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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterMovement : MonoBehaviour
{
public float Speed;
GameObject localPlayer;
public List<GameObject> Players = new List<GameObject>();
List<bool> Nearby = new List<bool>();
public float DistanceToWin;
Camera cam;
public AudioSource Cheer;
private void Start()
{
localPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer.gameObject;
Players.Add(localPlayer);
Nearby.Add(false);
foreach (PlayerData curPlayer in Multiplayer.PlayersManager.Instance.Players.Values)
{
Players.Add(curPlayer.gameObject);
Nearby.Add(false);
}
cam = localPlayer.GetComponentInChildren<Camera>();
}
public bool CheckNearby()
{
for (int i = 0; i < Players.Count; i++)
{
bool found = false;
if ((localPlayer.transform.position - Players[i].transform.position).magnitude < DistanceToWin)
{
Greet();
found = true;
}
else
{
Player playerScript = Players[i].GetComponent<Player>();
foreach (GameObject dummy in playerScript.dummies)
{
if ((localPlayer.transform.position - dummy.transform.position).magnitude < DistanceToWin)
{
Greet();
found = true;
}
}
}
Nearby[i] = found;
}
return CheckWin();
}
bool CheckWin()
{
for (int i = 0; i < Nearby.Count; i++)
{
if (Nearby[i] == false)
{
return false;
}
}
return true;
}
public void Greet()
{
if (Cheer != null)
{
Cheer.Play();
}
//Trigger animation
}
}