Browse Source

Merge branch 'develop' of https://git.joshuareason.com/Jam/GGJ_2021 into develop

develop
Ellie 3 years ago
parent
commit
757d07bfd0
31 changed files with 526 additions and 513 deletions
  1. BIN
      Assets/Baby Parts/baby base1.png
  2. BIN
      Assets/Baby Parts/baby base2.png
  3. BIN
      Assets/Baby Parts/baby base3.png
  4. BIN
      Assets/Baby Parts/baby eye 1 blue.png
  5. BIN
      Assets/Baby Parts/baby eye 1 brown.png
  6. BIN
      Assets/Baby Parts/baby eye 1 green.png
  7. BIN
      Assets/Baby Parts/baby hat1.png
  8. BIN
      Assets/Baby Parts/baby hat2.png
  9. BIN
      Assets/Baby Parts/baby hat3.png
  10. BIN
      Assets/Baby Parts/baby pant 1.png
  11. BIN
      Assets/Baby Parts/baby pant 2.1.png
  12. BIN
      Assets/Baby Parts/baby smile 1.png
  13. BIN
      Assets/Baby Parts/baby smile 2.png
  14. BIN
      Assets/Baby Parts/baby smile 3.png
  15. BIN
      Assets/Baby Parts/baby top1.png
  16. BIN
      Assets/Baby Parts/baby top2.png
  17. BIN
      Assets/Baby Parts/baby top3.png
  18. +90
    -14
      Assets/ParentBehaviour.cs
  19. BIN
      Assets/Scenes/MainGameplayScene.unity
  20. BIN
      Assets/Scenes/PlayerJoinScene.unity
  21. BIN
      Assets/Scenes/Testing Scenes/PlayerTest.unity
  22. +21
    -2
      Assets/Scripts/Behaviours/YeetController.cs
  23. +25
    -10
      Assets/Scripts/Managers/GameManager.cs
  24. +9
    -2
      Assets/Scripts/Player Scripts/PlayerInputController.cs
  25. +17
    -1
      Assets/Scripts/Player Scripts/PlayerManager.cs
  26. +1
    -1
      Assets/Scripts/Player Scripts/PlayerVisuals.cs
  27. +90
    -0
      Assets/World Assets/Prefabs/InputManager.prefab
  28. +7
    -0
      Assets/World Assets/Prefabs/InputManager.prefab.meta
  29. +256
    -422
      Assets/World Assets/Prefabs/Player.prefab
  30. BIN
      ProjectSettings/EditorBuildSettings.asset
  31. BIN
      ProjectSettings/PackageManagerSettings.asset

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Assets/Baby Parts/baby eye 1 blue.png (Stored with Git LFS) View File

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Assets/Baby Parts/baby hat1.png (Stored with Git LFS) View File

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Assets/Baby Parts/baby smile 3.png (Stored with Git LFS) View File

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Assets/ParentBehaviour.cs View File

@ -16,16 +16,35 @@ public class ParentBehaviour : MonoBehaviour
public List<string> order = new List<string>();
public ParentBehaviour otherParent;
public Texture2D[] parentBases;
public Texture2D parentFaceNeutral;
public Texture2D parentFaceHappy1;
public Texture2D parentFaceHappy2;
public Texture2D parentFaceAngry;
public Texture2D parentFaceTalk;
[ContextMenu("Get Random Child")]
public void GetRandomChild()
{
int _childIndex = Random.Range(0, babySpawner.transform.childCount);
child = babySpawner.transform.GetChild(_childIndex).gameObject;
//CHECK IF OTHER PARENT WANTS THIS CHILD (if otherParent.child == child)
bool _validChild = false;
while (!_validChild)
{
int _childIndex = Random.Range(0, babySpawner.transform.childCount);
child = babySpawner.transform.GetChild(_childIndex).gameObject;
if (otherParent.child != null)
{
if (child != otherParent.child)
{
//this prevents both parents asking for the same child
_validChild = true;
}
}
}
Randomizer _childRandomizer = child.GetComponent<Randomizer>();
baseVis = _childRandomizer.baseObj.GetComponent<MeshRenderer>().material.mainTexture;
@ -39,19 +58,76 @@ public class ParentBehaviour : MonoBehaviour
order.Insert(Random.Range(0, order.Count), "eye");
order.Insert(Random.Range(0, order.Count), "top");
order.Insert(Random.Range(0, order.Count), "bottom");
}
foreach (string item in order)
public bool CheckChild(GameObject _child)
{
if (_child == child)
{
print(item);
return true;
}
else
{
return false;
}
}
public Texture GiveDetails(GameObject _child)
{
for (int i = 0; i < order.Count; i++)
{
switch (order[i]){
case "base":
if (child.GetComponent<Randomizer>().baseObj.GetComponent<MeshRenderer>().material.mainTexture != baseVis)
{
return baseVis;
}
break;
case "hat":
if (child.GetComponent<Randomizer>().hatObj.GetComponent<MeshRenderer>().material.mainTexture != hatVis)
{
return hatVis;
}
break;
case "eye":
if (child.GetComponent<Randomizer>().eyeObj.GetComponent<MeshRenderer>().material.mainTexture != eyeVis)
{
return eyeVis;
}
break;
case "top":
if (child.GetComponent<Randomizer>().topObj.GetComponent<MeshRenderer>().material.mainTexture != topVis)
{
return topVis;
}
break;
case "bottom":
if (child.GetComponent<Randomizer>().bottomObj.GetComponent<MeshRenderer>().material.mainTexture != bottomVis)
{
return bottomVis;
}
break;
default:
break;
}
}
return null;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "child")
{
if (CheckChild(other.gameObject))
{
//this is the correct child
}
else
{
Texture _displayGraphic = GiveDetails(other.gameObject);
//display the display graphic
}
}
}
}

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+ 21
- 2
Assets/Scripts/Behaviours/YeetController.cs View File

@ -1,8 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class YeetController : MonoBehaviour
public class YeetController : InputBehaviour
{
public GameObject parent { get; set; }
@ -10,6 +11,9 @@ public class YeetController : MonoBehaviour
public float yeetDuration = 2f;
public float windupSpeed = 0.01f;
[SerializeField]
private Animator m_YeetAnimator;
public enum YeetState { Unheld, Held, Yeeting };
public YeetState yeetState { get; private set; } = YeetState.Unheld;
@ -37,10 +41,16 @@ public class YeetController : MonoBehaviour
yeetState = YeetState.Held;
m_lineRenderer = gameObject.AddComponent<LineRenderer>();
m_YeetAnimator.SetBool("Carry", true);
m_YeetAnimator.SetBool("Yeet", true);
}
public void Yeet()
{
m_YeetAnimator.SetBool("Yeet", false);
m_YeetAnimator.SetBool("Carry", false);
_child.transform.parent = null;
_child.transform.rotation = parent.transform.rotation;
_child.GetComponent<YeetHandle>().held = true;
@ -112,7 +122,7 @@ public class YeetController : MonoBehaviour
m_child = null;
}
private void OnYeet()
private void OnYeet(InputAction.CallbackContext args)
{
parent = m_body;
switch (yeetState)
@ -132,4 +142,13 @@ public class YeetController : MonoBehaviour
}
}
public override void RegisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").performed += OnYeet;
}
public override void UnregisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").performed -= OnYeet;
}
}

+ 25
- 10
Assets/Scripts/Managers/GameManager.cs View File

@ -14,6 +14,16 @@ public class GameManager : MonoBehaviour
private Camera m_camera;
private void OnEnable()
{
m_PlayerList.OnPlayerJoin += OnPlayerJoin;
}
private void OnDisable()
{
m_PlayerList.OnPlayerJoin -= OnPlayerJoin;
}
// Start is called before the first frame update
void Start()
{
@ -25,23 +35,28 @@ public class GameManager : MonoBehaviour
{
foreach (PlayerData data in m_PlayerList.AllPlayers)
{
GameObject newPlayer = Instantiate(m_playerPrefab);
SpawnPlayer(data);
}
}
data.Input.SwitchCurrentActionMap("Gameplay");
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>())
input.Initialise(data);
private void SpawnPlayer(PlayerData data)
{
GameObject newPlayer = Instantiate(m_playerPrefab);
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data);
data.Input.SwitchCurrentActionMap("Gameplay");
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up);
}
}
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>())
input.Initialise(data);
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data);
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up);
}
private void LateUpdate()
private void OnPlayerJoin(object sender, PlayerData data)
{
SpawnPlayer(data);
}
}

+ 9
- 2
Assets/Scripts/Player Scripts/PlayerInputController.cs View File

@ -21,6 +21,9 @@ public class PlayerInputController : InputBehaviour
+ "1.0 = forward")]
private AnimationCurve m_turnRadius;
[SerializeField]
private Animator m_legAnimator;
private CharacterController m_controller;
private Vector3 m_desiredDirection;
@ -55,13 +58,17 @@ public class PlayerInputController : InputBehaviour
private void ApplyMovement()
{
if (!m_recievedInput)
return;
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
m_legAnimator.SetFloat("Movement", speed);
if (!m_recievedInput)
return;
m_controller.Move(transform.forward * speed * Time.deltaTime);
}

+ 17
- 1
Assets/Scripts/Player Scripts/PlayerManager.cs View File

@ -8,6 +8,9 @@ using UnityEngine.InputSystem;
public class PlayerManager : MonoBehaviour
{
private static PlayerManager Instance;
[SerializeField]
private PlayerList m_connectedPlayers;
@ -16,7 +19,7 @@ public class PlayerManager : MonoBehaviour
private void OnEnable()
{
DontDestroyOnLoad(gameObject);
DoSingleton();
m_playerManager = GetComponent<PlayerInputManager>();
}
@ -40,6 +43,19 @@ public class PlayerManager : MonoBehaviour
m_playerManager.DisableJoining();
}
private void DoSingleton()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
}

+ 1
- 1
Assets/Scripts/Player Scripts/PlayerVisuals.cs View File

@ -30,7 +30,7 @@ public class PlayerVisuals : MonoBehaviour
transform.rotation = m_camera.transform.rotation;
transform.Rotate(new Vector3(0, 180, 0));
float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, -m_camera.transform.right));
float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, m_camera.transform.right));
transform.localScale = new Vector3(m_startScale.x * direction, m_startScale.y, m_startScale.z);

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ProjectSettings/EditorBuildSettings.asset (Stored with Git LFS) View File

size 569

BIN
ProjectSettings/PackageManagerSettings.asset (Stored with Git LFS) View File

size 1445

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