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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Water : ActiveBlock
- {
-
- [SerializeField]
- [Tooltip("GameObject which appears when character respawns")]
- private GameObject lillyPad;
-
- [SerializeField]
- [Tooltip("Distance character will be submerged into the water")]
- private float FallDistance = 0.5f;
-
- private bool isLillyPadUp = false;
-
- private Character trappedCharacter;
-
- public override int GetInitative()
- {
- return 0;
- }
-
- public override IEnumerator OnWalkedOnByPlayer(Character player, Vector3 moveDirection)
- {
- yield return StartCoroutine(base.OnWalkedOnByPlayer(player, moveDirection));
-
- if (trappedCharacter == null)
- {
- CurrentPlayer = null;
- trappedCharacter = player;
- trappedCharacter.stuck = true;
-
- trappedCharacter.StartAnimation(Character.Animation.Hit);
- yield return StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition + Vector3.down * FallDistance, 1));
- }
-
- }
-
- public override void OnLeftByPlayer(Character player)
- {
- base.OnLeftByPlayer(player);
- if (isLillyPadUp)
- {
- StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition + Vector3.down * FallDistance, 1));
- isLillyPadUp = false;
- }
-
- }
-
- public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
- {
- //Debug.Log("reseting water");
-
- if (trappedCharacter != null)
- {
-
- //if character is on an angle undo their last rotation
- if (trappedCharacter.transform.eulerAngles.y % 90 > 10 && trappedCharacter.transform.eulerAngles.y % 90 < 80)
- {
- trappedCharacter.transform.Rotate(Vector3.up, -trappedCharacter.lastRotation);
- trappedCharacter.lastRotation = 0;
-
- //if they are still on an angle fix to the closest rotation
- if (trappedCharacter.transform.eulerAngles.y % 90 != 0)
- {
- Vector3 newRot = trappedCharacter.transform.eulerAngles;
- newRot.y = Mathf.Round(newRot.y / 90) * 90;
- trappedCharacter.transform.eulerAngles = newRot;
- }
- }
-
-
- StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition, 1));
- yield return StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition, 1));
- trappedCharacter.stuck = false;
- isLillyPadUp = true;
- trappedCharacter = null;
-
- }
- isFinished = true;
-
- }
-
- private IEnumerator LerpToPosition(Transform target, Vector3 endPos, float time)
- {
- Vector3 _startPos = target.position;
-
- float elapsedTime = 0;
- while (elapsedTime / time < 1)
- {
-
- target.position = Vector3.Lerp(_startPos, endPos, (elapsedTime / time));
- yield return new WaitForEndOfFrame();
-
- elapsedTime += Time.deltaTime;
- }
-
- target.position = endPos;
- }
-
-
- }
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