Browse Source

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

# Conflicts:
#	Assets/Scenes/PlayerJoinScene.unity
develop
Joshua Reason 3 years ago
parent
commit
efebdb7424
50 changed files with 2267 additions and 171 deletions
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      Assets/Player/Leggies.prefab
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  25. BIN
      Assets/Scenes/Base Layout.unity
  26. BIN
      Assets/Scenes/How to Play.unity
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      Assets/Scenes/How to Play.unity.meta
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      Assets/Scenes/Main Menu.unity
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      Assets/Scenes/Main Menu.unity.meta
  30. BIN
      Assets/Scenes/MainGameplayScene.unity
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    -10
      Assets/Scripts/Behaviours/YeetController.cs
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      Assets/Scripts/Behaviours/YeetHandle.cs
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      Assets/World Assets/Models/Wall Pictures/Tree.png
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      Assets/World Assets/Prefabs/YeetyPlayer Variant.prefab
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      Packages/manifest.json
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  50. BIN
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@ -25,6 +25,15 @@ public class ParentBehaviour : MonoBehaviour
public Texture2D parentFaceAngry; public Texture2D parentFaceAngry;
public Texture2D parentFaceTalk; public Texture2D parentFaceTalk;
public GameObject parentBodyObj;
public GameObject parentFaceObj;
public GameObject parentDialougeObj;
private void Start()
{
parentBodyObj.GetComponent<MeshRenderer>().material.mainTexture = parentBases[Random.Range(0, parentBases.Length)];
parentFaceObj.GetComponent<MeshRenderer>().material.mainTexture = parentFaceNeutral;
}
[ContextMenu("Get Random Child")] [ContextMenu("Get Random Child")]
public void GetRandomChild() public void GetRandomChild()
@ -126,6 +135,7 @@ public class ParentBehaviour : MonoBehaviour
{ {
Texture _displayGraphic = GiveDetails(other.gameObject); Texture _displayGraphic = GiveDetails(other.gameObject);
//display the display graphic //display the display graphic
parentDialougeObj.GetComponent<MeshRenderer>().material.mainTexture = _displayGraphic;
} }
} }
} }

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Assets/Scripts/Behaviours/YeetController.cs View File

@ -5,6 +5,8 @@ using UnityEngine.InputSystem;
public class YeetController : InputBehaviour public class YeetController : InputBehaviour
{ {
[Tooltip("This is where the babies are held")]
public GameObject handCarryingPosition;
public GameObject parent { get; set; } public GameObject parent { get; set; }
public float yeetVelocity = 5f; public float yeetVelocity = 5f;
@ -14,7 +16,9 @@ public class YeetController : InputBehaviour
[SerializeField] [SerializeField]
private Animator m_YeetAnimator; private Animator m_YeetAnimator;
public enum YeetState { Unheld, Held, Yeeting };
public Material trajectoryLineMaterial;
public enum YeetState { Unheld, Held, Preyeet, Yeeting };
public YeetState yeetState { get; private set; } = YeetState.Unheld; public YeetState yeetState { get; private set; } = YeetState.Unheld;
private GameObject _child; private GameObject _child;
@ -27,6 +31,8 @@ public class YeetController : InputBehaviour
private LineRenderer m_lineRenderer; private LineRenderer m_lineRenderer;
private Vector3 preyeetPosition;
private void Awake() private void Awake()
{ {
m_body = this.gameObject; m_body = this.gameObject;
@ -37,15 +43,23 @@ public class YeetController : InputBehaviour
_child = child; _child = child;
_child.transform.parent = parent.transform; _child.transform.parent = parent.transform;
_child.GetComponent<YeetHandle>().held = true; _child.GetComponent<YeetHandle>().held = true;
_child.GetComponent<YeetHandle>().lastHeld = parent;
yeetState = YeetState.Held; yeetState = YeetState.Held;
m_lineRenderer = gameObject.AddComponent<LineRenderer>();
m_YeetAnimator.SetBool("Carry", true); m_YeetAnimator.SetBool("Carry", true);
m_YeetAnimator.SetBool("Yeet", true); m_YeetAnimator.SetBool("Yeet", true);
} }
public void Preyeet()
{
preyeetPosition = parent.transform.position;
m_lineRenderer = gameObject.AddComponent<LineRenderer>();
m_lineRenderer.material = trajectoryLineMaterial;
yeetState = YeetState.Preyeet;
}
public void Yeet() public void Yeet()
{ {
m_YeetAnimator.SetBool("Yeet", false); m_YeetAnimator.SetBool("Yeet", false);
@ -53,9 +67,9 @@ public class YeetController : InputBehaviour
_child.transform.parent = null; _child.transform.parent = null;
_child.transform.rotation = parent.transform.rotation; _child.transform.rotation = parent.transform.rotation;
_child.GetComponent<YeetHandle>().held = true;
_child.GetComponent<YeetHandle>().held = false;
_child.GetComponent<Rigidbody>().velocity = _child.transform.forward * m_velocityWindup + _child.transform.up * m_velocityWindup;
_child.GetComponent<Rigidbody>().velocity = calculateVelocityVector();
yeetState = YeetState.Yeeting; yeetState = YeetState.Yeeting;
m_time = yeetDuration; m_time = yeetDuration;
m_velocityWindup = 0; m_velocityWindup = 0;
@ -81,15 +95,18 @@ public class YeetController : InputBehaviour
yeetState = YeetState.Unheld; yeetState = YeetState.Unheld;
} }
break; break;
case YeetState.Held:
// draw yeet lines
case YeetState.Preyeet:
//TODO: Stop player
parent.transform.position = preyeetPosition;
if(m_velocityWindup < yeetVelocity)
_child.transform.position = handCarryingPosition.transform.position;
if (m_velocityWindup < yeetVelocity)
{ {
m_velocityWindup += windupSpeed; m_velocityWindup += windupSpeed;
} }
Vector3 velocity = parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup;
Vector3 velocity = calculateVelocityVector();
float t; float t;
t = (-1f * velocity.y) / Physics.gravity.y; t = (-1f * velocity.y) / Physics.gravity.y;
@ -105,12 +122,23 @@ public class YeetController : InputBehaviour
m_lineRenderer.SetPosition(i, trajectoryPoint); m_lineRenderer.SetPosition(i, trajectoryPoint);
} }
break; break;
case YeetState.Held:
//TODO: slow player
// Stop child from wriggling
_child.transform.position = handCarryingPosition.transform.position;
break;
case YeetState.Unheld: case YeetState.Unheld:
_child = null; _child = null;
break; break;
} }
} }
private Vector3 calculateVelocityVector()
{
return parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup;
}
private void OnTriggerEnter(Collider collider) private void OnTriggerEnter(Collider collider)
{ {
Debug.Log("PlayerInputController.OnTriggerEnter: arrived"); Debug.Log("PlayerInputController.OnTriggerEnter: arrived");
@ -132,9 +160,12 @@ public class YeetController : InputBehaviour
Hold(m_child); Hold(m_child);
// Grab nearest baby // Grab nearest baby
break; break;
case YeetController.YeetState.Held:
case YeetState.Preyeet:
Yeet(); Yeet();
break;
case YeetController.YeetState.Held:
// Yeet baby // Yeet baby
Preyeet();
break; break;
case YeetController.YeetState.Yeeting: case YeetController.YeetState.Yeeting:
// Cooldown? // Cooldown?

+ 2
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Assets/Scripts/Behaviours/YeetHandle.cs View File

@ -8,6 +8,8 @@ public class YeetHandle : MonoBehaviour
public bool held { get; set; } public bool held { get; set; }
public GameObject lastHeld { get; set; }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {

+ 15
- 3
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@ -10,6 +10,8 @@ public class spawner : MonoBehaviour
private Dictionary<string, bool> babyCombos = new Dictionary<string, bool>(); private Dictionary<string, bool> babyCombos = new Dictionary<string, bool>();
public Collider[] spawnVolumes;
void Start() void Start()
{ {
for (int x = 0; x < startingAmount; x++) for (int x = 0; x < startingAmount; x++)
@ -20,10 +22,11 @@ public class spawner : MonoBehaviour
public void SpawnBaby() public void SpawnBaby()
{ {
float _x = Random.Range(-45, 45);
float _z = Random.Range(-35, 35);
Vector3 _spawnPoint = RandomPointInBounds(spawnVolumes[Random.Range(0, spawnVolumes.Length)].bounds);
_spawnPoint.y = 1.5f;
var _newChild = Instantiate(childPrefab, new Vector3(_x, 1.5f, _z), Quaternion.identity);
var _newChild = Instantiate(childPrefab, _spawnPoint, Quaternion.identity);
_newChild.transform.parent = this.transform; _newChild.transform.parent = this.transform;
Randomizer _randomizer = _newChild.GetComponent<Randomizer>(); Randomizer _randomizer = _newChild.GetComponent<Randomizer>();
@ -50,4 +53,13 @@ public class spawner : MonoBehaviour
} }
} }
} }
public static Vector3 RandomPointInBounds(Bounds bounds)
{
return new Vector3(
Random.Range(bounds.min.x, bounds.max.x),
Random.Range(bounds.min.y, bounds.max.y),
Random.Range(bounds.min.z, bounds.max.z)
);
}
} }

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m_EditorClassIdentifier: m_EditorClassIdentifier:
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