Sagittaeri 7 years ago
parent
commit
d37be84b97
51 changed files with 581 additions and 12 deletions
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      IronToad_UnityProject/Assets/Scripts/BoatController.cs
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      IronToad_UnityProject/Assets/Scripts/Catapult.cs
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      IronToad_UnityProject/Assets/Scripts/CustomSmoothFollow.cs
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      IronToad_UnityProject/Assets/Scripts/HeavyObject.cs
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      IronToad_UnityProject/Assets/Sound.meta~4053ea0ea1489f4604c1626fb0538989dd66037b.meta~927ced4c4317bc1f86f167c9b1594cec30b8e540.meta
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      IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity
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      IronToad_UnityProject/Assets/water/WaterWave.mat

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IronToad_UnityProject/Assets/Animations/LightHouse.controller View File


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IronToad_UnityProject/Assets/Animations/WaveRing.controller View File


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IronToad_UnityProject/Assets/Scripts/BoatController.cs View File

@ -7,6 +7,10 @@ public class BoatController : BuoyantObject {
public float trunSpeed = 0.5f;
public float breakSpeed = 20f;
[Range(0.8f,1)]
public float stopRatio = 0.95f;
private bool applyBreak = true;
// Use this for initialization
void Start() {
@ -17,6 +21,10 @@ public class BoatController : BuoyantObject {
lookAtDir(Vector3.ProjectOnPlane(rb.velocity, Vector3.up));
}
void FixedUpdate() {
doBreak();
}
// Update is called once per frame
void lookAtDir(Vector3 inputDir) {
@ -38,4 +46,42 @@ public class BoatController : BuoyantObject {
}
private void doBreak() {
if (!applyBreak)
return;
Vector3 vel = rb.velocity;
Vector3 flatVel = Vector3.ProjectOnPlane(vel, Vector3.up);
flatVel *= stopRatio;
flatVel.y = vel.y;
rb.velocity = flatVel;
}
public override IEnumerator pushObject(Vector3 point, float power, float totalTime) {
Vector3 dir = transform.position - point;
dir = Vector3.ProjectOnPlane(dir, Vector3.up);
dir.Normalize();
float elapsedTime = 0;
Vector3 force = dir * power;
rb.AddForce(force,ForceMode.Impulse);
while (elapsedTime < totalTime) {
applyBreak = false;
force = dir * power * Time.deltaTime;
rb.AddForce(force);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
applyBreak = true;
}
}

+ 2
- 2
IronToad_UnityProject/Assets/Scripts/Catapult.cs View File

@ -43,7 +43,7 @@ public class Catapult : MonoBehaviour
public void searchlightStateChanged()
{
LeanTween.cancel(splineObjectTranslate.ObjectToManipulate.parent.gameObject, true);
LeanTween.cancel(splineObjectTranslate.ObjectToManipulate.gameObject, true);
if (Searchlight.state == Searchlight.SearchState.Chasing)
launchBoulder();
}
@ -57,7 +57,7 @@ public class Catapult : MonoBehaviour
}
isLaunching = true;
LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.parent.gameObject, timeBetweenLaunches, ()=>{
LeanTween.delayedCall(splineObjectTranslate.ObjectToManipulate.gameObject, timeBetweenLaunches, ()=>{
if (Searchlight.state != Searchlight.SearchState.Chasing)
{
isLaunching = false;

+ 29
- 6
IronToad_UnityProject/Assets/Scripts/CustomSmoothFollow.cs View File

@ -12,6 +12,8 @@ public class CustomSmoothFollow : MonoBehaviour
public Vector3 damping;
public string layerToMask = "CameraObstruct";
private int layerMask;
[Range (0,360)]
public float offsetAngle = 90;
// Use this for initialization
void Start()
@ -33,38 +35,59 @@ public class CustomSmoothFollow : MonoBehaviour
bool isBlocked = false;
Vector3 wantedPos = new Vector3(wantedSide, wantedHeight, wantedDistance);
wantedPos = RotatePointAroundPivot(wantedPos, target.transform.position, offsetAngle);
RaycastHit hitInfo;
if (Physics.Raycast(wantedPos, target.position-wantedPos, out hitInfo, (target.position-wantedPos).magnitude * 2f))
{
Debug.LogWarning (hitInfo.collider.name + " -- " + hitInfo.collider.gameObject.layer + " -- " + layerMask);
if (hitInfo.collider.gameObject.layer == layerMask)
isBlocked = true;
}
if (isBlocked)
{
wantedHeight = target.position.y + altHeight;
wantedDistance = target.position.z + altDistance;
wantedPos.y = target.position.y + altHeight;
wantedPos.z = target.position.z + altDistance;
}
float currentHeight = transform.position.y;
float currentDistance = transform.position.z;
float currentSide = transform.position.x;
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, damping.y * Time.deltaTime);
currentDistance = Mathf.Lerp(currentDistance, wantedDistance, damping.z * Time.deltaTime);
currentSide = Mathf.Lerp(currentSide, wantedSide, damping.x * Time.deltaTime);
currentHeight = Mathf.Lerp(currentHeight, wantedPos.y, damping.y * Time.deltaTime);
currentDistance = Mathf.Lerp(currentDistance, wantedPos.z, damping.z * Time.deltaTime);
currentSide = Mathf.Lerp(currentSide, wantedPos.x, damping.x * Time.deltaTime);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
// Set the height of the camera
transform.position = new Vector3(currentSide, currentHeight, currentDistance);
// Always look at the target
Vector3 lookTarget = target.position;
lookTarget.x = transform.position.x;
lookTarget.z = transform.position.z;
transform.LookAt(lookTarget);
}
private Vector3 RotatePointAroundPivot(Vector3 point,Vector3 pivot,float angles ) {
Vector3 dir = point - pivot; // get point direction relative to pivot
dir = Quaternion.Euler(angles * Vector3.up) * dir; // rotate it
point = dir + pivot; // calculate rotated point
return point; // return it
}
}

+ 13
- 1
IronToad_UnityProject/Assets/Scripts/DontRotate.cs View File

@ -4,7 +4,12 @@ using UnityEngine;
public class DontRotate : MonoBehaviour {
private Quaternion originalRot;
public Quaternion originalRot;
public float maxAngle;
public float turnSpeed = 0.5f;
// Use this for initialization
void Start () {
originalRot = transform.rotation;
@ -14,4 +19,11 @@ public class DontRotate : MonoBehaviour {
void Update () {
transform.rotation = originalRot;
}
// Update is called once per frame
void lookAtDir(Vector3 inputDir) {
Quaternion targetRotation = Quaternion.LookRotation(inputDir, Vector3.up);
float str = Mathf.Min(turnSpeed * Time.deltaTime, 1);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, str);
}
}

+ 1
- 0
IronToad_UnityProject/Assets/Scripts/HeavyObject.cs View File

@ -9,6 +9,7 @@ public abstract class HeavyObject : WaterObject {
public float splashPower;
public override void OnWaterEnter(WaterController water) {
Debug.Log ("creating wave");
water.CreateWave (transform.position, splashRadius, splashPower);
}

+ 29
- 0
IronToad_UnityProject/Assets/Scripts/LightBeam.cs View File

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LightBeam : MonoBehaviour {
public Transform target;
public Transform lightBeam;
// Use this for initialization
void Start () {
NotificationServer.register("statechange Searchlight", toggleState);
}
// Update is called once per frame
void Update () {
Vector3 lookAtPos = target.position;
lookAtPos.y = lightBeam.position.y;
lightBeam.LookAt(target);
}
private void toggleState() {
GetComponent<Animator>().SetBool("isSeen", (Searchlight.state == Searchlight.SearchState.Chasing));
}
}

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IronToad_UnityProject/Assets/Scripts/WaterController.cs View File

@ -13,6 +13,8 @@ public class WaterController : MonoBehaviour {
public float waveSpeed = 1;
public float maxWaveHeight = 2;
private readonly float scaleConstant = 50f;
public GameObject rippleEffect;
#region Unity Functions
@ -48,12 +50,18 @@ public class WaterController : MonoBehaviour {
pos.y += 1;
Quaternion rot = Quaternion.Euler(-90, 0, 0);
if (rippleEffect != null)
Destroy(Instantiate(rippleEffect, pos, rot), 4);
if (rippleEffect != null) {
GameObject ripple = Instantiate(rippleEffect, pos, rot);
Vector3 scale = Vector3.one * radius / scaleConstant;
ripple.transform.localScale = scale;
Destroy(ripple, 4);
}
Collider[] colliders = Physics.OverlapSphere(point, radius);
foreach (Collider hit in colliders) {
Debug.Log(hit.name);
BuoyantObject hitScript = hit.gameObject.GetComponent<BuoyantObject>();
if (hitScript != null) {
Debug.DrawLine(point, hit.transform.position, Color.blue, 1);

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