New Asset iteration
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
@@ -1,5 +1,5 @@
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this.on_init = function()
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this.speed = 0.01
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this.speed = 0.1
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this.angles = Vec3:new()
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this.mouse_sens = 0.01
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end
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@@ -1,66 +0,0 @@
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this.on_init = function()
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this.speed = 2.1
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this.original_position = this.position
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this.angles = Vec3:new()
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this.mouse_sens = 0.01
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this.cursor_locked = false
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end
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this.toggleCursor = function()
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if this.cursor_locked then
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Input.unlockCursor()
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else
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Input.lockCursor()
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end
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this.cursor_locked = not this.cursor_locked
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end
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this.on_update = function()
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local deltaMouseMovement = Input.getDeltaMousePos()
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this.angles.y = this.angles.y - deltaMouseMovement.x * this.mouse_sens
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this.eulerAngles = this.angles
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helper = this:getChild('RotationHelper')
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if Input.getKeyJustPressed(Input.KeyCode.Enter) then
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gotoScene('SideScene')
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end
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local pos = this.position
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if Input.getKeyDown(Input.KeyCode.Up) then
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pos = pos + helper.forward * this.speed
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end
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if Input.getKeyDown(Input.KeyCode.Down) then
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pos = pos - helper.forward * this.speed
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end
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if Input.getKeyDown(Input.KeyCode.Right) then
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pos = pos + helper.right * this.speed
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end
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if Input.getKeyDown(Input.KeyCode.Left) then
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pos = pos - helper.right * this.speed
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end
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local mb0 = Input.getMouseButtonJustPressed(0)
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local mb1 = Input.getMouseButtonJustPressed(1)
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local mb2 = Input.getMouseButtonJustPressed(2)
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if mb0 or mb1 then
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hit = rayCast(this.worldPosition, helper.forward, 300)
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if(hit.hasHit) then
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local hitForce = 1000
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rb = hit.object:getComponent(Rigidbody)
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if mb0 then
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rb:addForce(hit.hitNormal * -hitForce)
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elseif mb1 then
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rb:addForce(hit.hitNormal * hitForce)
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end
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end
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end
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if mb2 then
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this.toggleCursor()
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end
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this.position = pos
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end
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@@ -1,10 +0,0 @@
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this.on_init = function()
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this.angles = Vec3:new()
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this.mouse_sens = 0.01
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end
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this.on_update = function()
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local deltaMouseMovement = Input.getDeltaMousePos()
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this.angles.x = this.angles.x - deltaMouseMovement.y * this.mouse_sens
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this.eulerAngles = this.angles
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end
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@@ -1,14 +0,0 @@
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this.on_init = function ()
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this.custom_eulerangles = Vec3:new()
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this.custom_angularvelocity = Vec3:new(0, 0.01, 0)
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end
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this.on_fixedupdate = function ()
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if Input.getKeyDown(Input.KeyCode.Left) then
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this.custom_eulerangles:add(Vec3:new(0,0.01,0))
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end
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if Input.getKeyDown(Input.KeyCode.Right) then
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this.custom_eulerangles:sub(Vec3:new(0,0.01,0))
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end
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this.eulerAngles = this.custom_eulerangles
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end
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@@ -1,22 +0,0 @@
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-- this.on_collisionenter = function(other)
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-- other.position = other.position + Vec3:new(3.2, 0, 0)
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-- end
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this.on_update = function ()
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rb = this:getComponent(Rigidbody)
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if Input.getKeyDown(Input.KeyCode.Space) then
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rb:addForce(Vec3:new(0, 100, 0))
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end
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if Input.getKeyDown(Input.KeyCode.D) then
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rb:addForce(Vec3:new(10, 0, 0))
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end
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if Input.getKeyDown(Input.KeyCode.A) then
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rb:addForce(Vec3:new(-10, 0, 0))
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end
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if Input.getKeyDown(Input.KeyCode.W) then
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rb:addForce(Vec3:new(0, 0, -10))
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end
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if Input.getKeyDown(Input.KeyCode.S) then
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rb:addForce(Vec3:new(0, 0, 10))
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end
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end
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