Browse Source

Finished the environment turns for the traps

Added fog to the camera
master
ClairePeta 4 years ago
parent
commit
6bfb58f4be
11 changed files with 1402 additions and 1177 deletions
  1. +1077
    -1072
      Assets/Prefabs/Map Sections/Start 4-player.prefab
  2. +214
    -8
      Assets/Prefabs/Traps/CrushingBoulder.prefab
  3. +26
    -25
      Assets/Prefabs/Traps/InGroundTrap.prefab
  4. +7
    -2
      Assets/Prefabs/Traps/ShootingCannon + Block.prefab
  5. +2
    -2
      Assets/Scenes/Levels/RaceTrack Beta.unity
  6. +2
    -2
      Assets/Scenes/Menus/Lobby.unity
  7. +22
    -23
      Assets/Scripts/Map Generation/MapManager.cs
  8. +17
    -18
      Assets/Scripts/Traps/CrushingBoulder.cs
  9. +12
    -13
      Assets/Scripts/Traps/CubeWithCrystals.cs
  10. +9
    -3
      Assets/Scripts/Traps/InGroundTrap.cs
  11. +14
    -9
      Assets/Scripts/Traps/ShootingCannon.cs

+ 1077
- 1072
Assets/Prefabs/Map Sections/Start 4-player.prefab
File diff suppressed because it is too large
View File


+ 214
- 8
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}
}
Debug.Log("sections.Count = " + sections.Count);
//Debug.Log("sections.Count = " + sections.Count);
foreach (MapSection section in sections)
{
Debug.Log("Possible section: " + section.name);
//Debug.Log("Possible section: " + section.name);
}
initialPlayerCount = clients.ConnectedClients.Count;
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foreach (MapSection section in validSections)
{
Debug.Log("Valid section: " + section.name);
//Debug.Log("Valid section: " + section.name);
}/**/
Debug.Log("Choosing section");
//Debug.Log("Choosing section");
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//Debug.Log("Chosen section: " + nextSection.name);
addSection(nextSection);
}
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{
int connections = 0;
Debug.Log("Checking " + first.name + ", " + second.name);
//Debug.Log("Checking " + first.name + ", " + second.name);
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//Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin);
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Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);/**/
//Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);/**/
if (checkConnection(exit, entry))
{
connections++;
@ -250,15 +249,15 @@ public class MapManager : ScriptableObject
}
}
//Debug.Log("Connections = " + connections);
////Debug.Log("Connections = " + connections);
if (connections >= minConns)
{
//Debug.Log("Valid section!");
////Debug.Log("Valid section!");
}
else
{
//Debug.Log("Invalid section!");
////Debug.Log("Invalid section!");
}
return (connections >= minConns);
@ -266,12 +265,12 @@ public class MapManager : ScriptableObject
bool checkConnection(GameObject exit, GameObject entry)
{
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x
/*//Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/
//If the squares being checked don't line up, the connection is invalid
if (exit.transform.localPosition.z != entry.transform.localPosition.z)
{
//Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z);
////Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z);
return false;
}
@ -279,22 +278,22 @@ public class MapManager : ScriptableObject
//It's technically possible to cross two water blocks, but we don't count that
if (requiresJump(exit) && requiresJump(entry))
{
//Debug.Log("Invalid connection - both water");
////Debug.Log("Invalid connection - both water");
return false;
}
//Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable);
////Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable);
//Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid
if (isWall(exit) || isWall(entry))
{
//Debug.Log("Invalid connection - not walkable");
////Debug.Log("Invalid connection - not walkable");
return false;
}
//Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
////Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
//Debug.Log("Valid connection!");
////Debug.Log("Valid connection!");
//If we've passed all these tests, the connection is valid!
return true;
@ -389,7 +388,7 @@ public class MapManager : ScriptableObject
{
if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount))
{
Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below");
//Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below");
/*diffMin++;
diffMax++;*/
difficulty++;
@ -400,7 +399,7 @@ public class MapManager : ScriptableObject
if (clients.ConnectedClients.Count <= (float)(0.33f * initialPlayerCount))
{
Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%");
//Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%");
/*diffMin++;
diffMax += 2;*/
difficulty += 2;

+ 17
- 18
Assets/Scripts/Traps/CrushingBoulder.cs View File

@ -3,14 +3,16 @@ using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class CrushingBoulder : MonoBehaviour
public class CrushingBoulder : ActiveBlock
{
public bool triggeranimate;
public bool triggeranimate1;
public int countdowntimer;
public TextMeshPro counter;
int countdown;
public override int GetInitative()
{
return 3;
}
private void Start()
{
countdown = countdowntimer;
@ -19,6 +21,18 @@ public class CrushingBoulder : MonoBehaviour
{
counter.text = countdown.ToString();
}
public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers)
{
countdown--;
if (countdown == 0)
{
StartCoroutine(FallRaiseCoroutine(-2.0f));
yield return new WaitForSeconds(5);
StartCoroutine(FallRaiseCoroutine(2.0f));
countdown = countdowntimer;
}
isFinished = true;
}
IEnumerator FallRaiseCoroutine(float dropDistance)
{
@ -34,19 +48,4 @@ public class CrushingBoulder : MonoBehaviour
}
transform.position = endPosition;
}
public void Animate()
{
countdown--;
if (countdown == 0)
{
StartCoroutine(FallRaiseCoroutine(-2.0f));
countdown = countdowntimer;
returnToPosition();
}
}
public void returnToPosition()
{
StartCoroutine(FallRaiseCoroutine(2.0f));
}
}

+ 12
- 13
Assets/Scripts/Traps/CubeWithCrystals.cs View File

@ -2,15 +2,22 @@
using System.Collections.Generic;
using UnityEngine;
public class CubeWithCrystals : MonoBehaviour
public class CubeWithCrystals : ActiveBlock
{
public GameObject crystals;
public bool triggeranimate;
public bool triggeranimate1;
private void Update()
public override int GetInitative()
{
return 3;
}
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
StartCoroutine(GrowCoroutine());
yield return new WaitForSeconds(5);
StartCoroutine(ShrinkCoroutine());
isFinished = true;
//yield break;
}
IEnumerator GrowCoroutine()
@ -27,6 +34,7 @@ public class CubeWithCrystals : MonoBehaviour
}
crystals.transform.position = endPosition;
}
IEnumerator ShrinkCoroutine()
{
float elapsedTime = 0;
@ -41,13 +49,4 @@ public class CubeWithCrystals : MonoBehaviour
}
crystals.transform.position = endPosition;
}
public void Animate()
{
StartCoroutine(GrowCoroutine());
}
public void returnToPosition()
{
StartCoroutine(ShrinkCoroutine());
}
}

+ 9
- 3
Assets/Scripts/Traps/InGroundTrap.cs View File

@ -2,10 +2,16 @@
using System.Collections.Generic;
using UnityEngine;
public class InGroundTrap : MonoBehaviour
public class InGroundTrap : ActiveBlock
{
public void Animate()
public override int GetInitative()
{
Debug.Log("trap");
return 1;
}
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
isFinished = true;
yield break;
}
}

+ 14
- 9
Assets/Scripts/Traps/ShootingCannon.cs View File

@ -4,16 +4,21 @@ using TMPro;
using UnityEngine;
public class ShootingCannon : MonoBehaviour
public class ShootingCannon : ActiveBlock
{
public bool shootingRight;
public bool triggeranimate;
public GameObject shootingObject;
public Transform spawnLocation;
public TextMeshPro counter;
public int countdowntimer;
int countdown;
public override int GetInitative()
{
//order
return 4;
}
private void Start()
{
countdown = countdowntimer;
@ -23,20 +28,20 @@ public class ShootingCannon : MonoBehaviour
counter.text = countdown.ToString();
}
public void Animate()
public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers)
{
countdown--;
if (countdown == 0){
if (countdown == 0)
{
GameObject shot = Instantiate(shootingObject, spawnLocation.position, Quaternion.identity);
if (shootingRight == true)
{
if (shootingRight == true){
shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * -500);
}
else
{
}else{
shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * 500);
}
countdown = countdowntimer;
}
isFinished = true;
yield break;
}
}

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