Working gardener chase without flipping
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using Pixelplacement;
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using Pixelplacement.TweenSystem;
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public class GardenerChaseBehavior : MonoBehaviour
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{
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@@ -7,10 +8,33 @@ public class GardenerChaseBehavior : MonoBehaviour
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public Transform GardenerObject;
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public float chaseDuration;
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public float chaseDelay;
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[SerializeField] private Animator animator;
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[SerializeField] public GameObject lawnMowerRef;
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private TweenBase tweenRef;
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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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Tween.Spline (ChaseSpline, GardenerObject, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseInOut, Tween.LoopType.PingPong);
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tweenRef = Tween.Spline (ChaseSpline, GardenerObject, 0, 1, false, chaseDuration, chaseDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
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}
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void HandleTweenFinished ()
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{
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//Debug.Log ("Tween finished!");
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tweenRef.Stop();
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Destroy(ChaseSpline);
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var gardenerSpriteRef = gameObject.transform.Find("GardenerRunningSprite");
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//ReparentWithExactWorldTransform(gardenerSpriteRef, lawnMowerRef.transform);
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gardenerSpriteRef.transform.SetParent(lawnMowerRef.transform, true);
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//Vector3 pos = gardenerSpriteRef.position;
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//pos.y = lawnMowerRef.transform.position.y;
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//gardenerSpriteRef.position = pos;
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}
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void HandleTweenStarted ()
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{
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//Debug.Log ("Tween started!");
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animator.SetBool("IsIdle?", false);
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}
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void Awake()
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@@ -23,4 +47,34 @@ public class GardenerChaseBehavior : MonoBehaviour
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{
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}
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public void ReparentWithExactWorldTransform(Transform objectToMove, Transform newParent)
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{
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// Store the original world position, rotation, and scale
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Vector3 originalWorldPosition = objectToMove.position;
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Quaternion originalWorldRotation = objectToMove.rotation;
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Vector3 originalWorldScale = objectToMove.lossyScale;
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// First change the parent
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objectToMove.SetParent(newParent, false); // Set worldPositionStays to false
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// Then manually restore world position and rotation
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objectToMove.position = originalWorldPosition;
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objectToMove.rotation = originalWorldRotation;
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// Correct the scale (this is tricky because localScale isn't the same as world scale)
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if (newParent != null)
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{
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Vector3 newLocalScale = objectToMove.localScale;
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Vector3 parentWorldScale = newParent.lossyScale;
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// Adjust local scale to maintain world scale
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newLocalScale.x = (Mathf.Approximately(parentWorldScale.x, 0f)) ? 0f : originalWorldScale.x / parentWorldScale.x;
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newLocalScale.y = (Mathf.Approximately(parentWorldScale.y, 0f)) ? 0f : originalWorldScale.y / parentWorldScale.y;
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newLocalScale.z = (Mathf.Approximately(parentWorldScale.z, 0f)) ? 0f : originalWorldScale.z / parentWorldScale.z;
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objectToMove.localScale = newLocalScale;
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}
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}
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}
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