When fliping the character the rotation of character's weapon goes backward - c#

I have two game objects on the Scene, 1.Character(Parent Object) and 2.Weapon(Child Object) . The problem is when the character is moving to the right side, the rotation of the weapon is fine, it is toward where character is facing and rotating as expected, as you can see in the Gif image attach below. But when i Flip to left side everything goes wrong, the weapon goes backward and when i press down arrow the rotation goes up and when press up arrow the rotation goes down, see the Gif image attach below.. Please help How to Fix it.
Here is my Code:
public float weaponRotationSpeed = 13f;
private Animator anim;
private float angle;
void Awake()
{
anim = GetComponent<Animator>();
}
void Update()
{
Vector2 hv = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
Vector3 changeParentScale = transform.localScale;
if (hv != Vector2.zero)
{
if (Input.GetAxis("Horizontal") < 0)
{
changeParentScale.x = -5f;
transform.localScale = changeParentScale;
}
else if (Input.GetAxis("Horizontal") > 0)
{
changeParentScale.x = 5f;
transform.localScale = changeParentScale;
}
angle = Mathf.Atan2(hv.y, hv.x) * Mathf.Rad2Deg;
transform.Find("Weapon").rotation = Quaternion.Lerp(transform.Find("Weapon").rotation,
Quaternion.Euler(0, 0, angle),
weaponRotationSpeed * Time.deltaTime);
anim.SetBool("isRunning", true);
}
else
{
anim.SetBool("isRunning", false);
}

well you probably would want to flip the rotation then as well? E.g. using Mathf.Sign
Quaternion.Euler(0,0, angle * Mathf.Sign(changeParentScale.x))
There are some other little flaws in your code!
You shouldn't use Find each frame .. rather store it once.
You are using GetAxis repeatedly and should also store the vaues the first time .. don't you already have them in hv?
Lerp is quite cool tool but you are using it wrong ;) It interpolates each frame using the given factor .. usually you want a fixed one like e.g. 0.5f and not using Time.deltaTime
It should probably rather be something like
// You will have to adjust this value again
// This needs to be a constant value between 0 and 1
// - 0: rotation isn't updated at all
// - 1: rotation immediately jumps to target
// - e.g. 0.5f: rotation is every frame set to the middle between current and target
[Range(0f, 1f)]
public float weaponRotationSpeed = 0.5f;
// already reference these via the Inspector
[SerializeField] private Animator anim;
[SerializeField] private Transform weapon;
private float angle;
// As Fallback get them ONCE on runtime
void Awake()
{
if(!anim) anim = GetComponent<Animator>();
if(!weapon) weapon = transform.Find("Weapon");
}
void Update()
{
Vector2 hv = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
Vector3 changeParentScale = transform.localScale;
if (hv != Vector2.zero)
{
// get direction of Horizontal
int sign = Mathf.Sign(hv.x);
if (!Mathf.Approximately(hv.x, 0))
{
changeParentScale.x = 5f * sign;
transform.localScale = changeParentScale;
}
angle = Mathf.Atan2(hv.y, hv.x) * Mathf.Rad2Deg;
weapon.rotation = Quaternion.Lerp(weapon.rotation, Quaternion.Euler(0, 0, angle * sign), weaponRotationSpeed);
anim.SetBool("isRunning", true);
}
else
{
anim.SetBool("isRunning", false);
}
}
Alternatively you could probably also already solve it by not using rotation but localRotation for rotating the weapon.

Related

Multiple touch unity mobile

I am creating a 2d mobile game where one of the scripts uses a joystick to move and the other script lets the player shoot an object when tapping anywhere on the screen. The issue is when using the joystick it also shoots at the same time in that direction. Is there a way to separate the touches so when you use the joystick it does not immediately shoot to that direction but the player can still move and shoot anywhere at the same time?
Move Code
private void Update()
{
Vector2 moveInput = new Vector2(joystick.Horizontal, joystick.Vertical);
moveAmount = moveInput.normalized * speed;
}
Shoot code
private void Update()
{
Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward);
transform.rotation = rotation;
if(Input.GetMouseButton(0))
{
if (Time.time >= shotTime)
{
Instantiate(projectile, shotPoint.position, transform.rotation);
shotTime = Time.time + timeBetweenShots;
}
}
}
Instead of using Input.mousePosition you'll have to use Input.GetTouch. You can loop through it using Input.touchCount to find the first touch that is not interacting with a ui element, than use that touch instead of Input.mousePosition to find the direction to shoot (or not shoot if there is no touch). To find out if a specific touch is over ui you need a reference to the scene's EventSystem (or use EventSystem.current), and use EventSystem.IsPointerOverGameObject with Touch.fingerId.
If the joystick is not a ui element you'll need a different way to detect if the touch is over the joystick. For example you could check the pixel position, or see if the joystick itself has an "interacting fingerId". But with the assumption that the joystick is an ui element, here's one way to do what I wrote above: (untested)
private void Update()
{
var eventSystem = EventSystem.current;
for (var i = 0; i<Input.touchCount; i++)
{
var touch = Input.GetTouch(i);
if (eventSystem.IsPointerOverGameObject(touch.fingerId))
{
continue;
}
ShootToScreenPos(Vector2 screenPos);
break;
}
}
private void ShootToScreenPos(Vector2 screenPos)
{
Vector2 direction = Camera.main.ScreenToWorldPoint(screenPos) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward);
transform.rotation = rotation;
if (Time.time >= shotTime)
{
Instantiate(projectile, shotPoint.position, transform.rotation);
shotTime = Time.time + timeBetweenShots;
}
}

Dash against slopes using physics in Unity 2D

I'm working on a 2D project in Unity.
The character controller is physics based, so I use rigidbody to move the player. Everything is working fine except when I try to apply a high speed movement to the character, like a dash.
This is how the code looks like.
I just check if the player is dashing, so I increase the Vector2 movement in a certain amount.
private void DashMovement() {
if (isDashing) {
movement.x *= dashFactor;
}
}
I'm also calculating the ground angle, so I set the movement vector to follow the ground inclination.
private void OnSlopeMovement() {
if (isGrounded && !isJumping) {
float moveDistance = Mathf.Abs(movement.x);
float horizontalOnSlope = Mathf.Cos(groundAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(movement.x);
float verticalOnSlope = Mathf.Sin(groundAngle * Mathf.Deg2Rad) * moveDistance;
if (horizontalOnSlope != 0)
movement.x = horizontalOnSlope;
if (isGrounded && verticalOnSlope != 0)
movement.y = verticalOnSlope;
}
SetMaxFallVelocity();
}
So I set the rigidbody velocity for making it move.
private void Move() {
movement.x *= Time.fixedDeltaTime;
if(isGrounded && !isJumping) movement.y *= Time.fixedDeltaTime;
Vector3 targetVelocity = new Vector2(movement.x, movement.y);
PlayerController.rb2d.velocity = Vector3.SmoothDamp(PlayerController.rb2d.velocity, targetVelocity, ref velocity, movementSmoothing);
}
The problem appears when I apply a speed high enough. I understand this issue is because of physics.
I think the ray that checks the ground and is used to calculate the groundAngle doesn't work fast enough to keep track of that movement, so I can not keep the player fixed on the ground.
I would like to find a solution without making the player kinematic, or stopping the dash on slopes.
This is how it looks ingame.
And this is how the rigidbody movement remain right over the ground, following the slopes angle.
EDIT:
This is how I get the ground angle:
private void GroundAngle() {
Vector2 rayOrigin = feetCollider.bounds.center;
rayOrigin.y += 0.1f;
Vector2 rayDirection = (Input.GetAxisRaw("Horizontal") == 0) ? Vector2.right : new Vector2(Input.GetAxisRaw("Horizontal"), 0);
int groundCollisions = Physics2D.RaycastNonAlloc(rayOrigin, Vector2.down, groundResults, Mathf.Infinity, groundMask);
if (groundCollisions > 0) {
groundAngle = Vector2.Angle(groundResults[0].normal, rayDirection) - 90f;
//Debug.DrawRay(rayOrigin, Vector2.down, Color.green);
if (groundAngle > 0 && !isDashing) {
rayOrigin.x += Input.GetAxisRaw("Horizontal") * .125f;
Physics2D.RaycastNonAlloc(rayOrigin, Vector2.down, groundResults, Mathf.Infinity, groundMask);
groundAngle = Vector2.Angle(groundResults[0].normal, rayDirection) - 90f;
//Debug.DrawRay(rayOrigin, Vector2.down, Color.blue);
}
}
}
Thanks to #Ruzhim for the help. I just post a first "solution" for the problem.
According to Ruzhim advises, I've used him code this way.
private void SetPositionAfterTick() {
if (isDashMovement) {
Vector2 currentPosition = new Vector2(transform.position.x, transform.position.y);
currentPosition.y = feetCollider.bounds.min.y;
Vector2 feetPosAfterTick = currentPosition + PlayerController.rb2d.velocity * Time.deltaTime;
float maxFloorCheckDist = .1f;
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(feetPosAfterTick + Vector2.up * maxFloorCheckDist, Vector2.down, maxFloorCheckDist * 5f);
if (groundCheckAfterTick) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
if (wantedFeetPosAfterTick != feetPosAfterTick) {
//PlayerController.rb2d.transform.position = (wantedFeetPosAfterTick + new Vector2(0f, feetCollider.bounds.min.y - PlayerController.rb2d.position.y));
PlayerController.rb2d.velocity = Vector2.zero;
}
}
}
}
This is how it looks like.
This is good enough to continue polishing that mechanic. I still need to set the position in some way. The rigidbody's position calculation is not working as it
is raised right now, as the condition (wantedFeetPosAfterTick != feetPosAfterTick) is always true, so the character goes throw the floor and fall.
As you can see, I also need to control the down slopes movement, as it uses the slopes movement sometimes, and dash straight forward others.
This is how asker Rubzero implemented the below code to work for them:
private void SetPositionAfterTick() {
if (isDashMovement) {
Vector2 currentPosition = new Vector2(transform.position.x, transform.position.y);
currentPosition.y = feetCollider.bounds.min.y;
Vector2 feetPosAfterTick = currentPosition + PlayerController.rb2d.velocity * Time.deltaTime;
float maxFloorCheckDist = .1f;
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(feetPosAfterTick + Vector2.up * maxFloorCheckDist,
Vector2.down, maxFloorCheckDist * 5f);
if (groundCheckAfterTick) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
if (wantedFeetPosAfterTick != feetPosAfterTick) {
//PlayerController.rb2d.transform.position = (wantedFeetPosAfterTick + new Vector2(0f, feetCollider.bounds.min.y -
PlayerController.rb2d.position.y));
PlayerController.rb2d.velocity = Vector2.zero;
}
}
}
}
This is how it looks like.
This is good enough to continue polishing that mechanic. I still need
to set the position in some way. The rigidbody's position calculation
is not working as it is raised right now, as the condition
(wantedFeetPosAfterTick != feetPosAfterTick) is always true, so the
character goes throw the floor and fall.
As you can see, I need to control the down slopes movement, as it uses
the slopes movement sometimes, and dash straight forward others.
I agree with AresCaelum; using physics to do slope movement is pretty much the opposite of what you want to be doing if you don't want to preserve momentum when you're done going up/down the slope. Specifically, your problem is here:
float moveDistance = Mathf.Abs(movement.x);
float horizontalOnSlope = Mathf.Cos(groundAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(movement.x);
float verticalOnSlope = Mathf.Sin(groundAngle * Mathf.Deg2Rad) * moveDistance;
This is a problem because the more the player moves horizontally in a frame, the more they will move vertically based on the slope of the ramp they are on. However, this assumption doesn't hold if they should only be traveling up the ramp during only part of the movement during the frame. So, you need a way to handle that situation.
One solution is to use a raycast from where the player would be then if it's above the floor, alter the vertical velocity so that it would place them at that floor's position instead.
First, determine if slope movement has occurred in a physics frame...
private bool slopeMovementOccurred = false;
void FixedUpdate() {
slopeMovementOccurred = false;
// ...
}
private void OnSlopeMovement() {
if (isGrounded && !isJumping) {
slopeMovementOccurred = true;
// ...
}
SetMaxFallVelocity();
}
... and if it has, determine where the player is going to be after the physics update. Then do a physics2d raycast from above that position (by some amount) downward (double the previous amount) to find where the player's position should be, and then change the rb2d.velocity such that it will place the player exactly at the height they should be at.
Assuming you can calculate some kind of Vector2 feetOffset that has the local position of the player's feet:
void FixedUpdate() {
// ...
StickToSlopeLanding();
}
void StickToSlopeLanding() {
if (slopeMovementOccurred) {
Vector2 curVelocity = PlayerController.rb2d.velocity;
Vector2 feetPosAfterTick = PlayerController.transform.position
+ PlayerController.feetOffset
+ curVelocity * Time.deltaTime;
float maxFloorCheckDist = 1.0f;
// determine where the player should "land" after this frame
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(
feetPosAfterTick + Vector2.up * maxFloorCheckDist,
-Vector2.up, maxFloorCheckDist * 2f);
if (groundCheckAfterTick.collider != null) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
// if basic physics won't take them to landing position
if (wantedFeetPosAfterTick != feetPosAfterTick) {
Vector2 wantedVelocity = curVelocity
+ Vector2.up
* ((wantedFeetPosAfterTick.y - feetPosAfterTick.y)
/ Time.deltaTime);
// adjust velocity so that physics will take them to landing position
PlayerController.rb2d.velocity = wantedVelocity;
// optionally, set a flag so that next frame
// it knows the player should be grounded
}
}
}
}
Hopefully this gets you towards a solution that will work.
Note: you may need to also move the rigidbody so that it doesn't try to clip through the corner at the top of the ramp, and you can determine where to put the rigidbody using another raycast, setting the velocity from that point to be horizontal:
void StickToSlopeLanding() {
if (slopeMovementOccurred) {
Vector2 curVelocity = PlayerController.rb2d.velocity;
Vector2 feetPosAfterTick = PlayerController.transform.position
+ PlayerController.feetOffset
+ curVelocity * Time.deltaTime;
float maxFloorCheckDist = 1.0f;
// determine where the player should "land" after this frame
RaycastHit2D groundCheckAfterTick = Physics2D.Raycast(
feetPosAfterTick + Vector2.up * maxFloorCheckDist,
-Vector2.up, maxFloorCheckDist * 2f);
if (groundCheckAfterTick.collider != null) {
Vector2 wantedFeetPosAfterTick = groundCheckAfterTick.point;
// if basic physics won't take them to landing position
if (wantedFeetPosAfterTick != feetPosAfterTick) {
// look for corner of ramp+landing.
// Offsets ensure we don't raycast from inside/above it
float floorCheckOffsetHeight = 0.01f;
float floorCheckOffsetWidth = 0.5f;
RaycastHit2D rampCornerCheck = Physics2D.Raycast(
wantedFeetPosAfterTick
- floorCheckOffsetHeight * Vector2.up
- floorCheckOffsetWidth * Mathf.Sign(movement.x) * Vector2.right,
Mathf.Sign(movement.x) * Vector2.right);
if (rampCornerCheck.collider != null) {
// put feet at x=corner position
Vector2 cornerPos = Vector2(rampCornerCheck.point.x,
wantedFeetPosAfterTick.y);
PlayerController.rb2d.position = cornerPos
- PlayerController.feetOffset;
// adjust velocity so that physics will take them from corner
// to landing position
Vector2 wantedVelocity = (wantedFeetPosAfterTick - cornerPos)
/ Time.deltaTime;
PlayerController.rb2d.velocity = wantedVelocity;
// optionally, set a flag so that next frame
// it knows the player should be grounded
}
}
}
}
}

How to detect if Mouse stopped moving in Unity

I want to do a Game like slither.io in Unity but it's hard to detect when the mouse stopped moving, I want the ball to not stop, instead it should move on, worked several hours on this problem but can't quite get it to work. I thought if I save where the last known position is I can keep the velocity but I don't know how to implement yet.
Thanks in advance!
This is my Source Code:
private float xMin, xMax, yMin, yMax;
[SerializeField] float constantSpeed = 100f;
[SerializeField] float padding = 5f;
private Rigidbody2D rb2D;
private Vector3 mousePosition;
private Vector2 direction;
private List<Vector3> ListPos = new List<Vector3>();
private Vector3 empty;
// Use this for initialization
void Start () {
empty = Vector3.zero;
SetUpMoveBoundaries();
rb2D = gameObject.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update () {
Move();
}
private void SetUpMoveBoundaries()
{
Camera gameCamera = Camera.main;
xMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).x + padding;
xMax = gameCamera.ViewportToWorldPoint(new Vector3(1, 0, 0)).x - padding;
yMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).y + padding;
yMax = gameCamera.ViewportToWorldPoint(new Vector3(0, 1, 0)).y - padding;
}
private void Move()
{
if (Input.mousePosition != empty)
{
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
direction = (mousePosition - transform.position).normalized;
ListPos.Add(direction);
rb2D.velocity = new Vector2(direction.x * constantSpeed, direction.y * constantSpeed);
}
else
{
var last = ListPos.LastOrDefault();
rb2D.velocity = new Vector2(last.x * constantSpeed, last.y * constantSpeed);
}
}
Assuming you want it to trigger one of the two functions depending on whether the mouse has moved or not since last frame:
Vector2 lastMousePosition;
void WhenMouseIsMoving()
{
}
void WhenMouseIsntMoving()
{
}
void Update()
{
if (Input.mousePosition!=lastMousePosition)
{
lastMousePosition=Input.MousePosition;
WhenMouseIsMoving();
} else
WhenMouseIsntMoving();
}
You'll need to add one more bool variable to keep track of whether it has just started or stopped moving;
If you want to check for mouse movement without having to keep track of the mouse position in a variable, you can use the GetAxis function from Unity's Input class.
To do this you will have to make sure that mouse movement is hooked up to axes in Unity's input manager. It is normally there by default already, with 'Mouse X' and 'Mouse Y' mapped to the mouse delta for their respective axes.
For example:
// Is true when the mouse has moved
if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
{
// Do something with mouse input
}
In your case, it looks like you could do something like this as your move function:
Vector2 direction = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
if (direction.magnitude != 0)
{
// ListPos.Add(direction);
rb2D.velocity = direction.normalized * constantSpeed;
}
As an unrelated note, your ListPos variable is growing in size potentially every frame without limit. If you need to keep track of previous positions for reasons other than your attempt at detecting mouse position changes, you should consider how much storage you will need and give it a fixed size replacing the oldest entries, or consider whether or not the values need to be independent or can be merged instead.

C# How to make a smooth jump in unity3d without moving the X, towards the nearest object

I would like to make a smooth jump towards the nearest cube. I already have a script to detect the closest cube. I want that the X-axis is locked, so only the Y-axis and the Z-axis change when jumping. I would like to use a Jump animation when jumping. I already tried to use Vector3MoveTowards, but that didn't really work well, maybe I didn't use it properly.
Detect nearest cube where the player should jump to (C#)
void Update()
{
FindClosestCube ();
GameObject closestCube = FindClosestCube ();
Debug.Log (closestCube);
}
GameObject FindClosestCube() {
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag("cube");
GameObject closest = null;
float distance = Mathf.Infinity;
float position = transform.position.z;
foreach (GameObject go in gos) {
float diff = go.transform.position.z - position;
float curDistance = diff;
if (curDistance < distance) {
closest = go;
distance = curDistance;
}
}
return closest;
}
The tricky part is that at some cubes you have to jump up (y+1), with some cubes you jump towards the same Y (y+0) and with some cubes you jump down (y-1).
How do I do this?
Image of how it looks like:
EDIT: I have this code right now:
----------------C#-----------------
Rigidbody rb;
public int clicks = 0;
Vector3 target;
public Animation jumpAnimation;
bool jump = false;
float cubeDiffY;
bool movePlayer;
public float smoothTime = 0.3f;
public float yVelocity = 0.0f;
void Start()
{
rb = GetComponent<Rigidbody> ();
}
void Update ()
{
FindClosestCube ();
GameObject closestCube = FindClosestCube ();
Debug.Log ("Closestcube = " + closestCube);
target = closestCube.transform.position + new Vector3 (0f, 0.7f, 0f);
cubeDiffY = target.y - transform.position.y;
movePlayer = true;
Debug.Log("Cube Difference Y-axis = " + Mathf.Round(cubeDiffY));
if (Input.GetMouseButtonDown (0))
{
clicks += 1;
jump = true;
jumpAnimation = gameObject.GetComponent<Animation>();
//jumpAnimation.Play ();
}
if (jump == true)
{
Jump ();
}
}
void Jump()
{
float newPosition = Mathf.SmoothDamp (transform.position.y, target.y, ref yVelocity, smoothTime);
transform.position = new Vector3 (0, newPosition, transform.position.z);
}
I calculated the difference in Y-axis between the cube where the player is standing on and the closestCube. But the Jump() doesn't work. How do I fix that?
Okay I set up a quick version of your game and got what you wanted to work, it is not exactly a quick solution, because what your doing doesn't have built in functionality for other than using animations.
Here is the character script that has all the code you need and commented thoroughly so it should explain itself.
using UnityEngine;
public class Character : MonoBehaviour
{
//the collider for the player
private new BoxCollider collider;
//the jump box collider on a empty game object that is a child to the player object
public BoxCollider JumpBox;
//the offset of the cube so it doesn't stop inside of it
public Vector3 cubeOffset;
//how high the jump will be
public float JumpHeight;
//how fast the jump will be
public float JumpSpeed;
//holds the change in position the jump will produce
private Vector3 jumpDelta;
//holds the destination cube the jump is attempting to hit
private Cube destinationCube;
//true if a jumping animation is currently playing
private bool jumping = false;
//used to swap the jump direction from up to down
private bool jumpDirection = true;
//used to hold the position of the jump so it knows when to stop
private float jumpPosition = 0;
// Use this for initialization
void Start()
{
collider = GetComponent<BoxCollider>();
}
// Update is called once per frame
void Update()
{
if(jumping)
{
//move straight towards the cube
transform.position = transform.position + (JumpSpeed * jumpDelta);
//move up and down to simulate a jump
//check the current move direction
if (jumpDirection)
{
//add to the jump position twice product of the JumpHeight the JumpSpeed so that it will
//rise and fall the same amount of time it takes to move to the destination
jumpPosition += JumpHeight * JumpSpeed * 2;
//if it has passed the jump height reverse the jump direction
if (jumpPosition >= JumpHeight)
jumpDirection = !jumpDirection;
transform.position += transform.up * JumpHeight * JumpSpeed * 2;
}
//the jump direction is going down
else
{
jumpPosition -= JumpHeight * JumpSpeed * 2;
transform.position -= transform.up * JumpHeight * JumpSpeed * 2;
}
//check if the character collider intersects witht he cubes collider
//if it has then stop jumping and set the final position as the destination position
if (collider.bounds.Intersects(destinationCube.BoxCollider.bounds))
{
jumping = false;
transform.position = destinationCube.transform.position + cubeOffset;
}
}
//detect a jump
if (Input.GetKeyDown(KeyCode.Space))
{
//detect all hits on the jump box
Collider[] hits = Physics.OverlapBox(JumpBox.center, JumpBox.size * 0.5f);
//get the closest collider with the right tag
Collider result = GetClosestColliderWithTag(hits, "Cube");
//if we have a result then begin the jumping animation
if(result != null)
{
//gets the destination cubes cube component(the custom class you have on your cubes)
destinationCube = result.gameObject.GetComponent<Cube>();
//calculate the jump delta
jumpDelta = (result.transform.position + cubeOffset) - transform.position;
//remove the left and right components so the jumping doesnt move to the left or right of the player
Vector3 component = Vector3.Project(jumpDelta, -transform.right);
jumpDelta -= component;
component = Vector3.Project(jumpDelta, transform.right);
jumpDelta -= component;
//setup the jump animation control fields to the initial values
jumpPosition = 0;
jumpDirection = true;
jumping = true;
}
}
}
private Collider GetClosestColliderWithTag(Collider[] colliders, string tag)
{
//just gets the closest collider
float distance = float.MaxValue;
int result = -1;
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].tag == tag)
{
float distanceTemp = Vector3.Distance(transform.position, colliders[i].transform.position);
if (distanceTemp < distance)
{
distance = distanceTemp;
result = i;
}
}
}
if (result != -1)
return colliders[result];
else return null;
}
}
And here is my cube script which has some things you will need to add
using UnityEngine;
public class Cube : MonoBehaviour {
//these arent important just fields I used to set up a quick version of your game
public GameObject StartPoint;
public GameObject EndPoint;
public float Speed;
private Vector3 directionVector;
private bool direction;
//YOU WILL NEED THIS!!
[HideInInspector]
public BoxCollider BoxCollider;
// Use this for initialization
void Start() {
//not important
directionVector = EndPoint.transform.position - StartPoint.transform.position;
directionVector.Normalize();
//DONT FORGET TO SET YOUR BOX COLLIDER
BoxCollider = GetComponent<BoxCollider>();
}
// Update is called once per frame
void Update()
{
float distance = 0;
if (direction)
{
distance = Vector3.Distance(EndPoint.transform.position, transform.position);
transform.position += directionVector * Speed;
if (distance < Vector3.Distance(EndPoint.transform.position, transform.position))
direction = !direction;
}
else
{
distance = Vector3.Distance(StartPoint.transform.position, transform.position);
transform.position -= directionVector * Speed;
if (distance < Vector3.Distance(StartPoint.transform.position, transform.position))
direction = !direction;
}
}
}
Previous Answer
I would say you need to calculate the perceived position of the object in the future.
Vector3 futurePos = cubePos + (cubeMoveDirection * cubeMoveSpeed);
Once you have the future position, even if it is not exact, you should aim your animation towards that position. To do this I would have the animation change a speed vector instead of an actual transforms position that way we can rotate this speed vector in any direction you want while keeping the orientation of the block. Otherwise you have to rotate the entire block to point towards the direction you want. If this is what you want then put your block under a empty gameobject, rotate the empty gameobject to point to where you want and do the speed calculations only.
Next your animation should have a net move vector which should be pre-calculated and scaled down or up to meet the distance to the future position. It will look something like this(note this is not tested)
//class fields
Vector3 AnimatedSpeed;
Vector3 AnimationDelta;
//basic calculation
//get the direction vector from the players current position to the future
block position
Vector3 dirVector = futurePos - transform.position;
//find the rotation from the current orientation to the direction vector
Quaternion rotation = Quaternion.FromToRotation(transform.forward, dirVector);
//calculate the distance from you to the cube and scale it with the magnitude of the AnimationDelta
float result = Vector3.Distance(transform.position, futurePos);
result = result / animationDelta.magnitude;
//finally rotate the forward vector by the rotation and multiply it by the
//animation speed and the result to get the step by step movement as
//the animation plays. NOTE: The animation should be based on forward direction
transform.position += (AnimationSpeed * rotation) * result * Time.deltaTime;
Hopefully this does it, like I said I haven't tested it at all so you may have to do some tweaking based on your particular case as this is essentially psuedo-code.
Good luck! I'm off to bed I'll check back when I wake up.

How to stop rotation by LerpAngle after -90°

I have colliders where i can turn to the sides and i want camera to rotate as a player turn to the side. I'm using Mathf.LerpAngle for that, but when I press the key for turn to side, camera is rotating in loop. How can I make rotation stop?
The problem is that everytime I turn player should go -90 degrees to the left +90 to the right and there will be more turns so i can't use functions for setting rotation.
I was already trying to make it stop by that if statement with (lAngle > 90f)
float lAngle = Mathf.LerpAngle(minAngle, lMaxAngle, Time.deltaTime);
float rAngle = Mathf.LerpAngle(minAngle, rMaxAngle, Time.deltaTime);
Quaternion leftRotation = Quaternion.Euler(new Vector3 (0, lAngle, 0));
Quaternion rightRotation = Quaternion.Euler(new Vector3 (0, rAngle, 0));
transform.position = player.transform.position + offSet;
transform.LookAt (player.transform);
if (Input.GetKeyDown (KeyCode.LeftArrow) && GameObject.Find("Player").GetComponent<PlayerMovement>().turn) {
turnLeft = true;
} else if (Input.GetKeyDown (KeyCode.RightArrow) && GameObject.Find("Player").GetComponent<PlayerMovement>().turn) {
turnRight = true;
}
if(turnLeft) {
offSet = leftRotation * offSet;
transform.position = player.transform.position + offSet;
transform.LookAt (player.transform);
if (lAngle > 90f)
turnLeft = false;
}
if(turnRight) {
offSet = rightRotation * offSet;
transform.position = player.transform.position + offSet;
transform.LookAt (player.transform);
if (rAngle < -90f)
turnRight = false;
}
An alternative would be to use Quaternion.RotateTowards, as this allows rotations to negative values without the GameObject infinitely rotating (as it can't approach a negative value). Below you can see I'm storing the initial value of the GameObject's rotation, as a Vector3, before modifying this value whenever A or D keys are pressed. The rotation of the transform is then set to the result of Quaternion.RotateTowards.
public class FixedRotate : MonoBehaviour
{
[SerializeField]
private float m_rotationAngle;
[SerializeField]
private float m_rotationSpeed;
private Vector3 m_targetRotation;
public void Start()
{
m_targetRotation = transform.eulerAngles;
}
public void Update()
{
//Left
if(Input.GetKeyDown(KeyCode.A))
m_targetRotation.y -= m_rotationAngle;
//Right
if (Input.GetKeyDown(KeyCode.D))
m_targetRotation.y += m_rotationAngle;
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(m_targetRotation), m_rotationSpeed);
}
}
The unfortunate thing about this approach is that you can't specify the amount of time a rotation takes, only the incremental value of which the object will rotate by. An alternative approach would be to use Mathf.Clamp to add Time.deltaTime / rotationTime to the existing y rotation of the GameObject and stop once it's reached +/- 90. Hope this helps.

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