Weiterarbeit kleiner Stern Szene 2
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3 changed files with 16 additions and 8 deletions
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@ -63,18 +63,20 @@ public class AblaufKleinerStern2 : MonoBehaviour
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kleinerStern.transform.position = new Vector2(-0.8f, 6.0f);
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hase.transform.position = new Vector2(11, -4);
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hase.GetComponent<HaseBewegung>().Turn();
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SternBewegung sternBewegung = kleinerStern.GetComponent<SternBewegung>();
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scheduleNewTask(2.5f, delegate(){
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sternRigBod.simulated = false;
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SternBewegung sternBewegung = kleinerStern.GetComponent<SternBewegung>();
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sternBewegung.enabled = true;
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sternBewegung.GoToPositionWithVelocity(new Vector2(-2.1f, -2.6f), 1);
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hase.GetComponent<Rigidbody2D>().simulated = true;
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});
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scheduleNewTask(2.52f, delegate(){
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sternBewegung.GoToPositionWithVelocity(new Vector2(-1.4f, -3.2f), 1);
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});
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nextStep = AuftrittHase;
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}
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private void AuftrittHase(){
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hase.GetComponent<HaseBewegung>().GoToXPosition(2.0f);
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hase.GetComponent<HaseBewegung>().GoToXPosition(2.2f);
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nextStep = Abgang;
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}
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@ -83,7 +85,7 @@ public class AblaufKleinerStern2 : MonoBehaviour
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haseBewegung.GoToXPosition(15);
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haseBewegung.Turn();
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SternBewegung sternBewegung = kleinerStern.GetComponent<SternBewegung>();
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sternBewegung.GoToPositionWithVelocity(new Vector2(12, 0), haseBewegung.jumpVelocityX * .8f);
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sternBewegung.GoToPositionWithVelocity(new Vector2(12, 0), haseBewegung.jumpVelocityX * .9f);
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sternBewegung.randomnessIntensity = 1;
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sternBewegung.randomnessBaseAngle = 5;
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sternBewegung.randomMovementDuration = .6f;
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@ -96,10 +96,16 @@ public class HaseBewegung : MonoBehaviour
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lastEarAngle = earAngle;
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loeffel.transform.localRotation = Quaternion.AngleAxis(earAngle, Vector3.forward);
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float timeFactor = (Time.time - jumpStartTime) / HINTERLAUF_TIME;
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Vector3 rotationAxis;
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if (lookingRight) {
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rotationAxis = Vector3.back;
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} else {
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rotationAxis = Vector3.forward;
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}
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if (timeFactor < .5f){
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * timeFactor * 2, Vector3.forward);
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * timeFactor * 2, rotationAxis);
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} else if (timeFactor < 1.0f){
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * (1 - timeFactor) * 2, Vector3.forward);
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * (1 - timeFactor) * 2, rotationAxis);
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} else {
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hinterlauf.transform.localRotation = Quaternion.identity;
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}
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@ -455,8 +455,8 @@ MonoBehaviour:
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randomnessIntensity: 0.05
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randomnessBaseAngle: 5
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randomMovementDuration: 0.7
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wobblingAngle: 8
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wobblingDuration: 2
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wobblingAngle: 6
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wobblingDuration: 4
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angularVelocity: 0
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--- !u!1 &888920047
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GameObject:
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