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

feature/RoundManager
Joshua Reason 3 years ago
parent
commit
a4b55e6ad1
46 changed files with 1515 additions and 108 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IYeetable
{
void Hold(GameObject child);
void Yeet();
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class YeetController : MonoBehaviour, IYeetable
{
public GameObject parent { get; set; }
public float yeetVelocity = 10f;
public float yeetDuration = 2f;
public enum YeetState { Unheld, Held, Yeeting };
public YeetState yeetState { get; private set; } = YeetState.Unheld;
private GameObject _child;
private float _time;
public void Hold(GameObject child)
{
_child = child;
_child.transform.parent = parent.transform;
yeetState = YeetState.Held;
}
public void Yeet()
{
_child.transform.parent = null;
_child.transform.rotation = parent.transform.rotation;
yeetState = YeetState.Yeeting;
_time = yeetDuration;
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
switch(yeetState)
{
case YeetState.Yeeting:
_child.transform.position += _child.transform.forward * yeetVelocity * Time.deltaTime;
_time -= Time.deltaTime;
if(_time <= 0f)
{
yeetState = YeetState.Unheld;
}
break;
case YeetState.Held:
break;
case YeetState.Unheld:
_child = null;
break;
}
}
}

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@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class LookAtCamera : MonoBehaviour
{
private void Awake()
{
UpdateRotation();
}
[ContextMenu("Update Rotation")]
public void UpdateRotation()
{
var _cameraObj = Camera.main.gameObject;
transform.rotation = _cameraObj.transform.rotation;
transform.Rotate(new Vector3(0, 180, 0));
}
}

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

@ -28,13 +28,16 @@ public class PlayerInputController : MonoBehaviour
private Vector3 m_desiredDirection;
private bool m_recievedInput => m_desiredDirection.magnitude != 0;
private YeetController m_yeetController;
public GameObject testChild;
public GameObject body;
private void Awake()
{
m_input = GetComponent<PlayerInput>();
m_controller = GetComponent<CharacterController>();
m_yeetController = GetComponent<YeetController>();
}
@ -52,6 +55,24 @@ 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()
{

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ControllerBase : MonoBehaviour
{
public CharacterController characterController;
public float speed = 6f;
public float sensitivity = 10f;
public GameObject body;
public GameObject testChild;
public YeetController yeetController;
void Start()
{
}
// Update is called once per frame
void Update()
{
Move();
//Rotate();
if(Input.GetButtonDown("Fire1"))
{
yeetController.parent = body;
switch(yeetController.yeetState)
{
case YeetController.YeetState.Unheld:
yeetController.Hold(testChild);
// Grab nearest baby
break;
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yeetController.Yeet();
// Yeet baby
break;
case YeetController.YeetState.Yeeting:
// Cooldown?
break;
}
}
}
void Move()
{
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
Vector3 move = transform.forward * vertical + transform.right * horizontal;
characterController.Move(speed * Time.deltaTime * move);
}
void Rotate()
{
float horizontal = Input.GetAxis("Mouse Y");
body.transform.Rotate(0, horizontal * sensitivity, 0);
}
}

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@ -9,26 +9,22 @@ public class spawner : MonoBehaviour
public float spawnTime;
private float timer = 0;
void Start()
{
}
public int startingAmount = 100;
// Update is called once per frame
void Update()
void Start()
{
timer += Time.deltaTime;
float _x = Random.Range(-40, 40);
float _z = Random.Range(-40, 40);
if (timer > spawnTime)
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timer = 0;
SpawnBaby();
}
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public void SpawnBaby()
{
float _x = Random.Range(-45, 45);
float _z = Random.Range(-35, 35);
var _newChild = Instantiate(childPrefab, new Vector3(_x, 1.5f, _z), Quaternion.identity);
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"expectedControlType": "Vector2",
"processors": "",
"interactions": ""
},
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"name": "Yeet",
"type": "Button",
"id": "23ebbd64-55ef-42f7-9f88-d2ea6b5f9677",
"expectedControlType": "Button",
"processors": "",
"interactions": ""
}
],
"bindings": [
@ -135,6 +143,28 @@
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"name": "",
"id": "21a02656-d443-4954-a0f5-6fc8b87f7107",
"path": "<Keyboard>/space",
"interactions": "",
"processors": "",
"groups": "",
"action": "Yeet",
"isComposite": false,
"isPartOfComposite": false
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