Driving MiniGame: Difference between revisions
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==== DrivingMiniGame ==== | ==== DrivingMiniGame ==== | ||
This is a simple and easy car driving example. | This is a simple and easy car driving example. In the assetbundle, there's an environment that we load and instantiate and multiple cars that we can spawn. This game is not focused on the actual driving experience itself, but more on introducing new Unity functionalities. | ||
'''Asset Bundles: ''minigame2, env''''' | '''Asset Bundles: ''minigame2, env''''' | ||
using the bundle explorer (F10) : | using the bundle explorer (F10): | ||
'''minigame2:''' | '''minigame2:''' | ||
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[[File:Minigame2 env.png|frameless]] | [[File:Minigame2 env.png|frameless]] | ||
Weapon: '''''3D/Samples/Drivingminigame''''' | |||
findplayer(" | findplayer("Graal5918039").addweapon(this.name); | ||
//#CLIENTSIDE | //#CLIENTSIDE | ||
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this.on = true; | this.on = true; | ||
SetTimer(0.05); | SetTimer(0.05); | ||
this.speed = | this.speed = 20; | ||
this.rotation = 400; | this.rotation = 400; | ||
} | |||
function onFixedUpdate() { | |||
this.vInput = Input::GetAxis("Vertical"); | |||
this.vh.transform.Translate(Vector3::forward.Mult(Time::deltaTime * this.speed * this.vInput)); | |||
this.hInput = Input::GetAxis("Horizontal"); | |||
this.vh.transform.Rotate(Vector3::up.Mult(Time::deltaTime * this.rotation * this.hInput * this.vInput)); | |||
} | } | ||
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Quattro3D::PlayerCamera::Instance.transform.position = temp.campos; | Quattro3D::PlayerCamera::Instance.transform.position = temp.campos; | ||
this.vInput = Input::GetAxis("Vertical"); | //this.vInput = Input::GetAxis("Vertical"); | ||
this.hInput = Input::GetAxis("Horizontal"); | //this.hInput = Input::GetAxis("Horizontal"); | ||
if (this.vInput < 0) this.hInput = - Input::GetAxis("Horizontal"); | //if (this.vInput < 0) this.hInput = - Input::GetAxis("Horizontal"); | ||
this.vh.transform.Translate(Vector3::forward.Mult(Time::deltaTime * this.speed * this.vInput)); | //this.vh.transform.Translate(Vector3::forward.Mult(Time::deltaTime * this.speed * this.vInput)); | ||
SetTimer(0.05); | SetTimer(0.05); | ||
} | } | ||
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function dest() { | function dest() { | ||
this.on = false; | this.on = false; | ||
cam1(); | findweapon("3D/Dev/ToolBar/Camera").cam1(); | ||
PLAYERMOVEMENT.unfreeze(); | PLAYERMOVEMENT.unfreeze(); | ||
Object::Destroy(this.vh); | Object::Destroy(this.vh); | ||
Object::Destroy(this.env); | Object::Destroy(this.env); | ||
} | } | ||
Here we create a UI for the player to choose what vehicle to choose, and we load and instantiate the prefab based on the choice. | Here we create a UI for the player to choose what vehicle to choose, and we load and instantiate the prefab based on the choice. | ||
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The Camera is the point of view. Here we want the Camera to follow the car while driving and not the player. | The Camera is the point of view. Here we want the Camera to follow the car while driving and not the player. | ||
In '''''function onAssetBundleDownloaded(bundlename)''''' | In '''''function onAssetBundleDownloaded(bundlename)''''' We use: | ||
{| class="wikitable" | {| class="wikitable" | ||
!Quattro3D::PlayerCamera::Instance.FreeCam = true; | !Quattro3D::PlayerCamera::Instance.FreeCam = true; | ||
|} | |} | ||
To free the camera | To free the camera. This will free it from following the player GameObject. | ||
Then in '''''function onTimeOut()''''' we want the camera position to be updated with the vehicle's position. | Then in '''''function onTimeOut()''''' we want the camera position to be updated with the vehicle's position. | ||
'''''temp.campos''''' is the variable we store the camera position in. We want it to be behind and above the vehicle for a good view. This is why we get the vehicle's position and add a Vector3 to it: | '''''temp.campos''''' is the variable we store the camera's position in. We want it to be behind and above the vehicle for a good view. This is why we get the vehicle's position and add a Vector3 to it: | ||
{| class="wikitable" | {| class="wikitable" | ||
!temp.campos = this.vh.transform.position.Add(Vector3::create(0,10,-7)); | !temp.campos = this.vh.transform.position.Add(Vector3::create(0,10,-7)); | ||
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allows us to the get the Camera GameObject and to access its transform component and change its position. | allows us to the get the Camera GameObject and to access its transform component and change its position. | ||
We have implemented default cameras found in | We have implemented default cameras found in Weapon: '''''3D/Dev/ToolBar/Camera''''' | ||
We access them through the Weapon "'''''3D/Dev/ToolBar/Camera'''''" using: | |||
{| class="wikitable" | |||
and we call the function '''''cam1();''''' in '''''function dest()''''' to go back to the default cam. | !''findweapon("3D/Dev/ToolBar/Camera").cam1();'' | ||
|}and we call the function '''''cam1();''''' in '''''function dest()''''' to go back to the default cam. | |||
==== <u>New: Unity Input</u> ==== | ==== <u>New: Unity Input</u> ==== |
Revision as of 12:11, 11 July 2021
Welcome to the Driving MiniGame tutorial.
Intro
DrivingMiniGame
This is a simple and easy car driving example. In the assetbundle, there's an environment that we load and instantiate and multiple cars that we can spawn. This game is not focused on the actual driving experience itself, but more on introducing new Unity functionalities.
Asset Bundles: minigame2, env
using the bundle explorer (F10):
minigame2:
env:
Weapon: 3D/Samples/Drivingminigame
findplayer("Graal5918039").addweapon(this.name); //#CLIENTSIDE function onPlayerChats() { if (player.chat == "dest") dest(); if (player.chat == "drive") drive(); } function drive() { destLevelName = "only_ground.nw"; x = 19; y = 10; z = 0.7;//0.7; WARPMANAGER.Warp(x, y ,z ,destLevelName); sleep(1); new GuiWindowCtrl("MyGUI_Minigame_Window1") { profile = GuiBlueWindowProfile; style = $pref::Video::defaultguistyle; clientrelative = true; clientextent = "320,240"; canmove = true; canresize = true; closequery = false; destroyonhide = false; text = "Window 1"; x = 490; y = 242; new GuiButtonCtrl("MyGUI_Minigame_Button1") { profile = GuiBlueButtonProfile; text = "Car"; width = 80; x = 77; y = 31; } new GuiButtonCtrl("MyGUI_Minigame_Button2") { profile = GuiBlueButtonProfile; height = 31; text = "Bus"; width = 80; x = 77; y = 69; } new GuiButtonCtrl("MyGUI_Minigame_Button3") { profile = GuiBlueButtonProfile; height = 31; text = "Quit"; width = 80; x = 78; y = 109; } new GuiTextCtrl("MyGUI_Minigame_Text1") { profile = GuiBlueTextProfile; height = 20; text = "Select Type:"; width = 71; x = 11; y = 5; } } } function MyGUI_Minigame_Button1.onAction() { // Button "Car" has been pressed Quattro::AssetManagement::LoadAssetBundle("minigame2"); Quattro::AssetManagement::LoadAssetBundle("env"); this.vehicle = "car"; } function MyGUI_Minigame_Button2.onAction() { // Button "Bus" has been pressed Quattro::AssetManagement::LoadAssetBundle("minigame2"); Quattro::AssetManagement::LoadAssetBundle("env"); this.vehicle = "bus"; } function MyGUI_Minigame_Button3.onAction() { dest(); } function onAssetBundleDownloaded(bundlename) { if (bundlename == "env") { this.env = GameObject::createfromassetbundle("env", "assets/jimmyenv2/Environment.prefab"); this.env = Object::Instantiate(Type::GameObject, this.env); this.env.transform.position = Vector3::Create(player.x, player.z, player.y); } if (bundlename == "minigame2") { if (this.vehicle == "bus") { dest(); this.vh = GameObject::createfromassetbundle("minigame2", "assets/jimmyminigame2/Veh_Bus_Blue_Z.prefab"); } if (this.vehicle == "car") { dest(); this.vh = GameObject::createfromassetbundle("minigame2", "assets/jimmyminigame2/Veh_Car_Blue_Z.prefab"); } this.vh = Object::Instantiate(Type::GameObject, this.vh); this.vh.transform.position = Vector3::Create(player.x - 2, player.z, player.y - 5); this.vh.AddComponent(Type::RigidBody); PLAYERMOVEMENT.Freeze(); Quattro3D::PlayerCamera::Instance.FreeCam = true; handleMovement(); } } function handleMovement() { this.on = true; SetTimer(0.05); this.speed = 20; this.rotation = 400; } function onFixedUpdate() { this.vInput = Input::GetAxis("Vertical"); this.vh.transform.Translate(Vector3::forward.Mult(Time::deltaTime * this.speed * this.vInput)); this.hInput = Input::GetAxis("Horizontal"); this.vh.transform.Rotate(Vector3::up.Mult(Time::deltaTime * this.rotation * this.hInput * this.vInput)); } function onTimeOut() { if(this.on) { temp.campos = this.vh.transform.position.Add(Vector3::create(0,10,-7)); Quattro3D::PlayerCamera::Instance.transform.position = temp.campos; //this.vInput = Input::GetAxis("Vertical"); //this.hInput = Input::GetAxis("Horizontal"); //if (this.vInput < 0) this.hInput = - Input::GetAxis("Horizontal"); //this.vh.transform.Translate(Vector3::forward.Mult(Time::deltaTime * this.speed * this.vInput)); SetTimer(0.05); } } function dest() { this.on = false; findweapon("3D/Dev/ToolBar/Camera").cam1(); PLAYERMOVEMENT.unfreeze(); Object::Destroy(this.vh); Object::Destroy(this.env); }
Here we create a UI for the player to choose what vehicle to choose, and we load and instantiate the prefab based on the choice.
New: Camera
The Camera is the point of view. Here we want the Camera to follow the car while driving and not the player.
In function onAssetBundleDownloaded(bundlename) We use:
Quattro3D::PlayerCamera::Instance.FreeCam = true; |
---|
To free the camera. This will free it from following the player GameObject.
Then in function onTimeOut() we want the camera position to be updated with the vehicle's position.
temp.campos is the variable we store the camera's position in. We want it to be behind and above the vehicle for a good view. This is why we get the vehicle's position and add a Vector3 to it:
temp.campos = this.vh.transform.position.Add(Vector3::create(0,10,-7)); |
---|
now:
Quattro3D::PlayerCamera::Instance.transform.position |
---|
allows us to the get the Camera GameObject and to access its transform component and change its position.
We have implemented default cameras found in Weapon: 3D/Dev/ToolBar/Camera
We access them through the Weapon "3D/Dev/ToolBar/Camera" using:
findweapon("3D/Dev/ToolBar/Camera").cam1(); |
---|
and we call the function cam1(); in function dest() to go back to the default cam.
New: Unity Input
Input::GetAxis("Vertical"); |
---|
"Vertical" / "Horizontal"
It checks the arrows pressed and gives a value in the range of (-1 to 1) -1 indicating "down", 1 "up" and 0 "neutral".
We use it here to translate and rotate the vehicle.