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Sofiane Lasri
Projet Unity S4 IUT Orsay
Commits
c27df4e3
Commit
c27df4e3
authored
Mar 22, 2022
by
mboulog
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Solution trouvé WEEEEEEE
les 2 figures se réalisent de plus le skate tourne bien avec le joeur
parent
23d4453c
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2 changed files
Assets/Scripts/codeskate/FiguresSkate.cs
+37
-20
37 additions, 20 deletions
Assets/Scripts/codeskate/FiguresSkate.cs
Assets/Scripts/codeskate/move.cs
+4
-0
4 additions, 0 deletions
Assets/Scripts/codeskate/move.cs
with
41 additions
and
20 deletions
Assets/Scripts/codeskate/FiguresSkate.cs
+
37
−
20
View file @
c27df4e3
...
...
@@ -11,41 +11,58 @@ public class FiguresSkate : MonoBehaviour
CharacterController
Cac
;
//pour gerer la rotation de la planche pendant les figures
float
rotation
=
72
0.0f
;
float
rotation
=
36
0.0f
;
Vector3
destEuler
=
Vector3
.
zero
;
float
vitesseDeRotation
=
3
0.0f
;
float
vitesseDeRotation
=
1
0.0f
;
Vector3
currEuler
;
public
GameObject
perso
;
private
bool
figureexecute
=
false
;
private
int
cpt
=
0
;
void
Start
()
{
perso
=
GameObject
.
Find
(
"player&skate"
);
//recuperation de l'objet joueur
currEuler
=
destEuler
;
transform
.
eulerAngles
=
destEuler
;
}
void
Update
()
{
destEuler
=
perso
.
transform
.
eulerAngles
;
if
(
Input
.
GetButton
(
"Fire1"
)||
Input
.
GetButton
(
"Fire2"
)){
Figureslance
();
}
currEuler
=
Vector3
.
Lerp
(
currEuler
,
destEuler
,
Time
.
deltaTime
*
vitesseDeRotation
);
transform
.
eulerAngles
=
currEuler
;
//Si la figure est lancer on lui laisse le termps de se finir
if
(
figureexecute
==
true
){
cpt
++;
if
(
cpt
>=
75
){
figureexecute
=
false
;
}
void
Figureslance
(){
}
//si la touche control est pressee on execute la figure du kickflip petit a petit
if
(
Input
.
GetButton
(
"Fire1"
)){
if
(
figureexecute
==
false
){
if
(
Input
.
GetButtonDown
(
"Fire1"
)){
figureexecute
=
true
;
cpt
=
0
;
destEuler
=
perso
.
transform
.
eulerAngles
;
destEuler
.
z
+=
rotation
;
}
}
//si la touche alt est pressee la planche fais un tour sur sois meme(360)
if
(
Input
.
GetButton
(
"Fire2"
)){
if
(
figureexecute
==
false
){
if
(
Input
.
GetButtonDown
(
"Fire2"
)){
figureexecute
=
true
;
cpt
=
0
;
destEuler
=
perso
.
transform
.
eulerAngles
;
destEuler
.
y
+=
rotation
;
}
}
currEuler
=
Vector3
.
Lerp
(
currEuler
,
destEuler
,
Time
.
deltaTime
*
vitesseDeRotation
);
//recuperation de la position du joueur si aucune figure n'est lancée
if
(
figureexecute
==
false
)
currEuler
=
perso
.
transform
.
eulerAngles
;
transform
.
eulerAngles
=
currEuler
;
}
}
This diff is collapsed.
Click to expand it.
Assets/Scripts/codeskate/move.cs
+
4
−
0
View file @
c27df4e3
...
...
@@ -33,6 +33,10 @@ public class move : MonoBehaviour
moveD
=
transform
.
TransformDirection
(
moveD
);
moveD
*=
vitesse
;
//faire que le peronnage saut quand il appuis sur espace ou durant la figure
if
(
Input
.
GetButton
(
"Jump"
)||
Input
.
GetButton
(
"Fire1"
)||
(
Input
.
GetButton
(
"Fire2"
)))
{
...
...
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