using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CharacterMovement : MonoBehaviour {
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public float Speed;
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GameObject localPlayer;
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public List<GameObject> Players = new List<GameObject>();
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public List<bool> Nearby = new List<bool>();
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public float DistanceToWin;
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Camera cam;
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private void Start()
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{
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localPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer;
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Players.Add(localPlayer);
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foreach (GameObject curPlayer in Multiplayer.PlayersManager.Instance.RemotePlayers.Values)
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{
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Players.Add(curPlayer);
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}
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cam = localPlayer.GetComponentInChildren<Camera>();
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}
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//Public movement functions :)
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private void Update()
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{
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if (Input.GetMouseButton(0))
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{
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Vector3 mousePos = new Vector3(Input.mousePosition.x, 0.0f, Input.mousePosition.y);
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Vector3 screenCentre = new Vector3(Screen.width / 2, 0.0F, Screen.height / 2);
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Vector3 movePos = mousePos - screenCentre;
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movePos.x = movePos.x / Screen.width;
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movePos.z = movePos.z / Screen.height;
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localPlayer.GetComponent<CharacterController>().Move(movePos * Speed * Time.deltaTime);
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Debug.Log("Movepos" + movePos + " speed " + Speed);
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}
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}
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public bool CheckNearby()
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{
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for (int i = 0; i < Players.Count; i++)
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{
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if ((localPlayer.transform.position - Players[i].transform.position).magnitude < DistanceToWin)
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{
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Greet();
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}
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else
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{
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Player playerScript = Players[i].GetComponent<Player>();
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foreach (GameObject dummy in playerScript.dummies)
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{
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if ((localPlayer.transform.position - dummy.transform.position).magnitude < DistanceToWin)
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{
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Greet();
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}
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}
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}
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}
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return CheckWin();
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}
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bool CheckWin()
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{
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for (int i = 0; i < Nearby.Count; i++)
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{
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if (Nearby[i] == false)
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{
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return false;
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}
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}
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return true;
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}
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public void Greet()
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{
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//Play audio
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//Trigger animation
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}
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}
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