Blockmove
both reset
pull/1/head
JoansLink00 3 months ago
parent 2239f561d8
commit 047073fe8a

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using System;
using UnityEngine;
public class IceBlockPush : MonoBehaviour
{
[SerializeField] float contactForce = 2.5f;
private Rigidbody rb;
[SerializeField] private Vector3 StartPos;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
private void OnTriggerStay(Collider other)
{
if (other.GetComponent<CapsuleCollider>())
{
Push(other.transform.position);
}
}
private void Push(Vector3 position)
{
Vector3 diffrenceVector = rb.transform.position - position;
diffrenceVector.y = 0;
//jetzt Vecort auf rechts,links, oben oder unten
Vector3 directionVector =
Mathf.Abs(diffrenceVector.x) > Mathf.Abs(diffrenceVector.z)
? new Vector3(Mathf.Sign(diffrenceVector.x), 0, 0)
: new Vector3(0, 0, Mathf.Sign(diffrenceVector.z));
//Debug.DrawRay(transform.position, directionVector * 3f, Color.red);
rb.AddForce(directionVector * contactForce, ForceMode.Impulse);
}
public void Reset()
{
this.transform.position = StartPos;
}
}

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using UnityEngine;
public class Pit : MonoBehaviour
{
public PlayerMove player;
public IceBlockPush ice;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
player.Reset();
ice.Reset();
}
}
}

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using System;
using UnityEngine;
public class PlayerMove : MonoBehaviour
{
[SerializeField] private float speed;
[SerializeField] private Rigidbody rb;
[SerializeField] private Vector3 StartPos;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 moveDirection = new Vector3(horizontalInput,0, verticalInput);
moveDirection.Normalize();
transform.Translate(moveDirection * speed * Time.deltaTime, Space.World);
}
public void Reset()
{
this.transform.position = StartPos;
}
}

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