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Trap scripts finished - for now - starting testing and will adjust if needed.

Changed the prefab for the cannon to instantiate the shooting object each time, and a bool to specify if it will push characters left or right, made it easier for figuring it out and calling the right coroutine
added coroutines to character script
Josh_Dev_branch
ClairePeta 5 years ago
parent
commit
3ed20990ef
9 changed files with 280 additions and 159 deletions
  1. +108
    -0
      Assets/Prefabs/Traps/Cannon_Shooting_Object.prefab
  2. +2
    -3
      Assets/Prefabs/Traps/Cannon_Shooting_Object.prefab.meta
  3. +4
    -68
      Assets/Prefabs/Traps/CrushingBoulder.prefab
  4. +17
    -17
      Assets/Prefabs/Traps/FloatingOnWater.prefab
  5. +6
    -67
      Assets/Prefabs/Traps/ShootingCannon.prefab
  6. +61
    -0
      Assets/Scripts/Character.cs
  7. +28
    -1
      Assets/Scripts/Traps/ConveyorBelt.cs
  8. +13
    -2
      Assets/Scripts/Traps/FloatingOnWater.cs
  9. +41
    -1
      Assets/Scripts/Traps/ShootingCannon.cs

+ 108
- 0
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Assets/Scripts/Character.cs View File

@ -130,6 +130,53 @@ public class Character : MonoBehaviour
transform.position = Target.VisualPosition;
}
IEnumerator MoveConveyorCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
time *= 0.8f;
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 PushLeftCoroutine(Transform Current, float time)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
Vector3 endPosition = new Vector3(Current.position.x - 1, Current.position.y, Current.position.z);
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;
}
IEnumerator PushRightCoroutine(Transform Current, float time)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
Vector3 endPosition = new Vector3(Current.position.x + 1, Current.position.y, Current.position.z);
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;
}
IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
@ -201,6 +248,20 @@ public class Character : MonoBehaviour
//transform.position = CurrentBlock.VisualPosition;
}
public void conveyorMove(Direction direction, float speed)
{
Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted
StartCoroutine(MoveConveyorCoroutine(_currentBlock, transform, speed, 0.3f));
}
public void CannonRMove(Direction direction, float speed)
{
StartCoroutine(PushRightCoroutine(transform, speed));
}
public void CannonLMove(Direction direction, float speed)
{
StartCoroutine(PushLeftCoroutine(transform, speed));
}
/// <summary>
/// Upon collision with a floating block, collect its
/// Upon collision with the end portal, end of level

+ 28
- 1
Assets/Scripts/Traps/ConveyorBelt.cs View File

@ -1,11 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Client;
public class ConveyorBelt : MonoBehaviour
{
public ConnectedClients clientData;
bool characterOnBelt = false;
GameObject player;
string charname;
private List<string> Names;
private void Start()
{
for (int i = 0; i < clientData.AllClients.Count; i++)
{
Names.Add(clientData.AllClients[i].characterAnimal + "(Clone)");
}
}
void OnTriggerEnter(Collider other)
{
for (int i = 0; i < Names.Count; i++)
{
if (other.gameObject.name == Names[i])
{
characterOnBelt = true;
charname = other.gameObject.name;
}
}
}
public void Animate()
{
Debug.Log("abs");
player = GameObject.Find(charname);
player.GetComponent<Character>().conveyorMove(Direction.Forward, 1.0f);
}
}

+ 13
- 2
Assets/Scripts/Traps/FloatingOnWater.cs View File

@ -9,6 +9,8 @@ public class FloatingOnWater : MonoBehaviour
public ConnectedClients clientData;
private List<string> Names;
public GameObject lilypad;
GameObject player;
string charName;
private void Start()
{
@ -24,6 +26,7 @@ public class FloatingOnWater : MonoBehaviour
if (other.gameObject.name == Names[i])
{
characterInWater = true;
charName = other.gameObject.name;
}
}
}
@ -32,19 +35,27 @@ public class FloatingOnWater : MonoBehaviour
{
float elapsedTime = 0;
Vector3 startPosition = lilypad.transform.position;
Vector3 charStartPosition = player.transform.position;
Vector3 charEndPosition = new Vector3(player.transform.position.x, 1, player.transform.position.z);
float time = 0.8f;
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
lilypad.transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
player.transform.position = Vector3.Lerp(charStartPosition, charEndPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
player.transform.position = charEndPosition;
lilypad.transform.position = endPosition;
}
public void Animate()
{
StartCoroutine(FloatSinkCoroutine(new Vector3(0, 1, 0)));
if(characterInWater == true)
{
player = GameObject.Find(charName);
StartCoroutine(FloatSinkCoroutine(new Vector3(0, 1, 0)));
}
}
public void returnToPosition()
{

+ 41
- 1
Assets/Scripts/Traps/ShootingCannon.cs View File

@ -1,11 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Client;
public class ShootingCannon : MonoBehaviour
{
public bool shootingRight;
public GameObject shootingObject;
public ConnectedClients clientData;
bool characterOnBelt = false;
GameObject player;
string charname;
private List<string> Names;
private void Start()
{
for (int i = 0; i < clientData.AllClients.Count; i++)
{
Names.Add(clientData.AllClients[i].characterAnimal + "(Clone)");
}
}
void OnTriggerEnter(Collider other)
{
for (int i = 0; i < Names.Count; i++)
{
if (other.gameObject.name == Names[i])
{
characterOnBelt = true;
charname = other.gameObject.name;
}
}
}
public void Animate()
{
Debug.Log("abs");
Vector3 position = new Vector3(0.0f, 1.338f, 0.25f);
GameObject shot = Instantiate(shootingObject, position, Quaternion.identity);
player = GameObject.Find(charname);
if(shootingRight == true)
{
player.GetComponent<Character>().CannonRMove(Direction.Forward, 1.0f);
}
else
{
player.GetComponent<Character>().CannonLMove(Direction.Forward, 1.0f);
}
}
}

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