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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
-
- public class ParentBehaviour : MonoBehaviour
- {
- public spawner babySpawner;
-
- public GameObject child;
-
- public Texture baseVis;
- public Texture hatVis;
- public Texture eyeVis;
- public Texture topVis;
- public Texture bottomVis;
-
- public List<string> order = new List<string>();
-
- public ParentBehaviour otherParent;
-
- public Texture2D[] parentBases;
- public Texture2D parentFaceNeutral;
- public Texture2D parentFaceHappy1;
- public Texture2D parentFaceHappy2;
- public Texture2D parentFaceAngry;
- public Texture2D parentFaceTalk;
-
- public GameObject parentBodyObj;
- public GameObject parentFaceObj;
- public GameObject parentDialougeObj;
-
- private void Start()
- {
- Texture _displayGraphic = parentBases[Random.Range(0, parentBases.Length)];
- parentBodyObj.GetComponent<Image>().sprite = Sprite.Create((Texture2D)_displayGraphic, new Rect(0.0f, 0.0f, _displayGraphic.width, _displayGraphic.height), new Vector2(0.5f, 0.5f), 100.0f);
-
- _displayGraphic = parentFaceNeutral;
- parentFaceObj.GetComponent<Image>().sprite = Sprite.Create((Texture2D)_displayGraphic, new Rect(0.0f, 0.0f, _displayGraphic.width, _displayGraphic.height), new Vector2(0.5f, 0.5f), 100.0f);
- }
-
- [ContextMenu("Get Random Child")]
- public void GetRandomChild()
- {
- bool _validChild = false;
- while (!_validChild)
- {
- int _childIndex = Random.Range(0, babySpawner.transform.childCount);
-
- child = babySpawner.transform.GetChild(_childIndex).gameObject;
-
- if (!ReferenceEquals(child, otherParent.child) || otherParent.child == null)
- {
- //this prevents both parents asking for the same child
- _validChild = true;
- }
- }
- Randomizer _childRandomizer = child.GetComponent<Randomizer>();
-
- baseVis = _childRandomizer.baseObj.GetComponent<MeshRenderer>().material.mainTexture;
- hatVis = _childRandomizer.hatObj.GetComponent<MeshRenderer>().material.mainTexture;
- eyeVis = _childRandomizer.eyeObj.GetComponent<MeshRenderer>().material.mainTexture;
- topVis = _childRandomizer.topObj.GetComponent<MeshRenderer>().material.mainTexture;
- bottomVis = _childRandomizer.bottomObj.GetComponent<MeshRenderer>().material.mainTexture;
-
- order.Insert(Random.Range(0, order.Count), "base");
- order.Insert(Random.Range(0, order.Count), "hat");
- order.Insert(Random.Range(0, order.Count), "eye");
- order.Insert(Random.Range(0, order.Count), "top");
- order.Insert(Random.Range(0, order.Count), "bottom");
-
- GiveFirstDetail();
- }
-
- public bool CheckChild(GameObject _child)
- {
- if (_child == child)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
-
- public Texture GiveDetails(GameObject _child)
- {
-
-
- for (int i = 0; i < order.Count; i++)
- {
- switch (order[i]){
- case "base":
- if (_child.GetComponent<Randomizer>().baseObj.GetComponent<MeshRenderer>().material.mainTexture.name != baseVis.name)
- {
- print("returning baseVis");
- return baseVis;
- }
- break;
- case "hat":
- if (_child.GetComponent<Randomizer>().hatObj.GetComponent<MeshRenderer>().material.mainTexture.name != hatVis.name)
- {
- print("returning hatVis");
- return hatVis;
- }
- break;
- case "eye":
- if (_child.GetComponent<Randomizer>().eyeObj.GetComponent<MeshRenderer>().material.mainTexture.name != eyeVis.name)
- {
- print("returning eyeVis");
- return eyeVis;
- }
- break;
- case "top":
- if (_child.GetComponent<Randomizer>().topObj.GetComponent<MeshRenderer>().material.mainTexture.name != topVis.name)
- {
- print("returning topVis");
- return topVis;
- }
- break;
- case "bottom":
- if (_child.GetComponent<Randomizer>().bottomObj.GetComponent<MeshRenderer>().material.mainTexture.name != bottomVis.name)
- {
- print("returning bottomVis");
- return bottomVis;
- }
- break;
- default:
- break;
- }
- }
- return null;
- }
-
- public void GiveFirstDetail()
- {
- Texture _displayGraphic;
- switch (order[0])
- {
- case "base":
- _displayGraphic = baseVis;
- break;
- case "hat":
- _displayGraphic = hatVis;
- break;
- case "eye":
- _displayGraphic = eyeVis;
- break;
- case "top":
- _displayGraphic = topVis;
- break;
- case "bottom":
- _displayGraphic = bottomVis;
- break;
- default:
- _displayGraphic = null;
- break;
- }
- parentDialougeObj.GetComponent<Image>().sprite = Sprite.Create((Texture2D)_displayGraphic, new Rect(0.0f, 0.0f, _displayGraphic.width, _displayGraphic.height), new Vector2(0.5f, 0.5f), 100.0f);
- }
-
- private void OnCollisionEnter(Collision collision)
- {
- if (child != null)
- {
- if (collision.collider.gameObject.tag == "Child")
- {
- if (CheckChild(collision.collider.gameObject))
- {
- print("correct child");
- //this is the correct child
- }
- else
- {
- Texture _displayGraphic = GiveDetails(collision.collider.gameObject);
- //display the display graphic
- parentDialougeObj.GetComponent<Image>().sprite = Sprite.Create((Texture2D)_displayGraphic, new Rect(0.0f, 0.0f, _displayGraphic.width, _displayGraphic.height), new Vector2(0.5f, 0.5f), 100.0f);
-
- //yeet child back to centre of room
- Debug.Log("ParentBehaviour.OnCollissionEnter: Yeet Back Child");
- GameObject lastHeldPlayer = collision.collider.gameObject.GetComponent<YeetHandle>().lastHeld;
- float yeetBackForce = 15f;
- Vector3 yeetBackVelocity = (-1 * lastHeldPlayer.transform.forward * yeetBackForce) + lastHeldPlayer.transform.up * yeetBackForce;
- collision.collider.gameObject.GetComponent<Rigidbody>().velocity = yeetBackVelocity;
- }
- }
- }
- }
- }
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