Browse Source

added text when a character moves

master
JoshuaReason 5 years ago
parent
commit
ddf1b5718f
10 changed files with 528 additions and 60 deletions
  1. +3
    -0
      Assets/Prefabs/Character.prefab
  2. +257
    -0
      Assets/Prefabs/UI/BlockDisplay.prefab
  3. +7
    -0
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  4. +78
    -58
      Assets/Scripts/Character.cs
  5. +2
    -0
      Assets/Scripts/Logic/Blocks/LogicBlock.cs
  6. +58
    -0
      Assets/Scripts/UI/MoveAndFade.cs
  7. +11
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  8. +102
    -0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline - Overlay.mat
  9. +8
    -0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline - Overlay.mat.meta
  10. +2
    -2
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset

+ 3
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Assets/Prefabs/Character.prefab View File

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Assets/Prefabs/UI/BlockDisplay.prefab View File

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+ 78
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Assets/Scripts/Character.cs View File

@ -7,7 +7,7 @@ using UnityEngine.SceneManagement;
public class Character : MonoBehaviour
{
public string nextScene;
Animator characterAnimator;
Animator characterAnimator;
#region Inspector Fields
@ -27,6 +27,9 @@ public class Character : MonoBehaviour
[Tooltip("Character to display")]
private string CharacterModel = "Bear";
[SerializeField]
private TMPro.TextMeshPro BlockTitlePrefab;
#endregion Inspector Fields
#region Read Only
@ -38,7 +41,7 @@ public class Character : MonoBehaviour
private void Start()
{
if (Inventory != null && CloneInventoryOnStart)
Inventory = Inventory.Clone(Inventory);
Inventory = Inventory.Clone(Inventory);
//If no starting block find one below it
if (_currentBlock == null)
@ -54,74 +57,87 @@ public class Character : MonoBehaviour
characterAnimator = GetComponentInChildren<Animator>();
}
#endregion Unity Functions
#region Class Implementation
public void Initialise(Block startingBlock, Inventory inventory, string Character) {
public void Initialise(Block startingBlock, Inventory inventory, string Character)
{
_currentBlock = startingBlock;
Inventory = inventory;
CharacterModel = Character;
}
public void DisplayBlock(LogicBlock block)
{
if (BlockTitlePrefab == null)
return;
TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent<TMPro.TextMeshPro>();
temp.text = block.DisplayName;
temp.color = block.Color;
temp.transform.position = transform.position + (Vector3.one * 0.25f);
temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position);
}
public Vector3 yValue(float time, float heightMultiplier)
{
float y = Mathf.Sin((Mathf.PI*time)) * heightMultiplier;
float y = Mathf.Sin((Mathf.PI * time)) * heightMultiplier;
return new Vector3(0, y, 0);
}
IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
characterAnimator.Play("Jump Inplace");
yield return new WaitForSeconds(0.15f);
while (elapsedTime < time)
{
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position += yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
transform.position += yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
characterAnimator.Play("Walk");
yield return new WaitForSeconds(0.05f);
characterAnimator.Play("Walk");
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
characterAnimator.Play("Walk");
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position += yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
characterAnimator.Play("Walk");
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position += yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
}
IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax)
{
@ -132,7 +148,7 @@ public class Character : MonoBehaviour
Vector3 startPosition = transform.position;
while (elapsedTime < time)
{
characterAnimator.Play("Jump");
characterAnimator.Play("Jump");
transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
@ -147,7 +163,7 @@ public class Character : MonoBehaviour
/// <param name="direction">direction to walk</param>
/// <remarks>Technically is same as JumpLong(1) but kept seperate to avoid confusion</remarks>
public void Move(Direction direction, float speed)
{
{
//setting up variables
Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted
Block hit; //output of block detection
@ -159,16 +175,19 @@ public class Character : MonoBehaviour
//If block at Position is walkable set it to moveTo
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
{
moveTo = hit;
_currentBlock = moveTo;
StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f)); }
_currentBlock = moveTo;
StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f));
}
//else if block down one is walkable
else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){
else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
{
moveTo = hit;
_currentBlock = moveTo;
StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f));
}
_currentBlock = moveTo;
StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f));
}
//set current block && move
//CurrentBlock = moveTo;
//StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f));
@ -176,10 +195,10 @@ public class Character : MonoBehaviour
}
/// <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>
/// 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>();
@ -188,11 +207,12 @@ public class Character : MonoBehaviour
{
collectable.OnCollect(this);
}
if (other.gameObject.name == "collect_sphere"){
other.gameObject.SetActive(false);
//player.collected +=1;
if (other.gameObject.name == "collect_sphere")
{
other.gameObject.SetActive(false);
//player.collected +=1;
}
}
if (other.gameObject.name == "End Portal")
{
other.GetComponent<Collider>().enabled = false;
@ -249,10 +269,10 @@ public class Character : MonoBehaviour
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));
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}
@ -287,10 +307,10 @@ public class Character : MonoBehaviour
moveTo = hit;
}//end for
//Set Current Block and move
_currentBlock = moveTo;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition;
}

+ 2
- 0
Assets/Scripts/Logic/Blocks/LogicBlock.cs View File

@ -57,6 +57,8 @@ public abstract class LogicBlock : ScriptableObject
RepeatCount++;
BlockLogic(player, animationTime);
player.DisplayBlock(this);
return isFinished();
}

+ 58
- 0
Assets/Scripts/UI/MoveAndFade.cs View File

@ -0,0 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
[RequireComponent(typeof(TextMeshPro))]
public class MoveAndFade : MonoBehaviour
{
[SerializeField]
private float AnimationTime;
[SerializeField]
[Tooltip("End point in local position")]
private Vector3 EndPoint;
[SerializeField]
private AnimationCurve FadeCurve;
private TextMeshPro text;
private void Start()
{
text = GetComponent<TextMeshPro>();
StartCoroutine(FadeAndMove());
}
private IEnumerator FadeAndMove()
{
Vector3 startPoint = transform.position;
Vector3 endPoint = transform.position + EndPoint;
float startAlpha = text.color.a;
float elapsedTime = 0;
while(elapsedTime < AnimationTime)
{
float ratio = elapsedTime / AnimationTime;
float fadeValue = Mathf.Lerp(startAlpha,0.0f, FadeCurve.Evaluate(ratio));
text.color = new Color(text.color.r, text.color.g, text.color.b, fadeValue);
transform.position = Vector3.Lerp(startPoint, endPoint, ratio);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
Destroy(gameObject);
}
}

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