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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)); + } + /// /// Upon collision with a floating block, collect its /// Upon collision with the end portal, end of level diff --git a/Assets/Scripts/Traps/ConveyorBelt.cs b/Assets/Scripts/Traps/ConveyorBelt.cs index 9a9ae64..48769d2 100644 --- a/Assets/Scripts/Traps/ConveyorBelt.cs +++ b/Assets/Scripts/Traps/ConveyorBelt.cs @@ -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 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().conveyorMove(Direction.Forward, 1.0f); } } diff --git a/Assets/Scripts/Traps/FloatingOnWater.cs b/Assets/Scripts/Traps/FloatingOnWater.cs index 217e7c1..381504f 100644 --- a/Assets/Scripts/Traps/FloatingOnWater.cs +++ b/Assets/Scripts/Traps/FloatingOnWater.cs @@ -9,6 +9,8 @@ public class FloatingOnWater : MonoBehaviour public ConnectedClients clientData; private List 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() { diff --git a/Assets/Scripts/Traps/ShootingCannon.cs b/Assets/Scripts/Traps/ShootingCannon.cs index 8f8e2f0..0cffe04 100644 --- a/Assets/Scripts/Traps/ShootingCannon.cs +++ b/Assets/Scripts/Traps/ShootingCannon.cs @@ -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 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().CannonRMove(Direction.Forward, 1.0f); + } + else + { + player.GetComponent().CannonLMove(Direction.Forward, 1.0f); + } } }