Claire Peta 5 years ago
parent
commit
07d28791c2
52 changed files with 434 additions and 259 deletions
  1. +1
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      Assets/Data/Inventory/BaseInventory.asset
  2. +3
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      Assets/Data/Logic Blocks/Hook.asset
  3. +3
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  4. +222
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  6. +63
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  7. +11
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  8. +1
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  16. +1
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  52. +1
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Assets/Scripts/Logic/Blocks/Shoot.cs View File

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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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Assets/Scripts/Projectiles/Hookshot.cs View File

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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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nameText.outlineWidth = 0.1f; nameText.outlineWidth = 0.1f;
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{ {
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<!DOCTYPE html>
<html lang="en-us">
<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Unity WebGL Player | Pet.Move()</title>
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