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No commits in common. "b3ce6bfd3f6528a955ca939ecf7d3a08dca1a691" and "a935ec27718bfce9e85afc513f1b14565e60b369" have entirely different histories.
b3ce6bfd3f
...
a935ec2771
19 changed files with 48 additions and 2645 deletions
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@ -63,20 +63,18 @@ public class AblaufKleinerStern2 : MonoBehaviour
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kleinerStern.transform.position = new Vector2(-0.8f, 6.0f);
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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.transform.position = new Vector2(11, -4);
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hase.GetComponent<HaseBewegung>().Turn();
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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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scheduleNewTask(2.5f, delegate(){
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sternRigBod.simulated = false;
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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.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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hase.GetComponent<Rigidbody2D>().simulated = true;
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});
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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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nextStep = AuftrittHase;
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}
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}
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private void AuftrittHase(){
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private void AuftrittHase(){
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hase.GetComponent<HaseBewegung>().GoToXPosition(2.2f);
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hase.GetComponent<HaseBewegung>().GoToXPosition(2.0f);
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nextStep = Abgang;
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nextStep = Abgang;
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}
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}
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@ -85,7 +83,7 @@ public class AblaufKleinerStern2 : MonoBehaviour
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haseBewegung.GoToXPosition(15);
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haseBewegung.GoToXPosition(15);
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haseBewegung.Turn();
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haseBewegung.Turn();
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SternBewegung sternBewegung = kleinerStern.GetComponent<SternBewegung>();
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SternBewegung sternBewegung = kleinerStern.GetComponent<SternBewegung>();
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sternBewegung.GoToPositionWithVelocity(new Vector2(12, 0), haseBewegung.jumpVelocityX * .9f);
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sternBewegung.GoToPositionWithVelocity(new Vector2(12, 0), haseBewegung.jumpVelocityX * .8f);
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sternBewegung.randomnessIntensity = 1;
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sternBewegung.randomnessIntensity = 1;
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sternBewegung.randomnessBaseAngle = 5;
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sternBewegung.randomnessBaseAngle = 5;
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sternBewegung.randomMovementDuration = .6f;
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sternBewegung.randomMovementDuration = .6f;
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@ -1,122 +0,0 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class AblaufKleinerStern3 : MonoBehaviour
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{
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public GameObject mariaAufEsel;
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public GameObject joseph;
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public GameObject hase;
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public GameObject kleinerStern;
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public GameObject globalLight;
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private Action nextStep;
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private class Task {
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private Action action;
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private float time;
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public Task(Action action, float time){
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this.action = action;
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this.time = time;
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}
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public bool isDue(){
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return Time.time >= time;
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}
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public void Do(){
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action();
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}
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}
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private List<Task> taskList;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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nextStep = AuftrittMariaUndJoseph;
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taskList = new();
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mariaAufEsel.transform.position = new Vector2(targetMaria - mariaJosephStreckeAuftritt, -1.5f);
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joseph.transform.position = new Vector2(targetJoseph - mariaJosephStreckeAuftritt, -2.81f);
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kleinerStern.transform.position = new Vector2(10.2f, 3.0f);
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hase.transform.position = new Vector2(10.5f, -4.33f);
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hase.GetComponent<Rigidbody2D>().simulated = false;
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globalLight.GetComponent<Light2D>().intensity = 0;
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}
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// Update is called once per frame
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void Update()
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{
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List<Task> newlist = new();
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foreach (Task t in taskList){
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if (t.isDue()){
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t.Do();
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} else {
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newlist.Add(t);
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}
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}
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taskList = newlist;
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if (Input.GetKeyDown(KeyCode.Space)){
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nextStep();
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}
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}
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private void scheduleNewTask(float timeFromNow, Action action){
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Task t = new(action, Time.time + timeFromNow);
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taskList.Add(t);
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}
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private const float targetJoseph = -1.1f;
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private const float targetMaria = -5.5f;
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private const float targetStern = 3.5f;
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private const float targetHase = 5.0f;
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private const float kleinesStueck = 1.0f;
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private const float mariaJosephStreckeAuftritt = 6.5f;
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private void AuftrittMariaUndJoseph(){
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globalLight.GetComponent<Lichtsteuerung>().FadeToIntensity(1, 0.5f);
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FigurMitBeinenBewegung josephBewegung = joseph.GetComponent<FigurMitBeinenBewegung>();
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josephBewegung.GoToXPosition(targetJoseph);
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mariaAufEsel.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(targetMaria);
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scheduleNewTask(mariaJosephStreckeAuftritt/josephBewegung.movementVelocity + 0.2f, delegate(){
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josephBewegung.GoToXPosition(targetJoseph - 0.01f);
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});
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nextStep = AuftrittKleinerStern;
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}
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private void AuftrittKleinerStern(){
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kleinerStern.GetComponent<SternBewegung>().GoToPositionWithVelocity(new Vector2(targetStern, 3.0f), 1);
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HaseBewegung haseBewegung = hase.GetComponent<HaseBewegung>();
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haseBewegung.Turn();
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haseBewegung.GoToXPosition(targetHase);
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hase.GetComponent<Rigidbody2D>().simulated = true;
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scheduleNewTask(1.5f, delegate(){
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joseph.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(targetJoseph);
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});
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nextStep = EinStueckWeiter;
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}
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private void EinStueckWeiter(){
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joseph.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(targetJoseph + kleinesStueck);
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mariaAufEsel.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(targetMaria + kleinesStueck);
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scheduleNewTask(0.5f, delegate(){
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kleinerStern.GetComponent<SternBewegung>().GoToPositionWithVelocity(new Vector2(targetStern + kleinesStueck, 3.0f), 1);
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HaseBewegung haseBewegung = hase.GetComponent<HaseBewegung>();
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haseBewegung.Turn();
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haseBewegung.GoToXPosition(targetHase + kleinesStueck);
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});
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nextStep = Abgang;
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}
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private void Abgang(){
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joseph.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(20);
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mariaAufEsel.GetComponent<FigurMitBeinenBewegung>().GoToXPosition(20);
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scheduleNewTask(0.5f, delegate(){
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kleinerStern.GetComponent<SternBewegung>().GoToPositionWithVelocity(new Vector2(20, 3.0f), 1);
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hase.GetComponent<HaseBewegung>().GoToXPosition(20);
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});
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scheduleNewTask(3, delegate(){
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globalLight.GetComponent<Lichtsteuerung>().FadeToIntensity(0, 1);
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});
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nextStep = delegate(){};
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: be39dfb47ed7a3c0b89e66f9a0dbdf23
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@ -1,72 +0,0 @@
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using System;
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using System.Linq;
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using Unity.Mathematics;
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using UnityEngine;
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public class FigurMitBeinenBewegung : MonoBehaviour
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{
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public GameObject[] wobblingParts;
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public float[] wobblingMaxAngles;
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public bool[] wobblingInversed;
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public float wobblingPeriod;
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public float movementVelocity;
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private float movementStartTime;
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private float targetPositionX;
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private bool moving;
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private bool wobbling;
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private float lastPhase;
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public void GoToXPosition(float x) {
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targetPositionX = x;
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movementStartTime = Time.time;
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moving = true;
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wobbling = true;
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if (x > transform.position.x) {
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transform.rotation = Quaternion.identity;
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} else if (x < transform.position.x) {
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transform.rotation = Quaternion.AngleAxis(180, Vector3.up);
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}
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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targetPositionX = transform.position.x;
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moving = false;
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wobbling = false;
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lastPhase = 0;
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}
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// Update is called once per frame
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void Update()
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{
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if (moving){
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float deltaX = Time.deltaTime * movementVelocity;
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if (targetPositionX - transform.position.x < 0){
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deltaX *= -1;
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}
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if ((transform.position.x - targetPositionX) * (transform.position.x + deltaX - targetPositionX) <= 0){
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transform.position = new Vector2(targetPositionX, transform.position.y);
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moving = false;
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} else {
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transform.position += Vector3.right * deltaX;
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}
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}
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if (wobbling){
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float phase = math.sin((Time.time - movementStartTime) * math.PI2 / wobblingPeriod);
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if (!moving && phase * lastPhase <= 0){
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wobbling = false;
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phase = 0;
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}
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lastPhase = phase;
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for (int i = 0; i < wobblingParts.Length; i++){
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float angle = phase * wobblingMaxAngles[i];
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if (wobblingInversed[i]){
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angle *= -1;
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}
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wobblingParts[i].transform.localRotation = Quaternion.AngleAxis(angle, Vector3.forward);
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}
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}
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 8b2b3cf9e9fd7e2078e1e71f1cb3938a
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@ -96,16 +96,10 @@ public class HaseBewegung : MonoBehaviour
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lastEarAngle = earAngle;
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lastEarAngle = earAngle;
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loeffel.transform.localRotation = Quaternion.AngleAxis(earAngle, Vector3.forward);
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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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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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if (timeFactor < .5f){
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * timeFactor * 2, rotationAxis);
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * timeFactor * 2, Vector3.forward);
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} else if (timeFactor < 1.0f){
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} else if (timeFactor < 1.0f){
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * (1 - timeFactor) * 2, rotationAxis);
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hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * (1 - timeFactor) * 2, Vector3.forward);
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} else {
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} else {
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hinterlauf.transform.localRotation = Quaternion.identity;
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hinterlauf.transform.localRotation = Quaternion.identity;
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}
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}
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@ -455,8 +455,8 @@ MonoBehaviour:
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randomnessIntensity: 0.05
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randomnessIntensity: 0.05
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randomnessBaseAngle: 5
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randomnessBaseAngle: 5
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randomMovementDuration: 0.7
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randomMovementDuration: 0.7
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wobblingAngle: 6
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wobblingAngle: 8
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wobblingDuration: 4
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wobblingDuration: 2
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angularVelocity: 0
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angularVelocity: 0
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--- !u!1 &888920047
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--- !u!1 &888920047
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GameObject:
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GameObject:
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File diff suppressed because it is too large
Load diff
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@ -1,7 +0,0 @@
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||||||
Loading…
Reference in a new issue