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Merge branch 'develop' of https://git.joshuareason.com/Jam/GGJ_2021 into develop

develop
Jordan 3 years ago
parent
commit
39108a2208
22 changed files with 874 additions and 588 deletions
  1. +104
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      Assets/Player/Body.prefab
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  3. +104
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  5. BIN
      Assets/Scenes/MainGameplayScene.unity
  6. BIN
      Assets/Scenes/PlayerJoinScene.unity
  7. BIN
      Assets/Scenes/Testing Scenes/PlayerTest.unity
  8. +60
    -10
      Assets/Scripts/Behaviours/YeetController.cs
  9. +2
    -0
      Assets/Scripts/Behaviours/YeetHandle.cs
  10. +25
    -10
      Assets/Scripts/Managers/GameManager.cs
  11. +9
    -2
      Assets/Scripts/Player Scripts/PlayerInputController.cs
  12. +17
    -1
      Assets/Scripts/Player Scripts/PlayerManager.cs
  13. +1
    -1
      Assets/Scripts/Player Scripts/PlayerVisuals.cs
  14. BIN
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  15. +142
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  16. +90
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  17. +7
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  18. +287
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      Assets/World Assets/Prefabs/Player.prefab
  19. +0
    -135
      Assets/World Assets/Prefabs/YeetyPlayer Variant.prefab
  20. +1
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      Packages/manifest.json
  21. +6
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      Packages/packages-lock.json
  22. BIN
      ProjectSettings/EditorBuildSettings.asset

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Assets/Scenes/Testing Scenes/PlayerTest.unity (Stored with Git LFS) View File

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+ 60
- 10
Assets/Scripts/Behaviours/YeetController.cs View File

@ -1,16 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class YeetController : MonoBehaviour
public class YeetController : InputBehaviour
{
[Tooltip("This is where the babies are held")]
public GameObject handCarryingPosition;
public GameObject parent { get; set; }
public float yeetVelocity = 5f;
public float yeetDuration = 2f;
public float windupSpeed = 0.01f;
public enum YeetState { Unheld, Held, Yeeting };
[SerializeField]
private Animator m_YeetAnimator;
public Material trajectoryLineMaterial;
public enum YeetState { Unheld, Held, Preyeet, Yeeting };
public YeetState yeetState { get; private set; } = YeetState.Unheld;
private GameObject _child;
@ -23,6 +31,8 @@ public class YeetController : MonoBehaviour
private LineRenderer m_lineRenderer;
private Vector3 preyeetPosition;
private void Awake()
{
m_body = this.gameObject;
@ -33,19 +43,33 @@ public class YeetController : MonoBehaviour
_child = child;
_child.transform.parent = parent.transform;
_child.GetComponent<YeetHandle>().held = true;
_child.GetComponent<YeetHandle>().lastHeld = parent;
yeetState = YeetState.Held;
m_YeetAnimator.SetBool("Carry", true);
m_YeetAnimator.SetBool("Yeet", true);
}
public void Preyeet()
{
preyeetPosition = parent.transform.position;
m_lineRenderer = gameObject.AddComponent<LineRenderer>();
m_lineRenderer.material = trajectoryLineMaterial;
yeetState = YeetState.Preyeet;
}
public void Yeet()
{
m_YeetAnimator.SetBool("Yeet", false);
m_YeetAnimator.SetBool("Carry", false);
_child.transform.parent = null;
_child.transform.rotation = parent.transform.rotation;
_child.GetComponent<YeetHandle>().held = true;
_child.GetComponent<YeetHandle>().held = false;
_child.GetComponent<Rigidbody>().velocity = _child.transform.forward * m_velocityWindup + _child.transform.up * m_velocityWindup;
_child.GetComponent<Rigidbody>().velocity = calculateVelocityVector();
yeetState = YeetState.Yeeting;
m_time = yeetDuration;
m_velocityWindup = 0;
@ -71,15 +95,18 @@ public class YeetController : MonoBehaviour
yeetState = YeetState.Unheld;
}
break;
case YeetState.Held:
// draw yeet lines
case YeetState.Preyeet:
//TODO: Stop player
parent.transform.position = preyeetPosition;
if(m_velocityWindup < yeetVelocity)
_child.transform.position = handCarryingPosition.transform.position;
if (m_velocityWindup < yeetVelocity)
{
m_velocityWindup += windupSpeed;
}
Vector3 velocity = parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup;
Vector3 velocity = calculateVelocityVector();
float t;
t = (-1f * velocity.y) / Physics.gravity.y;
@ -95,12 +122,23 @@ public class YeetController : MonoBehaviour
m_lineRenderer.SetPosition(i, trajectoryPoint);
}
break;
case YeetState.Held:
//TODO: slow player
// Stop child from wriggling
_child.transform.position = handCarryingPosition.transform.position;
break;
case YeetState.Unheld:
_child = null;
break;
}
}
private Vector3 calculateVelocityVector()
{
return parent.transform.forward * m_velocityWindup + parent.transform.up * m_velocityWindup;
}
private void OnTriggerEnter(Collider collider)
{
Debug.Log("PlayerInputController.OnTriggerEnter: arrived");
@ -112,7 +150,7 @@ public class YeetController : MonoBehaviour
m_child = null;
}
private void OnYeet()
private void OnYeet(InputAction.CallbackContext args)
{
parent = m_body;
switch (yeetState)
@ -122,9 +160,12 @@ public class YeetController : MonoBehaviour
Hold(m_child);
// Grab nearest baby
break;
case YeetController.YeetState.Held:
case YeetState.Preyeet:
Yeet();
break;
case YeetController.YeetState.Held:
// Yeet baby
Preyeet();
break;
case YeetController.YeetState.Yeeting:
// Cooldown?
@ -132,4 +173,13 @@ public class YeetController : MonoBehaviour
}
}
public override void RegisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").performed += OnYeet;
}
public override void UnregisterInput(PlayerInput playerInput)
{
playerInput.currentActionMap.FindAction("Yeet").performed -= OnYeet;
}
}

+ 2
- 0
Assets/Scripts/Behaviours/YeetHandle.cs View File

@ -8,6 +8,8 @@ public class YeetHandle : MonoBehaviour
public bool held { get; set; }
public GameObject lastHeld { get; set; }
// Start is called before the first frame update
void Start()
{

+ 25
- 10
Assets/Scripts/Managers/GameManager.cs View File

@ -14,6 +14,16 @@ public class GameManager : MonoBehaviour
private Camera m_camera;
private void OnEnable()
{
m_PlayerList.OnPlayerJoin += OnPlayerJoin;
}
private void OnDisable()
{
m_PlayerList.OnPlayerJoin -= OnPlayerJoin;
}
// Start is called before the first frame update
void Start()
{
@ -25,23 +35,28 @@ public class GameManager : MonoBehaviour
{
foreach (PlayerData data in m_PlayerList.AllPlayers)
{
GameObject newPlayer = Instantiate(m_playerPrefab);
SpawnPlayer(data);
}
}
data.Input.SwitchCurrentActionMap("Gameplay");
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>())
input.Initialise(data);
private void SpawnPlayer(PlayerData data)
{
GameObject newPlayer = Instantiate(m_playerPrefab);
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data);
data.Input.SwitchCurrentActionMap("Gameplay");
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up);
}
}
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>())
input.Initialise(data);
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data);
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up);
}
private void LateUpdate()
private void OnPlayerJoin(object sender, PlayerData data)
{
SpawnPlayer(data);
}
}

+ 9
- 2
Assets/Scripts/Player Scripts/PlayerInputController.cs View File

@ -21,6 +21,9 @@ public class PlayerInputController : InputBehaviour
+ "1.0 = forward")]
private AnimationCurve m_turnRadius;
[SerializeField]
private Animator m_legAnimator;
private CharacterController m_controller;
private Vector3 m_desiredDirection;
@ -55,13 +58,17 @@ public class PlayerInputController : InputBehaviour
private void ApplyMovement()
{
if (!m_recievedInput)
return;
float forwardRatio = (Vector3.Dot(transform.forward, m_desiredDirection.normalized) + 1) / 2;
float speed = m_turnRadius.Evaluate(forwardRatio) * m_playerSpeed;
m_legAnimator.SetFloat("Movement", speed);
if (!m_recievedInput)
return;
m_controller.Move(transform.forward * speed * Time.deltaTime);
}

+ 17
- 1
Assets/Scripts/Player Scripts/PlayerManager.cs View File

@ -8,6 +8,9 @@ using UnityEngine.InputSystem;
public class PlayerManager : MonoBehaviour
{
private static PlayerManager Instance;
[SerializeField]
private PlayerList m_connectedPlayers;
@ -16,7 +19,7 @@ public class PlayerManager : MonoBehaviour
private void OnEnable()
{
DontDestroyOnLoad(gameObject);
DoSingleton();
m_playerManager = GetComponent<PlayerInputManager>();
}
@ -40,6 +43,19 @@ public class PlayerManager : MonoBehaviour
m_playerManager.DisableJoining();
}
private void DoSingleton()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
}

+ 1
- 1
Assets/Scripts/Player Scripts/PlayerVisuals.cs View File

@ -30,7 +30,7 @@ public class PlayerVisuals : MonoBehaviour
transform.rotation = m_camera.transform.rotation;
transform.Rotate(new Vector3(0, 180, 0));
float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, -m_camera.transform.right));
float direction = Mathf.Sign(Vector3.Dot(m_moveingObject.transform.forward, m_camera.transform.right));
transform.localScale = new Vector3(m_startScale.x * direction, m_startScale.y, m_startScale.z);

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