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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
[CreateAssetMenu(menuName = "Major Project/Pick Ups/Shoot Block")] | |||||
[System.Serializable] | |||||
public class Shoot : LogicBlock | |||||
{ | |||||
[SerializeField] | |||||
[Header("Direction to shoot in")] | |||||
private Direction Direction; | |||||
[SerializeField] | |||||
[Header("Projectile to Shoot")] | |||||
private Projectile Projectile; | |||||
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask) | |||||
{ | |||||
return startBlock; | |||||
} | |||||
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) | |||||
{ | |||||
Projectile newProjectile = Instantiate(Projectile, player.transform.position, player.transform.rotation); | |||||
Vector3 direction = Direction.ToVector(player.transform); | |||||
yield return newProjectile.StartCoroutine(newProjectile.ProjectileLogic(player, animationTime, direction)); | |||||
Destroy(newProjectile.gameObject); | |||||
} | |||||
public override void CopyToken(BlockToken token) | |||||
{ | |||||
base.CopyToken(token); | |||||
Projectile = Resources.Load<GameObject>(((ShotToken)token).prefabName).GetComponent<Projectile>(); | |||||
Direction = ((ShotToken)token).direction; | |||||
} | |||||
public override BlockToken ToToken(BlockToken token = null) | |||||
{ | |||||
if (token == null) | |||||
token = new ShotToken(this); | |||||
Debug.Log(base.ToToken(token).GetType().Name); | |||||
ShotToken retVal = (ShotToken)base.ToToken(token); | |||||
retVal.direction = Direction; | |||||
retVal.prefabName = Projectile.gameObject.name; | |||||
return retVal; | |||||
} | |||||
} | |||||
[System.Serializable] | |||||
public class ShotToken : BlockToken | |||||
{ | |||||
public Direction direction; | |||||
public string prefabName; | |||||
public ShotToken(LogicBlock block) : base(block) { } | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class Hookshot : Projectile | |||||
{ | |||||
[SerializeField] | |||||
private Transform hookObject; | |||||
[SerializeField] | |||||
private float ShotSpeed = 1; | |||||
[SerializeField] | |||||
private LineRenderer line; | |||||
public override IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction) | |||||
{ | |||||
Block hitBlock = GetEndBlock(player.CurrentBlock, direction, ~player.Ignore); | |||||
if (hitBlock == player.CurrentBlock) | |||||
yield break; | |||||
yield return StartCoroutine(lerpShot(hookObject, player.transform.position, hitBlock.VisualPosition, ShotSpeed * Vector3.Distance(player.transform.position,hitBlock.VisualPosition)/10)); | |||||
if (hitBlock.CurrentPlayer != null) | |||||
{ | |||||
Block pullBlock = Block.GetOrCreateBlockAtPosition(player.CurrentBlock.position + direction, 1, ~player.Ignore); | |||||
StartCoroutine(lerpShot(hookObject, hookObject.position, pullBlock.VisualPosition, ShotSpeed * Vector3.Distance(hookObject.position, pullBlock.VisualPosition) / 10)); | |||||
yield return player.StartCoroutine(hitBlock.CurrentPlayer.MoveToBlock(pullBlock, Character.Animation.Hit, ShotSpeed)); | |||||
} | |||||
else | |||||
{ | |||||
line.enabled = false; | |||||
yield return player.StartCoroutine(player.MoveToBlock(hitBlock, Character.Animation.Jump, ShotSpeed * Vector3.Distance(player.transform.position, hitBlock.VisualPosition) / 10)); | |||||
} | |||||
} | |||||
private Block GetEndBlock(Block startBlock, Vector3 direction, LayerMask layerMask) | |||||
{ | |||||
//setting up variables | |||||
Vector3 position; // position wanted | |||||
Block hit; //output of block detection | |||||
Block retVal = startBlock; //block we'll actually move to | |||||
//Check blocks in front until we hit an obstruction or went the distance | |||||
for (int i = 1; i <= 30; i++) | |||||
{ | |||||
//Next position to MoveTo | |||||
position = startBlock.position + (direction * i); | |||||
//if position is off the screen there is nothing to hit | |||||
if (!Block.isPositionVisible(position)) | |||||
return startBlock; | |||||
//if hit player return block they are standing on | |||||
if (Block.isBlockAtPosition(position, 1, layerMask, out hit)) | |||||
{ | |||||
if (hit.CurrentPlayer != null) | |||||
return hit; | |||||
} | |||||
//if block block paths return block infront of it | |||||
if (Block.isBlockAtPosition(position + Vector3.up, 1, layerMask)) | |||||
{ | |||||
return Block.GetOrCreateBlockAtPosition(position - direction, 1, layerMask); | |||||
} | |||||
} | |||||
return retVal; | |||||
} | |||||
private IEnumerator lerpShot(Transform target, Vector3 startPosition, Vector3 endPosition, float time) | |||||
{ | |||||
float elapsedTime = 0; | |||||
while (elapsedTime < time) | |||||
{ | |||||
target.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time); | |||||
line.SetPosition(1, target.localPosition); | |||||
yield return new WaitForEndOfFrame(); | |||||
elapsedTime += Time.deltaTime; | |||||
} | |||||
target.position = endPosition; | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public abstract class Projectile : MonoBehaviour | |||||
{ | |||||
public abstract IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction); | |||||
} |
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function UnityProgress(gameInstance, progress) { | |||||
if (!gameInstance.Module) | |||||
return; | |||||
if (!gameInstance.logo) { | |||||
gameInstance.logo = document.createElement("div"); | |||||
gameInstance.logo.className = "logo " + gameInstance.Module.splashScreenStyle; | |||||
gameInstance.container.appendChild(gameInstance.logo); | |||||
} | |||||
if (!gameInstance.progress) { | |||||
gameInstance.progress = document.createElement("div"); | |||||
gameInstance.progress.className = "progress " + gameInstance.Module.splashScreenStyle; | |||||
gameInstance.progress.empty = document.createElement("div"); | |||||
gameInstance.progress.empty.className = "empty"; | |||||
gameInstance.progress.appendChild(gameInstance.progress.empty); | |||||
gameInstance.progress.full = document.createElement("div"); | |||||
gameInstance.progress.full.className = "full"; | |||||
gameInstance.progress.appendChild(gameInstance.progress.full); | |||||
gameInstance.container.appendChild(gameInstance.progress); | |||||
} | |||||
gameInstance.progress.full.style.width = (100 * progress) + "%"; | |||||
gameInstance.progress.empty.style.width = (100 * (1 - progress)) + "%"; | |||||
if (progress == 1) | |||||
gameInstance.logo.style.display = gameInstance.progress.style.display = "none"; | |||||
} |
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.webgl-content * {border: 0; margin: 0; padding: 0} | |||||
.webgl-content {position: absolute; top: 50%; left: 50%; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%);} | |||||
.webgl-content .logo, .progress {position: absolute; left: 50%; top: 50%; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%);} | |||||
.webgl-content .logo {background: url('progressLogo.Light.png') no-repeat center / contain; width: 154px; height: 130px;} | |||||
.webgl-content .progress {height: 18px; width: 141px; margin-top: 90px;} | |||||
.webgl-content .progress .empty {background: url('progressEmpty.Light.png') no-repeat right / cover; float: right; width: 100%; height: 100%; display: inline-block;} | |||||
.webgl-content .progress .full {background: url('progressFull.Light.png') no-repeat left / cover; float: left; width: 0%; height: 100%; display: inline-block;} | |||||
.webgl-content .logo.Dark {background-image: url('progressLogo.Dark.png');} | |||||
.webgl-content .progress.Dark .empty {background-image: url('progressEmpty.Dark.png');} | |||||
.webgl-content .progress.Dark .full {background-image: url('progressFull.Dark.png');} | |||||
.webgl-content .footer {margin-top: 5px; height: 38px; line-height: 38px; font-family: Helvetica, Verdana, Arial, sans-serif; font-size: 18px;} | |||||
.webgl-content .footer .webgl-logo, .title, .fullscreen {height: 100%; display: inline-block; background: transparent center no-repeat;} | |||||
.webgl-content .footer .webgl-logo {background-image: url('webgl-logo.png'); width: 204px; float: left;} | |||||
.webgl-content .footer .title {margin-right: 10px; float: right;} | |||||
.webgl-content .footer .fullscreen {background-image: url('fullscreen.png'); width: 38px; float: right;} |
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<!DOCTYPE html> | |||||
<html lang="en-us"> | |||||
<head> | |||||
<meta charset="utf-8"> | |||||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"> | |||||
<title>Unity WebGL Player | Pet.Move()</title> | |||||
<link rel="shortcut icon" href="TemplateData/favicon.ico"> | |||||
<link rel="stylesheet" href="TemplateData/style.css"> | |||||
<script src="TemplateData/UnityProgress.js"></script> | |||||
<script src="Build/UnityLoader.js"></script> | |||||
<script> | |||||
var gameInstance = UnityLoader.instantiate("gameContainer", "Build/WebGLBuild.json", {onProgress: UnityProgress}); | |||||
</script> | |||||
</head> | |||||
<body> | |||||
<div class="webgl-content"> | |||||
<div id="gameContainer" style="width: 960px; height: 600px"></div> | |||||
<div class="footer"> | |||||
<div class="webgl-logo"></div> | |||||
<div class="fullscreen" onclick="gameInstance.SetFullscreen(1)"></div> | |||||
<div class="title">Pet.Move()</div> | |||||
</div> | |||||
</div> | |||||
</body> | |||||
</html> |
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