timing finish line etc

This commit is contained in:
ntr committed 2023-07-04 00:21:36 +10:00
1 parent 828a8e963e
commit cc70596f54
48 files changed
+4474 -5830

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+18 -16
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@@ -7,6 +7,7 @@ public class ShipControls : MonoBehaviour {
Vector3 m_initialPosition;
Vector3 m_initialForce;
Quaternion m_initialCamera;
Vector3 m_thrust;
Vector3 m_strafe;
@@ -17,17 +18,18 @@ public class ShipControls : MonoBehaviour {
ForceMode m_forceMode;
// Camera Controls
float m_mouseH = 1.0f;
float m_mouseV = 1.0f;
float m_camYaw = 0.0f;
float m_camPitch = 0.0f;
float m_mouseSenseY = 1.0f;
float m_mouseSenseX = 1.0f;
float m_camPitch;
float m_camYaw;
void Start() {
Cursor.lockState = CursorLockMode.Locked;
m_rigidBody = GetComponent<Rigidbody>();
m_initialPosition = m_rigidBody.transform.position;
m_initialForce = Vector3.zero;
m_initialCamera = m_camera.transform.rotation;
m_initialForce = Vector3.forward;
m_thrust = Vector3.zero;
m_strafe = Vector3.zero;
@@ -36,8 +38,10 @@ public class ShipControls : MonoBehaviour {
m_strafeMag = 25.0f;
m_stabliseMag = 75.0f;
m_camPitch = m_initialCamera.eulerAngles.x;
m_camYaw = m_initialCamera.eulerAngles.y;
m_forceMode = ForceMode.Acceleration;
// m_rigidBody.freezeRotation = true;
}
void Update() {
@@ -45,15 +49,12 @@ public class ShipControls : MonoBehaviour {
m_thrust = getThrust();
m_strafe = getStrafe();
// if (m_thrust != Vector3.zero)
// Debug.Log(m_thrust);
// do everything else input related on every frame too
processInput();
}
void FixedUpdate() {
// // the ship being propelled forward
// the ship being propelled forward
m_rigidBody.AddForce(m_thrust, m_forceMode);
// moving side to side
@@ -120,20 +121,21 @@ public class ShipControls : MonoBehaviour {
Application.Quit();
}
void Respawn() {
public void Respawn() {
m_thrust = new Vector3(0.0f, 0.0f, 0.0f);
transform.position = m_initialPosition;
m_rigidBody.transform.forward = m_initialForce;
m_rigidBody.velocity = new Vector3(0f, 0f, 0f);
m_camera.transform.eulerAngles = Vector3.zero;
m_rigidBody.angularVelocity = new Vector3(0f, 0f, 0f);
m_camera.transform.rotation = m_initialCamera;
m_camYaw = 0f;
m_camPitch = 0f;
m_camPitch = m_initialCamera.eulerAngles.x;
m_camYaw = m_initialCamera.eulerAngles.y;
}
void updateCamera() {
m_camYaw += m_mouseH * Input.GetAxis("Mouse X");
m_camPitch -= m_mouseV * Input.GetAxis("Mouse Y");
m_camPitch -= m_mouseSenseY * Input.GetAxis("Mouse Y");
m_camYaw += m_mouseSenseX * Input.GetAxis("Mouse X");
m_camera.transform.eulerAngles = new Vector3(m_camPitch, m_camYaw, 0.0f);
}