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private IEnumerator LerpToBlock(Vector3 target, float time, System.Func heightOffset = null) - { - - Vector3 _startPos = transform.position; - Vector3 _endPos = target; - - Vector3 _newPos; - - float elapsedTime = 0; - - - - while (elapsedTime / time < 1) - { - - _newPos = Vector3.Lerp(_startPos, _endPos, (elapsedTime / time)); - - if (heightOffset != null) - _newPos.y += heightOffset(elapsedTime / time); - - transform.position = _newPos; - - yield return new WaitForEndOfFrame(); - - elapsedTime += Time.deltaTime; - } - - _newPos = _endPos; - if (heightOffset != null) - _newPos.y += heightOffset(1); - - transform.position = _newPos; - } - - private IEnumerator Rotate(Direction direction, float angles, float time, System.Func heightOffset = null) - { - - int RotationDir = 0; - switch (direction) - { - case Direction.Forward: - RotationDir = 0; - break; - case Direction.Left: - RotationDir = -1; - break; - case Direction.Right: - RotationDir = 1; - break; - case Direction.Back: - RotationDir = 2; - break; - } - - lastRotation = angles * RotationDir; - - - float elapsedTime = 0; - float anglePerSecond = (angles * RotationDir) / time; - Vector3 _startPos = transform.position; - Vector3 startDirection = transform.forward; - - while (elapsedTime < time) - { - transform.Rotate(Vector3.up, anglePerSecond * Time.deltaTime); - - if (heightOffset != null) - transform.position = _startPos + Vector3.up * heightOffset(elapsedTime / time); - - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - - transform.forward = Quaternion.AngleAxis(angles * RotationDir, Vector3.up) * startDirection; - if (heightOffset != null) - transform.position = _startPos + Vector3.up * heightOffset(1); - } + public IEnumerator AnimateToPosition(Vector3 position, Animation animation, float time) @@ -289,8 +213,12 @@ public class Character : MonoBehaviour } } - public void respawnCharacter() + { + respawnCharacter(CurrentBlock.position); + } + + public void respawnCharacter(Vector3 respawnPosition) { /* Will introduce more complex criteria for choosing where to respawn the player in future * For now: if the square one back (x =- 1) from the pit is walkable and unoccupied, then put them there @@ -299,7 +227,7 @@ public class Character : MonoBehaviour Block currentBlock = null; //We start from the position of our pit, at ground level - Vector3 currentPos = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z); + Vector3 currentPos = respawnPosition; Debug.Log("Commencing respawn"); @@ -395,386 +323,93 @@ public class Character : MonoBehaviour } } - /// - /// Rotates to point in specific direction based on current direction - /// - /// Local direction to point - public void Rotate(Direction direction, float speed) - { - StartCoroutine(rotateCoroutine(direction, transform, speed, 0.15f)); - //transform.forward = direction.ToVector(transform); - } - public void RotateHalf(Direction direction, float speed) - { - StartCoroutine(rotateHalfCoroutine(direction, transform, speed, 0.15f)); - //transform.forward = direction.ToVector(transform); - } - /// - /// Jumps in specefied direction, picks between Long Jump and Jumping up - /// - /// Direction to Jump - public void Jump(Direction direction, float speed) - { - //if there is a block infront JumpUp else LongJump - if (Block.isBlockAtPosition(_currentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore)) - JumpUp(direction, speed); - else - JumpLong(direction, speed); - } #endregion Class Implementation #region Private Functions - /// - /// Jumps up obstacle of specific height. Jumps as high as possible - /// - /// Direction of obstacle - /// max height - private void JumpUp(Direction direction, float speed, int height = 1) + private IEnumerator LerpToBlock(Vector3 target, float time, System.Func heightOffset = null) { - //setting up variables - Vector3 position; // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - - //Check blocks in going up then move to the heighest walkable one - for (int i = 0; i <= height; i++) - { - //next position up the tower - position = _currentBlock.position + direction.ToVector(transform) + (Vector3.up * i); - - //if block is walkable set it to last known position - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; - } - //set current block && move - _currentBlock = moveTo; - StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f)); - //transform.position = CurrentBlock.VisualPosition; - } + Vector3 _startPos = transform.position; + Vector3 _endPos = target; - /// - /// Long jumps forward a specified distance. Can Jump gaps. Stops at obstruction - /// - /// Direction to Jump - /// Max distance - private void JumpLong(Direction direction, float speed, int Distance = 2) - { - //setting up variables - Vector3 position; // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to + Vector3 _newPos; - //Check blocks in front until we hit an obstruction or went the distance - for (int i = 1; i <= Distance; i++) - { - //Next position to MoveTo - position = _currentBlock.position + (direction.ToVector(transform) * i); + float elapsedTime = 0; - //if jump is obstructed, stop and go to last known block - if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore)) - break; - //If block at Position is walkable set it to last known position - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; - //else if block down one is walkable - else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - moveTo = hit; + while (elapsedTime / time < 1) + { - }//end for + _newPos = Vector3.Lerp(_startPos, _endPos, (elapsedTime / time)); - //Set Current Block and move - _currentBlock = moveTo; - StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f)); - //transform.position = CurrentBlock.VisualPosition; - } + if (heightOffset != null) + _newPos.y += heightOffset(elapsedTime / time); - #endregion Private Functions + transform.position = _newPos; - #region Depricated - IEnumerator JumpCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - time *= 0.8f; - characterAnimator.Play("Jump Inplace"); - yield return new WaitForSeconds(0.15f); - while (elapsedTime < time) - { - transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); - //transform.position += yValue((elapsedTime / time), heightMax); yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - transform.position = Target.VisualPosition; - } - IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - time *= 0.8f; - characterAnimator.Play("Walk"); - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - transform.position = Target.VisualPosition; - } - IEnumerator MoveConveyorForwardCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - Vector3 charEndPosition = new Vector3(Current.position.x + 1.0f, Current.position.y, Current.position.z); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - Current.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - Current.position = charEndPosition; - } - IEnumerator MoveConveyorBackwardCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - Vector3 charEndPosition = new Vector3(Current.position.x - 1.0f, Current.position.y, Current.position.z); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - Current.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - Current.position = charEndPosition; - } - IEnumerator MoveConveyorLeftCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - Vector3 charEndPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z + 1.0f); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - Current.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } - Current.position = charEndPosition; - } - IEnumerator MoveConveyorRightCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - Vector3 charEndPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z - 1.0f); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - Current.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - Current.position = charEndPosition; - } - IEnumerator PushLeftCoroutine(Transform Current, float time) - { - float elapsedTime = 0; - Vector3 startPosition = Current.transform.position; - Vector3 endPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z + 1.0f); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - Current.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - Current.position = endPosition; - } - IEnumerator PushRightCoroutine(Transform Current, float time) - { - float elapsedTime = 0; - Vector3 startPosition = Current.transform.position; - Vector3 endPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z - 1.0f); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - Current.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - Current.position = endPosition; - } - IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax) - { - float elapsedTime = 0; - Vector3 startPosition = Current.position; - time *= 0.8f; - characterAnimator.Play("Walk"); - while (elapsedTime < time) - { - transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); - //transform.position += yValue((elapsedTime / time), heightMax); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - transform.position = Target.VisualPosition; + + _newPos = _endPos; + if (heightOffset != null) + _newPos.y += heightOffset(1); + + transform.position = _newPos; } - IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax) + + private IEnumerator Rotate(Direction direction, float angles, float time, System.Func heightOffset = null) { - float elapsedTime = 0; - time *= 0.8f; - Vector3 endDirection = direction.ToVector(Current); - Vector3 startDirection = Current.forward; - while (elapsedTime < time) + + int RotationDir = 0; + switch (direction) { - characterAnimator.Play("Jump"); - transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; + case Direction.Forward: + RotationDir = 0; + break; + case Direction.Left: + RotationDir = -1; + break; + case Direction.Right: + RotationDir = 1; + break; + case Direction.Back: + RotationDir = 2; + break; } - transform.forward = endDirection; - } - IEnumerator rotateHalfCoroutine(Direction direction, Transform Current, float time, float heightMax) - { + + lastRotation = angles * RotationDir; + + float elapsedTime = 0; - time *= 0.8f; - Vector3 endDirection = (direction.ToVector(Current) + Current.forward).normalized; - Vector3 startDirection = Current.forward; + float anglePerSecond = (angles * RotationDir) / time; + Vector3 _startPos = transform.position; + Vector3 startDirection = transform.forward; + while (elapsedTime < time) { - characterAnimator.Play("Jump"); - transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time)); + transform.Rotate(Vector3.up, anglePerSecond * Time.deltaTime); + + if (heightOffset != null) + transform.position = _startPos + Vector3.up * heightOffset(elapsedTime / time); + yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } - transform.forward = endDirection; - } - - /// - /// Moves one block in specefied direction, Can walk off obstacles - /// - /// direction to walk - /// Technically is same as JumpLong(1) but kept seperate to avoid confusion - public void Move(Direction direction, float speed) - { - //setting up variables - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - - //if move is obstucted no where to move - if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore)) - return; - - //If block at Position is walkable set it to moveTo - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f)); - } - //else if block down one is walkable - else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f)); - } + transform.forward = Quaternion.AngleAxis(angles * RotationDir, Vector3.up) * startDirection; + if (heightOffset != null) + transform.position = _startPos + Vector3.up * heightOffset(1); } - public void conveyorMoveForward(Direction direction, float speed) - { - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveConveyorForwardCoroutine(_currentBlock, transform, speed, 0.3f)); - } - } - public void conveyorMoveBackward(Direction direction, float speed) - { - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveConveyorBackwardCoroutine(_currentBlock, transform, speed, 0.3f)); - } - } - public void conveyorMoveLeft(Direction direction, float speed) - { - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveConveyorLeftCoroutine(_currentBlock, transform, speed, 0.3f)); - } - } - public void conveyorMoveRight(Direction direction, float speed) - { - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveConveyorRightCoroutine(_currentBlock, transform, speed, 0.3f)); - } - } - public void CannonRMove(float speed) - { - Direction direction = Direction.Right; - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(PushRightCoroutine(transform, speed)); - } - } - public void CannonLMove(float speed) - { - Direction direction = Direction.Left; - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(PushLeftCoroutine(transform, speed)); - } - } + #endregion Private Functions - #endregion Depricated } \ No newline at end of file diff --git a/Assets/Models.meta b/Assets/Scripts/Components.meta similarity index 77% rename from Assets/Models.meta rename to Assets/Scripts/Components.meta index 5346456..5a95b09 100644 --- a/Assets/Models.meta +++ b/Assets/Scripts/Components.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 296bd90e667df1f4697823a0aa45acf0 +guid: 8d7394d70ec233849a60a26da5f23b75 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Scripts/LevelBlocks/Air.cs b/Assets/Scripts/LevelBlocks/Air.cs new file mode 100644 index 0000000..d3c1ba3 --- /dev/null +++ b/Assets/Scripts/LevelBlocks/Air.cs @@ -0,0 +1,64 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Air : ActiveBlock +{ + + private List FallenPlayers = new List(); + + public override int GetInitative() + { + return -1; + } + + public override IEnumerator OnWalkedOnByPlayer(Character player, Vector3 moveDirection) + { + player.stuck = true; + FallenPlayers.Add(player); + + StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * 10,Character.Animation.Hit, 1)); + StartCoroutine(LerpScale(player.transform, Vector3.zero, 1)); + yield return new WaitForSeconds(1); + + player.gameObject.SetActive(false); + player.transform.localScale = Vector3.one; + + isFinished = true; + } + + public override IEnumerator OnRoundEnd(PlayerData[] allPlayers) + { + + foreach (Character player in FallenPlayers) + { + player.gameObject.SetActive(true); + player.respawnCharacter(transform.position); + + } + + FallenPlayers.Clear(); + + isFinished = true; + Destroy(gameObject); + yield break; + } + + private IEnumerator LerpScale(Transform target, Vector3 endScale, float time) + { + + Vector3 startScale = target.localScale; + float elapsedTime = 0; + + while(elapsedTime < time) + { + + target.localScale = Vector3.Slerp(startScale, endScale, (elapsedTime / time)); + + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + + target.localScale = endScale; + } +} diff --git a/Assets/Scripts/LevelBlocks/Air.cs.meta b/Assets/Scripts/LevelBlocks/Air.cs.meta new file mode 100644 index 0000000..ba87786 --- /dev/null +++ b/Assets/Scripts/LevelBlocks/Air.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 47878f5822e300d4d8f65d09c87f7a81 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelBlocks/Block.cs b/Assets/Scripts/LevelBlocks/Block.cs index 77469fc..aca2473 100644 --- a/Assets/Scripts/LevelBlocks/Block.cs +++ b/Assets/Scripts/LevelBlocks/Block.cs @@ -229,6 +229,24 @@ public class Block : MonoBehaviour return (isBlockAtPosition(position, scale, layerMask, out hit)); } + /// + /// Gets the block at a position or creates an airblock if there isn't one there + /// + /// position to get block at + /// Scale of block. (should be 1) + /// Layers to check on + /// block at position + public static Block GetOrCreateBlockAtPosition(Vector3 position, float Scale, LayerMask layerMask) + { + Block retVal; + if (isBlockAtPosition(position, Scale, layerMask, out retVal)) + return retVal; + + GameObject newBlock = Resources.Load("Cube_Air"); + newBlock.transform.position = position; + return newBlock.GetComponent(); + } + #endregion } diff --git a/Assets/Scripts/Logic/Blocks/Lasso.cs b/Assets/Scripts/Logic/Blocks/Lasso.cs new file mode 100644 index 0000000..32f8935 --- /dev/null +++ b/Assets/Scripts/Logic/Blocks/Lasso.cs @@ -0,0 +1,100 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(menuName = "Major Project/Pick Ups/Lasso Block")] +[System.Serializable] +public class Lasso : LogicBlock +{ + + [SerializeField] + [Header("Max distance checked before returning")] + private int MaxDistance = 30; + + [SerializeField] + [Header("Direction to shoot in")] + private Direction Direction; + + [SerializeField] + private GameObject ShotPrefab; + + [SerializeField] + private float ShotSpeed = 1; + + public override Block GetEndBlock(Block startBlock, Transform transform, 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 <= MaxDistance; i++) + { + //Next position to MoveTo + position = startBlock.position + (Direction.ToVector(transform) * i); + + //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.ToVector(transform), 1, layerMask); + } + + } + + return retVal; + + + + + } + + protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) + { + Block hitBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore); + Debug.Log("hookshot: " + hitBlock.position, hitBlock.gameObject); + + if (hitBlock == player.CurrentBlock) + yield break; + + Debug.Log("Instantiating shot"); + GameObject shot = GameObject.CreatePrimitive(PrimitiveType.Sphere); + shot.transform.localScale = Vector3.one * 0.33f; + yield return player.StartCoroutine(lerpShot(shot.transform, player.transform.position, hitBlock.VisualPosition,ShotSpeed)); + Destroy(shot); + + if (hitBlock.CurrentPlayer != null) + { + Block pullBlock = Block.GetOrCreateBlockAtPosition(player.CurrentBlock.position + Direction.ToVector(player.transform), 1, ~player.Ignore); + yield return player.StartCoroutine(hitBlock.CurrentPlayer.MoveToBlock(pullBlock, Character.Animation.Hit, ShotSpeed)); + } + else + { + yield return player.StartCoroutine(player.MoveToBlock(hitBlock, Character.Animation.Jump, ShotSpeed)); + } + } + + private IEnumerator lerpShot(Transform target, Vector3 startPosition,Vector3 endPosition, float time) + { + + float elapsedTime = 0; + + while (elapsedTime < time) + { + target.transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time); + + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + + target.position = endPosition; + } + + +} diff --git a/Assets/Scripts/Logic/Blocks/Lasso.cs.meta b/Assets/Scripts/Logic/Blocks/Lasso.cs.meta new file mode 100644 index 0000000..01e9db6 --- /dev/null +++ b/Assets/Scripts/Logic/Blocks/Lasso.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dd52234baa2be8b459c78778f127bf0a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LogicBlocks.meta b/Assets/Scripts/LogicBlocks.meta deleted file mode 100644 index 98af9d1..0000000 --- a/Assets/Scripts/LogicBlocks.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8936b441d7647f74884c94f97bfb8931 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index fd23f60..2590793 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -142,7 +142,10 @@ public class GameManager : MonoBehaviour //Let Gamemode know all players have moved gameMode.AllPlayersMoved(playerDataAsArray); - + + //I hate having to do this + EnvironmentBlocks = FindObjectsOfType(); + //Let the environment take a turn yield return StartCoroutine(EnvironmentTurn()); gameMode.EnvironmentTurn(playerDataAsArray); diff --git a/Assets/Scripts/Traps/CannonShot.cs b/Assets/Scripts/Traps/CannonShot.cs index 1fa1444..5046e24 100644 --- a/Assets/Scripts/Traps/CannonShot.cs +++ b/Assets/Scripts/Traps/CannonShot.cs @@ -3,77 +3,77 @@ using System.Collections.Generic; using UnityEngine; using Networking.Client; -public class CannonShot : MonoBehaviour -{ - public bool shootingRight; - public ConnectedClients clientData; - GameObject player; - string charname; - public List Names; - Rigidbody rb; - - private void Start() - { - rb = this.gameObject.GetComponent(); - for (int i = 0; i < clientData.AllClients.Count; i++) - { - Names.Add(clientData.AllClients[i].characterAnimal + "(Clone)"); - } - } - - IEnumerator PushLeftCoroutine(float time) - { - float elapsedTime = 0; - Vector3 startPosition = transform.position; - Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z + 1.0f); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - transform.position = endPosition; - Destroy(gameObject); - } - IEnumerator PushRightCoroutine(float time) - { - float elapsedTime = 0; - Vector3 startPosition = transform.position; - Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1.0f); - time *= 0.8f; - yield return new WaitForSeconds(0.05f); - while (elapsedTime < time) - { - transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); - yield return new WaitForEndOfFrame(); - elapsedTime += Time.deltaTime; - } - transform.position = endPosition; - Destroy(gameObject); - } - - void OnTriggerEnter(Collider other) - { - foreach (string name in Names) - { - if (other.gameObject.name == name) - { - rb.velocity = Vector3.zero; - player = GameObject.Find(charname); - Rigidbody playerRB = player.GetComponent(); - if (shootingRight == true) - { - StartCoroutine(PushRightCoroutine(0.5f)); - player.GetComponent().CannonRMove(0.5f); - } - else - { - StartCoroutine(PushLeftCoroutine(0.5f)); - player.GetComponent().CannonLMove(0.5f); - } - } - } - } -} +//public class CannonShot : MonoBehaviour +//{ +// public bool shootingRight; +// public ConnectedClients clientData; +// GameObject player; +// string charname; +// public List Names; +// Rigidbody rb; +// +// private void Start() +// { +// rb = this.gameObject.GetComponent(); +// for (int i = 0; i < clientData.AllClients.Count; i++) +// { +// Names.Add(clientData.AllClients[i].characterAnimal + "(Clone)"); +// } +// } +// +// IEnumerator PushLeftCoroutine(float time) +// { +// float elapsedTime = 0; +// Vector3 startPosition = transform.position; +// Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z + 1.0f); +// time *= 0.8f; +// yield return new WaitForSeconds(0.05f); +// while (elapsedTime < time) +// { +// transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); +// yield return new WaitForEndOfFrame(); +// elapsedTime += Time.deltaTime; +// } +// transform.position = endPosition; +// Destroy(gameObject); +// } +// IEnumerator PushRightCoroutine(float time) +// { +// float elapsedTime = 0; +// Vector3 startPosition = transform.position; +// Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1.0f); +// time *= 0.8f; +// yield return new WaitForSeconds(0.05f); +// while (elapsedTime < time) +// { +// transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); +// yield return new WaitForEndOfFrame(); +// elapsedTime += Time.deltaTime; +// } +// transform.position = endPosition; +// Destroy(gameObject); +// } +// +// void OnTriggerEnter(Collider other) +// { +// foreach (string name in Names) +// { +// if (other.gameObject.name == name) +// { +// rb.velocity = Vector3.zero; +// player = GameObject.Find(charname); +// Rigidbody playerRB = player.GetComponent(); +// if (shootingRight == true) +// { +// StartCoroutine(PushRightCoroutine(0.5f)); +// player.GetComponent().CannonRMove(0.5f); +// } +// else +// { +// StartCoroutine(PushLeftCoroutine(0.5f)); +// player.GetComponent().CannonLMove(0.5f); +// } +// } +// } +// } +//} diff --git a/Assets/Scripts/Traps/ShootingCannon.cs b/Assets/Scripts/Traps/ShootingCannon.cs index 3fa443f..ce060ce 100644 --- a/Assets/Scripts/Traps/ShootingCannon.cs +++ b/Assets/Scripts/Traps/ShootingCannon.cs @@ -6,6 +6,7 @@ using UnityEngine; public class ShootingCannon : ActiveBlock { + [Header("Cannon Settings")] public bool shootingRight; public GameObject shootingObject; public Transform spawnLocation; @@ -30,18 +31,82 @@ public class ShootingCannon : ActiveBlock public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers) { - countdown--; - if (countdown == 0) + if (countdown > 0) { - GameObject shot = Instantiate(shootingObject, spawnLocation.position, Quaternion.identity); - if (shootingRight == true){ - shot.GetComponent().AddForce(shot.transform.forward * -500); - }else{ - shot.GetComponent().AddForce(shot.transform.forward * 500); - } - countdown = countdowntimer; + countdown--; + + isFinished = true; + yield break; + } + + countdown = countdowntimer; + + Vector3 bulletPosition; + Character[] hitPlayers = getHitPlayers(out bulletPosition); + + foreach (Character player in hitPlayers) + { + Vector3 moveToPosition = player.CurrentBlock.position + transform.forward; + Block moveToBlock = Block.GetOrCreateBlockAtPosition(moveToPosition, 1, ~0); + + StartCoroutine(player.MoveToBlock(moveToBlock, Character.Animation.Hit, 1)); } + + + StartCoroutine(lerpShot(bulletPosition, Vector3.Distance(spawnLocation.position,bulletPosition)/15)); + + if (hitPlayers.Length > 0) + yield return new WaitForSeconds(1.5f); + isFinished = true; yield break; } + + + private Character[] getHitPlayers(out Vector3 endPosition) + { + + Vector3 curPos; + List retVal = new List(); + Block hit; + endPosition = position + Vector3.up; + + for (int i = 1; i < 50; i++) + { + + curPos = position + (transform.forward * i); + endPosition = curPos + Vector3.one; //position which bullet will stop at + + if (Block.isBlockAtPosition(curPos, 1, ~0, out hit)) + { + if (hit.CurrentPlayer != null) + retVal.Add(hit.CurrentPlayer); + } + + //this will stop the bullet + if (Block.isBlockAtPosition(curPos + Vector3.up, 1, ~0)) + break; + + }//end forloop + return retVal.ToArray(); + } + + private IEnumerator lerpShot(Vector3 endPosition, float time) + { + GameObject shot = Instantiate(shootingObject, spawnLocation.position, spawnLocation.rotation); + Vector3 startPosition = spawnLocation.position; + float elapsedTime = 0; + + while(elapsedTime < time) + { + + shot.transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / time); + + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + + //reset + Destroy(shot); + } }