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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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>();
}
//Public movement functions :)
private void Update()
{
if (Input.GetMouseButton(0))
{
Vector3 mousePos = new Vector3(Input.mousePosition.x, 0.0f, Input.mousePosition.y);
Vector3 screenCentre = new Vector3(Screen.width / 2, 0.0F, Screen.height / 2);
Vector3 movePos = mousePos - screenCentre;
movePos.x = movePos.x / Screen.width;
movePos.z = movePos.z / Screen.height;
localPlayer.GetComponent<CharacterController>().Move(movePos * Speed * Time.deltaTime);
Debug.Log("Movepos" + movePos + " speed " + Speed);
}
}
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
}
}