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Started working on push

Josh_Dev_branch
Joshua Reason 4 years ago
parent
commit
742d88cb89
9 changed files with 296 additions and 274 deletions
  1. +0
    -8
      Assets/Plugins/IngameDebugConsole/Android.meta
  2. +0
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      Assets/Plugins/IngameDebugConsole/Prefabs.meta
  3. +0
    -8
      Assets/Plugins/IngameDebugConsole/Scripts.meta
  4. +0
    -8
      Assets/Plugins/IngameDebugConsole/Sprites/Unused.meta
  5. +258
    -205
      Assets/Scripts/Character.cs
  6. +1
    -1
      Assets/Scripts/Components.meta
  7. +0
    -26
      Assets/Scripts/LevelBlocks/ActiveBlock.cs
  8. +37
    -2
      Assets/Scripts/LevelBlocks/Block.cs
  9. +0
    -8
      Assets/Scripts/LogicBlocks.meta

+ 0
- 8
Assets/Plugins/IngameDebugConsole/Android.meta View File

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Assets/Plugins/IngameDebugConsole/Prefabs.meta View File

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Assets/Plugins/IngameDebugConsole/Scripts.meta View File

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Assets/Plugins/IngameDebugConsole/Sprites/Unused.meta View File

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+ 258
- 205
Assets/Scripts/Character.cs View File

@ -103,6 +103,9 @@ public class Character : MonoBehaviour
public IEnumerator MoveToBlock(Block target, Animation animation, float time)
{
Block oldBlock = _currentBlock;
_currentBlock.OnLeftByPlayer(this);
System.Func<float, float> yFunction = null;
if (animation == Animation.Jump)
@ -113,6 +116,9 @@ public class Character : MonoBehaviour
yield return StartCoroutine(LerpToBlock(target.VisualPosition, time, yFunction));
_currentBlock= target;
_currentBlock.OnWalkedOnByPlayer(this);
yield return StartCoroutine(DoPush(oldBlock,_currentBlock, time));
StopAnimation(animation);
}
@ -191,6 +197,49 @@ public class Character : MonoBehaviour
transform.position = _startPos + Vector3.up * heightOffset(1);
}
public IEnumerator DoPush(Block lastBlock, Block currentBlock, float animationTime)
{
//Direction player moved in ignoring Y value
Vector3 pushDirection = Vector3.ProjectOnPlane(currentBlock.position - lastBlock.position, Vector3.up).normalized;
foreach(Character character in _currentBlock.GetPushablePlayers())
{
if (character == this)
continue;
yield return StartCoroutine(character.GetPushed(pushDirection));
}
}
public IEnumerator GetPushed(Vector3 direction)
{
yield return null;
}
private Block getPushLocation(Vector3 pushDirection)
{
//setting up variables
Vector3 position = _currentBlock.position + pushDirection; // position wanted
Block hit; //output of block detection
//if move is obstucted no where to move
if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore))
return _currentBlock;
//If block at Position is walkable set it to moveTo
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
{
return hit;
}
//else if block down one is walkable
else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
{
return hit;
}
return _currentBlock;
}
public void StartAnimation(Animation animation,float speed = 1)
{
characterAnimator.SetFloat("AnimationSpeed", (1 / speed));
@ -237,6 +286,214 @@ public class Character : MonoBehaviour
}
}
public void respawnCharacter()
{
/* Will introduce more complex criteria for choosing where to respawn the player in future
* For now: if the square one back (x =- 1) from the pit is walkable and unoccupied, then put them there
* Otherwise, try the next square back, etc, until we find an available one
*/
Block currentBlock = null;
//We start from the position of our pit, at ground level
Vector3 currentPos = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z);
Debug.Log("Commencing respawn");
//Hardcoding the number of iterations for now for simplicity, should change this later
for (int i = 0; i < 100; i++)
{
//First we check one back
currentPos.x -= 1;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
}
//If the block one back isn't an option, we check to the left and right
currentPos.z += 1;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
}
currentPos.z -= 2;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
}
//If we've gotten this far and haven't found an available spot, we move back a row and try again
currentPos.z += 1;
}
//Having found our target block, we move the character there
if (currentBlock != null)
{
this.transform.position = currentBlock.VisualPosition;
this.inPit = false;
this._currentBlock = currentBlock;
Debug.Log("Moved " + this.name + " to "
+ this.transform.position.x + ", "
+ this.transform.position.y + ", "
+ this.transform.position.z + ", "
+ " inPit = " + inPit);
}
else
{
Debug.Log("Failed to find anywhere to put " + this.name);
}
}
/// <summary>
/// Upon collision with a floating block, collect its
/// Upon collision with the end portal, end of level
/// </summary>
/// <param name="other">name of collided object</param>
void OnTriggerEnter(Collider other)
{
Collectable collectable = other.GetComponentInChildren<Collectable>();
if (collectable != null)
{
collectable.OnCollect(this);
}
if (other.gameObject.name == "collect_sphere")
{
other.gameObject.SetActive(false);
//player.collected +=1;
}
if (other.gameObject.name == "End Portal")
{
other.GetComponent<Collider>().enabled = false;
SceneManager.LoadScene(nextScene);
}
}
/// <summary>
/// Rotates to point in specific direction based on current direction
/// </summary>
/// <param name="direction">Local direction to point</param>
public void Rotate(Direction direction, float speed)
{
StartCoroutine(rotateCoroutine(direction, transform, speed, 0.15f));
//transform.forward = direction.ToVector(transform);
}
public void RotateHalf(Direction direction, float speed)
{
StartCoroutine(rotateHalfCoroutine(direction, transform, speed, 0.15f));
//transform.forward = direction.ToVector(transform);
}
/// <summary>
/// Jumps in specefied direction, picks between Long Jump and Jumping up
/// </summary>
/// <param name="direction">Direction to Jump</param>
public void Jump(Direction direction, float speed)
{
//if there is a block infront JumpUp else LongJump
if (Block.isBlockAtPosition(_currentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore))
JumpUp(direction, speed);
else
JumpLong(direction, speed);
}
#endregion Class Implementation
#region Private Functions
/// <summary>
/// Jumps up obstacle of specific height. Jumps as high as possible
/// </summary>
/// <param name="direction">Direction of obstacle</param>
/// <param name="height">max height</param>
private void JumpUp(Direction direction, float speed, int height = 1)
{
//setting up variables
Vector3 position; // position wanted
Block hit; //output of block detection
Block moveTo = _currentBlock; //block we'll actually move to
//Check blocks in going up then move to the heighest walkable one
for (int i = 0; i <= height; i++)
{
//next position up the tower
position = _currentBlock.position + direction.ToVector(transform) + (Vector3.up * i);
//if block is walkable set it to last known position
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
moveTo = hit;
}
//set current block && move
_currentBlock = moveTo;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
/// <summary>
/// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction
/// </summary>
/// <param name="direction">Direction to Jump</param>
/// <param name="Distance">Max distance</param>
private void JumpLong(Direction direction, float speed, int Distance = 2)
{
//setting up variables
Vector3 position; // position wanted
Block hit; //output of block detection
Block moveTo = _currentBlock; //block we'll actually move to
//Check blocks in front until we hit an obstruction or went the distance
for (int i = 1; i <= Distance; i++)
{
//Next position to MoveTo
position = _currentBlock.position + (direction.ToVector(transform) * i);
//if jump is obstructed, stop and go to last known block
if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore))
break;
//If block at Position is walkable set it to last known position
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
moveTo = hit;
//else if block down one is walkable
else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
moveTo = hit;
}//end for
//Set Current Block and move
_currentBlock = moveTo;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
#endregion Private Functions
#region Depricated
IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
@ -515,210 +772,6 @@ public class Character : MonoBehaviour
}
}
public void respawnCharacter()
{
/* Will introduce more complex criteria for choosing where to respawn the player in future
* For now: if the square one back (x =- 1) from the pit is walkable and unoccupied, then put them there
* Otherwise, try the next square back, etc, until we find an available one
*/
Block currentBlock = null;
//We start from the position of our pit, at ground level
Vector3 currentPos = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z);
Debug.Log("Commencing respawn");
//Hardcoding the number of iterations for now for simplicity, should change this later
for (int i = 0; i < 100; i++)
{
//First we check one back
currentPos.x -= 1;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
}
//If the block one back isn't an option, we check to the left and right
currentPos.z += 1;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
}
currentPos.z -= 2;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
}
//If we've gotten this far and haven't found an available spot, we move back a row and try again
currentPos.z += 1;
}
//Having found our target block, we move the character there
if (currentBlock != null)
{
this.transform.position = currentBlock.VisualPosition;
this.inPit = false;
this._currentBlock = currentBlock;
Debug.Log("Moved " + this.name + " to "
+ this.transform.position.x + ", "
+ this.transform.position.y + ", "
+ this.transform.position.z + ", "
+ " inPit = " + inPit);
}
else
{
Debug.Log("Failed to find anywhere to put " + this.name);
}
}
/// <summary>
/// Upon collision with a floating block, collect its
/// Upon collision with the end portal, end of level
/// </summary>
/// <param name="other">name of collided object</param>
void OnTriggerEnter(Collider other)
{
Collectable collectable = other.GetComponentInChildren<Collectable>();
if (collectable != null)
{
collectable.OnCollect(this);
}
if (other.gameObject.name == "collect_sphere")
{
other.gameObject.SetActive(false);
//player.collected +=1;
}
if (other.gameObject.name == "End Portal")
{
other.GetComponent<Collider>().enabled = false;
SceneManager.LoadScene(nextScene);
}
}
/// <summary>
/// Rotates to point in specific direction based on current direction
/// </summary>
/// <param name="direction">Local direction to point</param>
public void Rotate(Direction direction, float speed)
{
StartCoroutine(rotateCoroutine(direction, transform, speed, 0.15f));
//transform.forward = direction.ToVector(transform);
}
public void RotateHalf(Direction direction, float speed)
{
StartCoroutine(rotateHalfCoroutine(direction, transform, speed, 0.15f));
//transform.forward = direction.ToVector(transform);
}
/// <summary>
/// Jumps in specefied direction, picks between Long Jump and Jumping up
/// </summary>
/// <param name="direction">Direction to Jump</param>
public void Jump(Direction direction, float speed)
{
//if there is a block infront JumpUp else LongJump
if (Block.isBlockAtPosition(_currentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore))
JumpUp(direction, speed);
else
JumpLong(direction, speed);
}
#endregion Class Implementation
#region Private Functions
/// <summary>
/// Jumps up obstacle of specific height. Jumps as high as possible
/// </summary>
/// <param name="direction">Direction of obstacle</param>
/// <param name="height">max height</param>
private void JumpUp(Direction direction, float speed, int height = 1)
{
//setting up variables
Vector3 position; // position wanted
Block hit; //output of block detection
Block moveTo = _currentBlock; //block we'll actually move to
//Check blocks in going up then move to the heighest walkable one
for (int i = 0; i <= height; i++)
{
//next position up the tower
position = _currentBlock.position + direction.ToVector(transform) + (Vector3.up * i);
//if block is walkable set it to last known position
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
moveTo = hit;
}
//set current block && move
_currentBlock = moveTo;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
/// <summary>
/// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction
/// </summary>
/// <param name="direction">Direction to Jump</param>
/// <param name="Distance">Max distance</param>
private void JumpLong(Direction direction, float speed, int Distance = 2)
{
//setting up variables
Vector3 position; // position wanted
Block hit; //output of block detection
Block moveTo = _currentBlock; //block we'll actually move to
//Check blocks in front until we hit an obstruction or went the distance
for (int i = 1; i <= Distance; i++)
{
//Next position to MoveTo
position = _currentBlock.position + (direction.ToVector(transform) * i);
//if jump is obstructed, stop and go to last known block
if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore))
break;
//If block at Position is walkable set it to last known position
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
moveTo = hit;
//else if block down one is walkable
else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
moveTo = hit;
}//end for
//Set Current Block and move
_currentBlock = moveTo;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
#endregion Private Functions
#endregion Depricated
}

Assets/Models.meta → Assets/Scripts/Components.meta View File

@ -1,5 +1,5 @@
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guid: 296bd90e667df1f4697823a0aa45acf0
guid: 8d7394d70ec233849a60a26da5f23b75
folderAsset: yes
DefaultImporter:
externalObjects: {}

+ 0
- 26
Assets/Scripts/LevelBlocks/ActiveBlock.cs View File

@ -4,10 +4,6 @@ using UnityEngine;
public class ActiveBlock : Block
{
protected List<PlayerData> currentPlayers = new List<PlayerData>();
#region Class Functions
/// <summary>
@ -20,28 +16,6 @@ public class ActiveBlock : Block
}
/// <summary>
/// Is called when a player moves onto this block
///
/// Should be implemented by a derived class
/// </summary>
/// <param name="player">Player which moved on to block</param>
public virtual void OnWalkedOnByPlayer(PlayerData player)
{
currentPlayers.Add(player);
}
/// <summary>
/// Is called when a player moves off of block
///
/// Should be implemented by a derived class
/// </summary>
/// <param name="player">Player which moved on to block</param>
public virtual void OnLeftByPlayer(PlayerData player)
{
currentPlayers.Remove(player);
}
/// <summary>
/// Called after all players have finished all their moves
///

+ 37
- 2
Assets/Scripts/LevelBlocks/Block.cs View File

@ -33,6 +33,13 @@ public class Block : MonoBehaviour
#endregion InspectorFields
#region Private Functions
/// <summary>
/// List of current players on this block
/// </summary>
protected List<Character> currentPlayers = new List<Character>();
#endregion Private Functions
#region ReadOnly Properties
/// <summary>
/// Blocks position in global space
@ -58,10 +65,38 @@ public class Block : MonoBehaviour
return (is_Walkable && !isBlockAtPosition(position + Vector3.up, 1, layerMask));
}
/// <summary>
/// Is called when a player moves onto this block
///
/// Should be implemented by a derived class
/// </summary>
/// <param name="player">Player which moved on to block</param>
public virtual void OnWalkedOnByPlayer(Character player)
{
currentPlayers.Add(player);
}
/// <summary>
/// Is called when a player moves off of block
///
/// Should be implemented by a derived class
/// </summary>
/// <param name="player">Player which moved on to block</param>
public virtual void OnLeftByPlayer(Character player)
{
currentPlayers.Remove(player);
}
/// <summary>
/// Returns an array of players who can be pushed off this block
/// </summary>
/// <returns>array of players who can be pushed off this block</returns>
public virtual Character[] GetPushablePlayers()
{
return currentPlayers.ToArray();
}
#endregion Public Functions

+ 0
- 8
Assets/Scripts/LogicBlocks.meta View File

@ -1,8 +0,0 @@
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guid: 8936b441d7647f74884c94f97bfb8931
folderAsset: yes
DefaultImporter:
externalObjects: {}
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assetBundleName:
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