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Merge branch 'master' of https://bitbucket.org/JoshuaReason/ggj-2019

# Conflicts:
#	Assets/Scenes/ClientScene.unity
master
JoshuaReason 5 years ago
parent
commit
e98b7ec129
4 changed files with 207 additions and 8 deletions
  1. +129
    -2
      Assets/Scenes/MainScene.unity
  2. +61
    -0
      Assets/Scipts/CharacterMovement.cs
  3. +8
    -4
      Assets/Scipts/GameMode.cs
  4. +9
    -2
      Assets/Scipts/Map.cs

+ 129
- 2
Assets/Scenes/MainScene.unity View File

@ -1303,7 +1303,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
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charMove: {fileID: 340012155}
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MonoBehaviour:
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@ -1334,6 +1334,10 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
Speed: 5
Players: []
Nearby:
DistanceToWin: 0
cam: {fileID: 0}
--- !u!1 &426060142
GameObject:
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@ -2668,7 +2672,7 @@ GameObject:
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@ -2986,6 +2990,128 @@ CanvasRenderer:
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+ 61
- 0
Assets/Scipts/CharacterMovement.cs View File

@ -6,10 +6,21 @@ public class CharacterMovement : MonoBehaviour {
public float Speed;
GameObject localPlayer;
public List<GameObject> Players = new List<GameObject>();
public List<bool> Nearby = new List<bool>();
public float DistanceToWin;
Camera cam;
private void Start()
{
localPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer;
Players.Add(localPlayer);
foreach (GameObject curPlayer in Multiplayer.PlayersManager.Instance.RemotePlayers.Values)
{
Players.Add(curPlayer);
}
cam = localPlayer.GetComponentInChildren<Camera>();
}
@ -33,4 +44,54 @@ public class CharacterMovement : MonoBehaviour {
{
localPlayer.GetComponent<Rigidbody>().AddForce(new Vector3(0.0f, 0.0f, -Speed));
}
public void mouseClick()
{
Vector3 screenMouse = Input.mousePosition;
Vector3 mousePos = cam.ScreenToWorldPoint(screenMouse);
Vector3 moveVec = new Vector3(mousePos.x, 0.0f, mousePos.z) * Speed;
localPlayer.GetComponent<Rigidbody>().AddForce(moveVec);
}
public bool CheckNearby()
{
for (int i = 0; i < Players.Count; i++)
{
if ((localPlayer.transform.position - Players[i].transform.position).magnitude < DistanceToWin)
{
Greet();
}
else
{
Player playerScript = Players[i].GetComponent<Player>();
foreach (GameObject dummy in playerScript.dummies)
{
if ((localPlayer.transform.position - dummy.transform.position).magnitude < DistanceToWin)
{
Greet();
}
}
}
}
return CheckWin();
}
bool CheckWin()
{
for (int i = 0; i < Nearby.Count; i++)
{
if (Nearby[i] == false)
{
return false;
}
}
return true;
}
public void Greet()
{
//Play audio
//Trigger animation
}
}

+ 8
- 4
Assets/Scipts/GameMode.cs View File

@ -8,8 +8,7 @@ public class GameMode : MonoBehaviour {
List<GameObject> Players = new List<GameObject>();
public Recipe recipe;
GameObject LocalPlayer;
public float DistanceToWin;
public CharacterMovement charMove;
private void Start()
@ -25,10 +24,14 @@ public class GameMode : MonoBehaviour {
void Update()
{
CheckValues();
//CheckValues();
if (charMove.CheckNearby())
{
recipe.CheckVictory();
}
}
/*
//Check the values for player to see if it changes the minimum or maximum values of all players
void CheckValues()
{
@ -58,4 +61,5 @@ public class GameMode : MonoBehaviour {
}
}
}
*/
}

+ 9
- 2
Assets/Scipts/Map.cs View File

@ -5,6 +5,8 @@ using UnityEngine;
public class Map : MonoBehaviour {
GameObject LocalPlayer;
List<GameObject> Players = new List<GameObject>();
public GameObject[] Tiles;
public List<GameObject> Landmarks;
@ -29,16 +31,21 @@ public class Map : MonoBehaviour {
#region StartupFunctions
private void Start()
{
LocalPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer;
Players.Add(LocalPlayer);
foreach (GameObject curPlayer in Multiplayer.PlayersManager.Instance.RemotePlayers.Values)
{
Players.Add(curPlayer);
}
//GenerateMap();
CreateDummys();
LocalPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer;
}
//Create dummy players for the world wrapping
void CreateDummys()
{
List<GameObject> Players = new List<GameObject>();
foreach (GameObject Player in Players)
{
Player PS = Player.GetComponent<Player>();

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