MonoBehaviour
{
[Range(0f, 10f)]
public float moveSpeed = 5f;
[SerializeField]
private InputManager _inputManager;
[SerializeField]
private GameObject _camera;
private CharacterController _controller;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_controller = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
Vector3 input = new Vector3(_inputManager.moveInput.x, 0f , _inputManager.moveInput.y);
Vector3 moveDir = Vector3.zero;
moveDir += MoveDir(input);
moveDir += Gravity();
_controller.Move(moveSpeed * moveDir * Time.deltaTime);
}
Vector3 MoveDir(Vector3 input)
{
Quaternion camRotation = Quaternion.Euler(0f, _camera.transform.rotation.eulerAngles.y, 0f);
input = camRotation * input;
return input;
}
Vector3 Gravity()
{
return Physics.gravity;
}
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