Browse Source

Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a

# Conflicts:
#	Assets/Data/Inventory/BaseInventory.asset
#	Assets/Data/Logic Blocks/Missile.asset
master
JoshuaReason 4 years ago
parent
commit
55cadb7609
145 changed files with 6343 additions and 9745 deletions
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Assets/Scripts/Character.cs View File

@ -23,7 +23,7 @@ public class Character : MonoBehaviour
public bool stuck = false; //Am I still stuck?
public bool justMoved = false; //Was the logic block I just executed a move command?
public bool inPit = false;
Vector3 death = new Vector3(-50, 0, 0);
Vector3 death = new Vector3(Mathf.Infinity, 0, 0);
#region Inspector Fields
[SerializeField]
@ -74,7 +74,7 @@ public class Character : MonoBehaviour
transform.position = _currentBlock.VisualPosition;
//get character string from player replace from "Bear"
GameObject prefab = Resources.Load(CharacterModel) as GameObject;
GameObject prefab = Resources.Load<GameObject>(CharacterModel);
GameObject animal = Instantiate(prefab, this.gameObject.transform);
characterAnimator = GetComponentInChildren<Animator>();

+ 24
- 2
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -70,6 +70,7 @@ public class RacetrackGameMode : GameMode
if (player.character.respawnNeeded)
{
respawningPlayers.Add(player);
player.client.Lives--;
}
else
{
@ -196,6 +197,9 @@ public class RacetrackGameMode : GameMode
void cameraCheck(PlayerData[] allPlayers)
{
//Safety check: if anyone has somehow ended up behind the camera before it moved, mark them as needing respawning
checkInView(allPlayers);
//Get the average x-position of all players
float xAvg = 0.0f;
int livePlayerCount = 0;
@ -253,7 +257,8 @@ public class RacetrackGameMode : GameMode
}/**/
//If anyone is out of view at this point, they are dead and need to respawn
foreach (PlayerData player in allPlayers)
checkInView(allPlayers);
/*foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0 && !(player.character.respawnNeeded))
{
@ -263,7 +268,7 @@ public class RacetrackGameMode : GameMode
player.character.respawnNeeded = true;
}
}
}
}*/
//We check for track sections we need to add/remove
mapManager.checkTrack();
@ -288,6 +293,23 @@ public class RacetrackGameMode : GameMode
}
//Marks any player out of the camera's view as in need of respawning
void checkInView(PlayerData[] allPlayers)
{
//If anyone is out of view at this point, they are dead and need to respawn
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0 && !(player.character.respawnNeeded))
{
Vector3 playerVP = Camera.main.WorldToViewportPoint(player.character.transform.position);
if (playerVP.x < 0.0f || playerVP.y < 0.0f)
{
player.character.respawnNeeded = true;
}
}
}
}
/// <summary>
/// Checks if the Game is finished

+ 15
- 5
Assets/Scripts/LevelBlocks/Air.cs View File

@ -4,6 +4,9 @@ using UnityEngine;
public class Air : ActiveBlock
{
public float fallingAnimationTime = 1.0f;
public float fallingDistance = 10.0f;
public bool burnAfterReading = true;
int DeleteCount = 2;
@ -17,9 +20,13 @@ public class Air : ActiveBlock
player.stuck = true;
player.respawnNeeded = true;
StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * 10,Character.Animation.Hit, 1));
yield return StartCoroutine(LerpScale(player.transform, Vector3.zero, 1));
//Very hacky, but it solved a weird bug where falling off the left-hand-side of the track didn't kill you, it just got you stuck down there forever
//You have to leave the camera's sight in order to die from falling
yield return StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * fallingDistance,Character.Animation.Hit, fallingAnimationTime));
//yield return StartCoroutine(LerpScale(player.transform, Vector3.zero, fallingAnimationTime));
yield return StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * 100, Character.Animation.Hit, 0.01f));
//player.gameObject.SetActive(false);
Debug.Log("Set player scale to one");
player.transform.localScale = Vector3.one;
@ -30,9 +37,12 @@ public class Air : ActiveBlock
{
isFinished = true;
DeleteCount--;
if (DeleteCount == 0)
Destroy(gameObject);
if (burnAfterReading)
{
DeleteCount--;
if (DeleteCount == 0)
Destroy(gameObject);
}
yield break;
}

+ 0
- 2
Assets/Scripts/LevelBlocks/Block.cs View File

@ -285,10 +285,8 @@ public class Block : MonoBehaviour
{
return false;
}
return true;
}
#endregion
}

+ 1
- 13
Assets/Scripts/LevelBlocks/Water.cs View File

@ -47,7 +47,6 @@ public class Water : ActiveBlock
trappedCharacter.StartAnimation(Character.Animation.Hit);
yield return StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition + Vector3.down * FallDistance, 1));
}
}
public override void OnLeftByPlayer(Character player)
@ -58,16 +57,12 @@ public class Water : ActiveBlock
StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition + Vector3.down * FallDistance, 1));
isLillyPadUp = false;
}
}
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
//Debug.Log("reseting water");
if (trappedCharacter != null)
{
//if character is on an angle undo their last rotation
if (trappedCharacter.transform.eulerAngles.y % 90 > 10 && trappedCharacter.transform.eulerAngles.y % 90 < 80)
{
@ -83,7 +78,6 @@ public class Water : ActiveBlock
}
}
StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition, 1));
StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition, 1));
@ -101,10 +95,8 @@ public class Water : ActiveBlock
trappedCharacter.stuck = false;
isLillyPadUp = true;
trappedCharacter = null;
}
isFinished = true;
}
private IEnumerator PushPlayOnTop()
@ -119,7 +111,6 @@ public class Water : ActiveBlock
yield return StartCoroutine(DoPush(trappedCharacter, possibleDirections[i].ToVector()));
break;
}
}
private IEnumerator LerpToPosition(Transform target, Vector3 endPos, float time)
@ -129,15 +120,12 @@ public class Water : ActiveBlock
float elapsedTime = 0;
while (elapsedTime / time < 1)
{
target.position = Vector3.Lerp(_startPos, endPos, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
target.position = endPos;
}
}

+ 1
- 1
Assets/Scripts/Managers/GameManager.cs View File

@ -88,7 +88,7 @@ public class GameManager : MonoBehaviour
gameMode.PreGameStart();
//gets list of items to check spawn locations
spawnBlock.wakeup();
//spawnBlock.wakeup();
//Spawn Characters and tell let the GameMode do anything with the characters it might want
SpawnCharacters();

+ 1
- 1
Assets/Scripts/Map Generation/MapManager.cs View File

@ -339,7 +339,7 @@ public class MapManager : ScriptableObject
if (checkView(trackEnd))
{
chooseNextSection();
spawn.GetComponent<blockSpawn>().wakeup();
//spawn.GetComponent<blockSpawn>().wakeup();
checkForward();
}
}

+ 5
- 1
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -103,8 +103,12 @@ namespace Networking.Server
}
ClientData client = ConnectedClients.FirstOrDefault(p => p.ID == msg.conn.Hash());
client.Lives = 0;
client.playerCharacter.lives = 0;
if (client.playerCharacter != null)
{
client.playerCharacter.lives = 0;
}
ConnectedClients.Remove(client);
DisconnectedClients.Add(client);

+ 5
- 0
Assets/Scripts/Projectiles/Hookshot.cs View File

@ -20,7 +20,12 @@ public class Hookshot : Projectile
Block hitBlock = GetEndBlock(player.CurrentBlock, direction, ~player.Ignore);
if (hitBlock == player.CurrentBlock)
{
//fire something out then back in here
StartCoroutine(lerpShot(hookObject, hookObject.position, hookObject.position + direction*10, 1.0f));
yield break;
}
yield return StartCoroutine(lerpShot(hookObject, player.transform.position, hitBlock.VisualPosition, ShotSpeed * Vector3.Distance(player.transform.position,hitBlock.VisualPosition)/10));

+ 2
- 2
Assets/Scripts/Traps/ShootingCannon.cs View File

@ -13,7 +13,7 @@ public class ShootingCannon : ActiveBlock
public TextMeshPro counter;
public TextMeshPro counter2;
int countdowntimer = 3;
int countdown;
public int countdown = 3;
public override int GetInitative()
{
@ -23,7 +23,7 @@ public class ShootingCannon : ActiveBlock
private void Start()
{
countdown = countdowntimer;
//countdown = countdowntimer;
}
private void Update()
{

+ 3
- 1
Assets/Scripts/UI/LogicElementUI.cs View File

@ -71,7 +71,9 @@ public class LogicElementUI : Dragable
if(elementIcon != null)
{
icon.sprite = elementIcon;
}
}else{
icon.enabled = false;
}
}
}

+ 2
- 11
Assets/Scripts/blockSpawn.cs View File

@ -33,6 +33,7 @@ public class blockSpawn : MonoBehaviour
public void Spawn()
{
wakeup();
//Sort play locations so leader is first
if (ConnectedClients.Count > 1)
{
@ -42,29 +43,20 @@ public class blockSpawn : MonoBehaviour
min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 4;
Debug.Log("count before update " + SpawnBlocks.Count);
updatePlayerPositions();
Debug.Log("count mid update " + SpawnBlocks.Count);
updatePositions(min_x - 1);
Debug.Log("count after update " + SpawnBlocks.Count);
//Check points within the bounds of players
possibleSpawnLocations.Clear();
foreach (Block point in SpawnBlocks)
{
//Debug.Log("Position: " + point.transform.position.x + " and " + point.transform.position.z);
if(point.transform.position.x >= min_x && point.transform.position.x <= max_x)
{
possibleSpawnLocations.Add(point);
}
}
//pick a random value from those available, checks the location
//then removes it to remove the possibility of duplicates
Debug.Log("possibleSpawnLocations count " + possibleSpawnLocations.Count);
int triesCount = 0;
if(possibleSpawnLocations.Count > 0)
{
while (spawnNumber > 0 && triesCount < 25)
@ -162,9 +154,8 @@ public class blockSpawn : MonoBehaviour
{
for(int i = SpawnBlocks.Count -1; i>=0; i--)
{
if(SpawnBlocks[i].transform.position.x <= min)
if(SpawnBlocks[i].transform.position.x < min)
{
Debug.Log("block to remove position x: " + SpawnBlocks[i].transform.position.x);
SpawnBlocks.Remove(SpawnBlocks[i]);
}
}

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