From f2dc9216bbbf0142fa8f3f1c49ac81c23b6e04cf Mon Sep 17 00:00:00 2001 From: Joshua Reason Date: Sun, 2 Feb 2020 12:47:47 +1100 Subject: [PATCH 1/2] added HorseBall --- Assets/Input/HerdInput.inputactions | 30 +++++ Assets/Scenes/CaseyTest.unity | 110 +++++++++++++++++- Assets/Scenes/SampleScene 1.unity | 29 +++-- Assets/Scripts/HammerController.cs | 6 +- Assets/Scripts/Input/BallController.cs | 104 +++++++++++++++-- Assets/Scripts/Input/HerdController.cs | 52 ++++++++- Assets/Scripts/Input/PlayerController.cs | 9 +- Assets/WorldAssets/Prefabs/HorseBall.prefab | 83 +++++++++++++ .../WorldAssets/Prefabs/HorseBall.prefab.meta | 7 ++ 9 files changed, 395 insertions(+), 35 deletions(-) create mode 100644 Assets/WorldAssets/Prefabs/HorseBall.prefab create mode 100644 Assets/WorldAssets/Prefabs/HorseBall.prefab.meta diff --git a/Assets/Input/HerdInput.inputactions b/Assets/Input/HerdInput.inputactions index 7f49970..a120b59 100644 --- a/Assets/Input/HerdInput.inputactions +++ b/Assets/Input/HerdInput.inputactions @@ -12,6 +12,14 @@ "expectedControlType": "Vector2", "processors": "", "interactions": "" + }, + { + "name": "Sprint", + "type": "Value", + "id": "5ff5a253-6b95-490a-951c-f71399a76bbc", + "expectedControlType": "", + "processors": "", + "interactions": "" } ], "bindings": [ @@ -135,6 +143,28 @@ "action": "Movement", "isComposite": false, "isPartOfComposite": false + }, + { + "name": "", + "id": "10cbf5c8-8c98-4092-aa44-a05f2ee31a17", + "path": "/space", + "interactions": "", + "processors": "", + "groups": "", + "action": "Sprint", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "e2708d8c-53ab-4bb3-9344-e8f146416905", + "path": "/buttonSouth", + "interactions": "", + "processors": "", + "groups": "", + "action": "Sprint", + "isComposite": false, + "isPartOfComposite": false } ] } diff --git a/Assets/Scenes/CaseyTest.unity b/Assets/Scenes/CaseyTest.unity index c40ad65..c3b3d0f 100644 --- 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@@ -556,7 +561,7 @@ PrefabInstance: - target: {fileID: -4216859302048453862, guid: a9464dd51bb1eef41b97d9dba3c56cf8, type: 3} propertyPath: m_LocalEulerAnglesHint.y - value: -325.54498 + value: 0 objectReference: {fileID: 0} - target: {fileID: -4216859302048453862, guid: a9464dd51bb1eef41b97d9dba3c56cf8, type: 3} diff --git a/Assets/Scripts/HammerController.cs b/Assets/Scripts/HammerController.cs index 84aa23c..4a52062 100644 --- a/Assets/Scripts/HammerController.cs +++ b/Assets/Scripts/HammerController.cs @@ -33,8 +33,8 @@ public class HammerController : MonoBehaviour void FixedUpdate() { float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2; - transform.forward = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * startDir; - Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * transform.parent.InverseTransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed)); + transform.forward = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * startDir; + Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * transform.parent.TransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed)); Debug.DrawRay(transform.position, hitDirection * Force, Color.green); } @@ -46,7 +46,7 @@ public class HammerController : MonoBehaviour if (horse != null) { float ratio = (Mathf.Sin(Time.time * Speed) + 1) / 2; - Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.InverseTransformDirection(RotationAxis)) * transform.parent.InverseTransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed)); + Vector3 hitDirection = Quaternion.AngleAxis(Mathf.Lerp(AngleLimit.x, AngleLimit.y, ratio), transform.parent.TransformDirection(RotationAxis)) * transform.parent.TransformDirection(HitDirection) * -(Mathf.Cos(Time.time * Speed)); horse.AddForce((hitDirection.normalized + Vector3.up) * Force); Debug.Log("Hitting horse"); diff --git a/Assets/Scripts/Input/BallController.cs b/Assets/Scripts/Input/BallController.cs index 154b415..a3d162f 100644 --- a/Assets/Scripts/Input/BallController.cs +++ b/Assets/Scripts/Input/BallController.cs @@ -5,33 +5,115 @@ using UnityEngine; public class BallController : MonoBehaviour { + public bool EatHorse; + public int HorseCount; - public float size; + public float size = 1; public GameObject horsePrefab; - // Start is called before the first frame update - void Start() + public HerdController herd; + public float Speed = 10; + + private List disabledHorses = new List(); + private Rigidbody rigid; + private Camera cam; + private Vector2 recievdInput; + private SphereCollider collider; + + + private void Start() { - SpawnHorses(); + herd = FindObjectOfType(); + rigid = GetComponent(); + collider = GetComponent(); + cam = Camera.main; + Debug.Log(herd.Centre.position); } // Update is called once per frame - void Update() + void FixedUpdate() { - + if (EatHorse) + { + rigid.isKinematic = false; + collider.enabled = true; + foreach (PlayerController horse in herd.Herd) + { + if (horse.GetComponent().enabled) + { + horse.AddForce((transform.position - horse.transform.position).normalized * 20); + + if (Vector3.Distance(horse.transform.position, transform.position) < size * 2) + AddHorse(horse); + } + + } + } + else + { + rigid.isKinematic = true; + collider.enabled = false; + size = 1; + if (disabledHorses.Count != 0) + { + foreach (PlayerController horse in disabledHorses) + { + horse.enabled = true; + horse.cController.enabled = true; + horse.transform.parent = herd.transform; + + horse.moveDirection = Vector3.zero; + + var vec = horse.transform.eulerAngles; + vec.x = Mathf.Round(vec.x / 90) * 90; + vec.y = Mathf.Round(vec.y / 90) * 90; + vec.z = Mathf.Round(vec.z / 90) * 90; + horse.transform.eulerAngles = vec; + + + } + disabledHorses.Clear(); + } + + + } + + DoMove(); + } + + public void DoMove() + { + Vector3 direction = cam.transform.rotation * new Vector3(recievdInput.x, 0.0f, recievdInput.y); + rigid.AddForce(direction * Speed * Time.fixedDeltaTime,ForceMode.VelocityChange); + } + + public void GetInput(Vector2 input) + { + recievdInput = input; } - public void SpawnHorses() + + private void AddHorse(PlayerController horse) { - for (int i = 0; i < HorseCount; i++) + size += 0.5f / (size*10); + collider.radius = size; + foreach(Transform child in transform) { - Vector3 position = Random.onUnitSphere * size + transform.position; - Instantiate(horsePrefab, position,Random.rotation , transform); + child.localPosition = child.localPosition.normalized * size; } - + horse.GetComponent().enabled = false; + horse.GetComponent().enabled = false; + Vector3 position = Random.onUnitSphere * size + transform.position; + horse.transform.position = position; + horse.transform.rotation = Random.rotation; + horse.transform.parent = transform; + + disabledHorses.Add(horse); } + + } diff --git a/Assets/Scripts/Input/HerdController.cs b/Assets/Scripts/Input/HerdController.cs index eb74553..79e4ad3 100644 --- a/Assets/Scripts/Input/HerdController.cs +++ b/Assets/Scripts/Input/HerdController.cs @@ -21,13 +21,15 @@ public class HerdController : MonoBehaviour private float WaitTime; [SerializeField] - private Transform Centre; + public Transform Centre; private float lastTime; - private List Herd; + public List Herd; private Vector2 recievedInput; public GameStateController GameState; + public BallController Ball; + void Start() { @@ -44,8 +46,50 @@ public class HerdController : MonoBehaviour Herd.ForEach(p => p.SetMovement(input)); recievedInput = input; + + Ball.GetInput(input); } + private void OnSprint(InputValue value) + { + int input = (int)value.Get(); + Debug.Log("Sprint: " + input); + + if (input == 1) + { + Ball.EatHorse = true; + Ball.transform.position = Centre.position; + } + else + { + Ball.EatHorse = false; + } + } + + + private Vector3 GetCentre() + { + Vector3 centreofMass = Vector3.zero; + int CountedHorses = 0; + foreach (PlayerController horse in Herd) + { + if (horse.isGrounded || Time.time < 5) + { + centreofMass += horse.transform.position; + CountedHorses++; + + } + } + + if (CountedHorses != 0) + { + return centreofMass / CountedHorses; + } + else + { + return Vector3.one; + } + } [ContextMenu("Spawn")] private void SpawnHerd() @@ -126,7 +170,7 @@ public class HerdController : MonoBehaviour bound.Encapsulate(horse.transform.position); centreofMass += horse.transform.position; CountedHorses++; - + } } if (CountedHorses != 0) @@ -137,7 +181,7 @@ public class HerdController : MonoBehaviour } else { - GameState.LoseState(); + GameState.LoseState(); } } diff --git a/Assets/Scripts/Input/PlayerController.cs b/Assets/Scripts/Input/PlayerController.cs index b89a888..5d53ccc 100644 --- a/Assets/Scripts/Input/PlayerController.cs +++ b/Assets/Scripts/Input/PlayerController.cs @@ -65,7 +65,7 @@ public class PlayerController : MonoBehaviour if (!isRagdoll) { moveDirection = Vector3.zero; - moveDirection += new Vector3(HorseX, 0, HorseZ) * (walkSpeed * (1 + speedMulitplier)); + moveDirection += cam.transform.rotation * new Vector3(HorseX, 0, HorseZ) * (walkSpeed * (1 + speedMulitplier)); } } @@ -114,12 +114,15 @@ public class PlayerController : MonoBehaviour public IEnumerator RandomWait(float wait) { - Vector3 input = receivedInput; + Vector3 input = new Vector3(receivedInput.x, 0.0f, receivedInput.y); yield return new WaitForSeconds(UnityEngine.Random.Range(0, wait / 2)); if (cController.isGrounded) { - Vector3 rotateDir = new Vector3(90 * Math.Sign(input.y), 0, -90 * Math.Sign(input.x)); + Vector3 rotateDir = new Vector3(90 * Math.Sign(input.z),0.0f, -90 * Math.Sign(input.x)); + + //model.transform.rotation *= Quaternion.AngleAxis(cam.transform.eulerAngles.y, Vector3.up) * Quaternion.Euler(rotateDir); + model.transform.Rotate(rotateDir, Space.World); } } diff --git a/Assets/WorldAssets/Prefabs/HorseBall.prefab b/Assets/WorldAssets/Prefabs/HorseBall.prefab new file mode 100644 index 0000000..09ecab9 --- /dev/null +++ b/Assets/WorldAssets/Prefabs/HorseBall.prefab @@ -0,0 +1,83 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &8253619032045175705 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 8253619032045175711} + - component: {fileID: 8253619032045175704} + - component: {fileID: 5790973319256092316} + - component: {fileID: 6514331592746740632} + m_Layer: 0 + m_Name: HorseBall + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + 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