Browse Source

Merge remote-tracking branch 'origin/develop' into feature/RoundManager

# Conflicts:
#	Packages/manifest.json
#	Packages/packages-lock.json
feature/RoundManager
Joshua Reason 3 years ago
parent
commit
4202b63b39
59 changed files with 3421 additions and 50 deletions
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@ -57,6 +385,7 @@ GameObject:
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m_Layer: 0
m_Name: Baby
m_TagString: Untagged
@ -90,8 +419,8 @@ SphereCollider:
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serializedVersion: 2
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Assets/Randomizer.cs View File

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Randomizer : MonoBehaviour
{
public Texture2D[] bases;
public Texture2D[] hats;
public Texture2D[] eyes;
public Texture2D[] faces;
public Texture2D[] tops;
public Texture2D[] bottoms;
public GameObject baseObj;
public GameObject hatObj;
public GameObject eyeObj;
public GameObject faceObj;
public GameObject topObj;
public GameObject bottomObj;
public void RandomizeParts(int a, int b, int c, int d, int e, int f)
{
baseObj.GetComponent<MeshRenderer>().material.mainTexture =bases[a];
hatObj.GetComponent<MeshRenderer>().material.mainTexture = hats[b];
eyeObj.GetComponent<MeshRenderer>().material.mainTexture = eyes[c];
faceObj.GetComponent<MeshRenderer>().material.mainTexture = faces[d];
topObj.GetComponent<MeshRenderer>().material.mainTexture = tops[e];
bottomObj.GetComponent<MeshRenderer>().material.mainTexture = bottoms[f];
}
}

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Assets/Scenes/Base Layout.unity (Stored with Git LFS) View File

size 637412

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

size 16523

+ 43
- 3
Assets/Scripts/Behaviours/YeetController.cs View File

@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class YeetController : MonoBehaviour, IYeetable
public class YeetController : MonoBehaviour
{
public GameObject parent { get; set; }
@ -15,11 +15,18 @@ public class YeetController : MonoBehaviour, IYeetable
private GameObject _child;
private float _time;
private GameObject m_child;
private GameObject m_body;
private void Awake()
{
m_body = this.gameObject;
}
public void Hold(GameObject child)
{
_child = child;
_child.transform.parent = parent.transform;
yeetState = YeetState.Held;
}
@ -27,6 +34,7 @@ public class YeetController : MonoBehaviour, IYeetable
{
_child.transform.parent = null;
_child.transform.rotation = parent.transform.rotation;
_child.GetComponent<Rigidbody>().velocity = _child.transform.forward * yeetVelocity + _child.transform.up * yeetVelocity;
yeetState = YeetState.Yeeting;
_time = yeetDuration;
}
@ -43,11 +51,12 @@ public class YeetController : MonoBehaviour, IYeetable
switch(yeetState)
{
case YeetState.Yeeting:
_child.transform.position += _child.transform.forward * yeetVelocity * Time.deltaTime;
//_child.transform.position += _child.transform.forward * yeetVelocity * Time.deltaTime;
_time -= Time.deltaTime;
if(_time <= 0f)
{
Debug.Log("YeetController.Update: Yeet finished");
yeetState = YeetState.Unheld;
}
break;
@ -58,4 +67,35 @@ public class YeetController : MonoBehaviour, IYeetable
break;
}
}
private void OnTriggerEnter(Collider collider)
{
Debug.Log("PlayerInputController.OnTriggerEnter: arrived");
m_child = collider.gameObject;
}
private void OnTriggerExit(Collider collider)
{
m_child = null;
}
private void OnYeet()
{
parent = m_body;
switch (yeetState)
{
case YeetController.YeetState.Unheld:
if(m_child)
Hold(m_child);
// Grab nearest baby
break;
case YeetController.YeetState.Held:
Yeet();
// Yeet baby
break;
case YeetController.YeetState.Yeeting:
// Cooldown?
break;
}
}
}

+ 0
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Assets/Scripts/Player Scripts/PlayerInputController.cs View File

@ -30,9 +30,6 @@ public class PlayerInputController : MonoBehaviour
private YeetController m_yeetController;
public GameObject testChild;
public GameObject body;
private void Awake()
{
m_input = GetComponent<UnityEngine.InputSystem.PlayerInput>();
@ -55,24 +52,6 @@ public class PlayerInputController : MonoBehaviour
m_desiredDirection = new Vector3(m_recievedInput.x, 0.0f, m_recievedInput.y);
}
private void OnYeet()
{
m_yeetController.parent = body;
switch (m_yeetController.yeetState)
{
case YeetController.YeetState.Unheld:
m_yeetController.Hold(testChild);
// Grab nearest baby
break;
case YeetController.YeetState.Held:
m_yeetController.Yeet();
// Yeet baby
break;
case YeetController.YeetState.Yeeting:
// Cooldown?
break;
}
}
private void ApplyRotation()
{

+ 26
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Assets/Scripts/spawner.cs View File

@ -6,11 +6,10 @@ public class spawner : MonoBehaviour
{
public GameObject childPrefab;
public float spawnTime;
private float timer = 0;
public int startingAmount = 100;
private Dictionary<string, bool> babyCombos = new Dictionary<string, bool>();
void Start()
{
for (int x = 0; x < startingAmount; x++)
@ -26,5 +25,29 @@ public class spawner : MonoBehaviour
var _newChild = Instantiate(childPrefab, new Vector3(_x, 1.5f, _z), Quaternion.identity);
_newChild.transform.parent = this.transform;
Randomizer _randomizer = _newChild.GetComponent<Randomizer>();
bool _validChoice = false;
while (!_validChoice)
{
int a, b, c, d, e, f;
a = Random.Range(0, _randomizer.bases.Length);
b = Random.Range(0, _randomizer.hats.Length);
c = Random.Range(0, _randomizer.eyes.Length);
d = Random.Range(0, _randomizer.faces.Length);
e = Random.Range(0, _randomizer.tops.Length);
f = Random.Range(0, _randomizer.bottoms.Length);
string _combination = a.ToString() + b.ToString() + c.ToString() + d.ToString() + e.ToString() + f.ToString();
if (!babyCombos.ContainsKey(_combination))
{
_randomizer.RandomizeParts(a, b, c, d, e, f);
babyCombos.Add(_combination, true);
_validChoice = true;
}
}
}
}

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