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public override IEnumerator Run(Character player, float animationTime) + public override IEnumerator Run(Character player, float animationTime, bool useBlockDirection = false) { BlockLogic(player,animationTime); @@ -49,7 +49,7 @@ public class CombinedBlock : LogicBlock } } - protected override IEnumerator BlockLogic(Character player, float animationTime) + protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) { yield break; } diff --git a/Assets/Scripts/Logic/Blocks/Jump.cs b/Assets/Scripts/Logic/Blocks/Jump.cs index 4886061..a928280 100644 --- a/Assets/Scripts/Logic/Blocks/Jump.cs +++ b/Assets/Scripts/Logic/Blocks/Jump.cs @@ -28,7 +28,7 @@ public class Jump : LogicBlock /// Implementation of BlockLogic, moves the player forward /// /// Player to move - protected override IEnumerator BlockLogic(Character player, float animationTime) + protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) { //player.Jump(direction, animationTime); diff --git a/Assets/Scripts/Logic/Blocks/LogicBlock.cs b/Assets/Scripts/Logic/Blocks/LogicBlock.cs index db94f8f..33aef16 100644 --- a/Assets/Scripts/Logic/Blocks/LogicBlock.cs +++ b/Assets/Scripts/Logic/Blocks/LogicBlock.cs @@ -60,7 +60,7 @@ public abstract class LogicBlock : ScriptableObject /// /// Player which will be affected by the block /// returns true if block is finished - public virtual IEnumerator Run(Character player, float animationSpeed) + public virtual IEnumerator Run(Character player, float animationSpeed,bool useBlockDirection = false) { float TotalAnimationTime = animationSpeed / SpeedMultiplier; @@ -77,13 +77,13 @@ public abstract class LogicBlock : ScriptableObject if (player.stuck) yield break; RepeatCount++; - yield return player.StartCoroutine(BlockLogic(player, TotalAnimationTime)); + yield return player.StartCoroutine(BlockLogic(player, TotalAnimationTime, useBlockDirection)); } } else { RepeatCount++; - yield return player.StartCoroutine(BlockLogic(player, TotalAnimationTime)); + yield return player.StartCoroutine(BlockLogic(player, TotalAnimationTime, useBlockDirection)); } } @@ -101,7 +101,7 @@ public abstract class LogicBlock : ScriptableObject /// /// Player which will be affected by the block /// returns true if block is finished - protected abstract IEnumerator BlockLogic(Character player, float animationTime); + protected abstract IEnumerator BlockLogic(Character player, float animationTime,bool useBlockDirection = false); /// /// Returns the block that the character will endUp on after they use this logic element diff --git a/Assets/Scripts/Logic/Blocks/Move.cs b/Assets/Scripts/Logic/Blocks/Move.cs index 7607129..29336ca 100644 --- a/Assets/Scripts/Logic/Blocks/Move.cs +++ b/Assets/Scripts/Logic/Blocks/Move.cs @@ -19,11 +19,16 @@ public class Move : LogicBlock /// Implementation of BlockLogic, moves the player forward /// /// Player to move - protected override IEnumerator BlockLogic(Character player, float animationTime) + protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) { player.justMoved = true; - //player.Move(direction, animationTime); - Block endBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore); + + Block endBlock; + if (useBlockDirection) + endBlock = GetEndBlock(player.CurrentBlock, player.CurrentBlock.transform, ~player.Ignore); + else + endBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore); + yield return player.StartCoroutine(player.MoveToBlock(endBlock, Character.Animation.Walk, animationTime)); } diff --git a/Assets/Scripts/Logic/Blocks/Rotate.cs b/Assets/Scripts/Logic/Blocks/Rotate.cs index 14a719b..e195418 100644 --- a/Assets/Scripts/Logic/Blocks/Rotate.cs +++ b/Assets/Scripts/Logic/Blocks/Rotate.cs @@ -23,7 +23,7 @@ public class Rotate : LogicBlock /// Rotates the player in the direction specified by this block /// /// Player to rotate - protected override IEnumerator BlockLogic(Character player, float animationTime) + protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) { //player.Rotate(direction, animationTime); diff --git a/Assets/Scripts/Logic/Blocks/RotateHalf.cs b/Assets/Scripts/Logic/Blocks/RotateHalf.cs index fc51591..0b22b76 100644 --- a/Assets/Scripts/Logic/Blocks/RotateHalf.cs +++ b/Assets/Scripts/Logic/Blocks/RotateHalf.cs @@ -23,7 +23,7 @@ public class RotateHalf : LogicBlock /// Rotates the player in the direction specified by this block /// /// Player to rotate - protected override IEnumerator BlockLogic(Character player, float animationTime) + protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false) { player.RotateHalf(direction, animationTime); yield break; diff --git a/Assets/Scripts/Traps/ConveyorBelt.cs b/Assets/Scripts/Traps/ConveyorBelt.cs index 3a8fe3a..db38840 100644 --- a/Assets/Scripts/Traps/ConveyorBelt.cs +++ b/Assets/Scripts/Traps/ConveyorBelt.cs @@ -4,63 +4,27 @@ using UnityEngine; using Networking.Client; using Networking.Server; -public class ConveyorBelt : MonoBehaviour +public class ConveyorBelt : ActiveBlock { - public ClientList clientData; - bool characterOnBelt = false; - GameObject player; - string charname; - public List Names = new List(); - public bool left; - public bool forward; - public bool triggeranimate; + [Header("Conveyor Settings")] + [SerializeField] + public LogicBlock Action; - private void Start() + public override int GetInitative() { - for (int i = 0; i < clientData.ConnectedClients.Count; i++) - { - Names.Add(clientData.ConnectedClients[i].characterAnimal + "(Clone)"); - } - } - - private void Update() - { - + return 5; } - - void OnTriggerEnter(Collider other) + public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers) { - for (int i = 0; i < Names.Count; i++) + if (CurrentPlayer != null) { - if (other.gameObject.name == Names[i]) - { - characterOnBelt = true; - charname = other.gameObject.name; - } - } - } + Debug.Log("currentPlayer: " + CurrentPlayer); + yield return StartCoroutine(Action.Run(CurrentPlayer, 1,true)); - public void Animate() - { - player = GameObject.Find(charname); - - if(forward == true) - { - player.GetComponent().conveyorMoveForward(Direction.Forward, 1.0f); - } - else if (forward == false) - { - player.GetComponent().conveyorMoveBackward(Direction.Back, 1.0f); - } - if (left == true) - { - player.GetComponent().conveyorMoveLeft(Direction.Left, 1.0f); - } - else if (left == false) - { - player.GetComponent().conveyorMoveRight(Direction.Right, 1.0f); } + + isFinished = true; } } diff --git a/Assets/Scripts/Traps/Traps.cs b/Assets/Scripts/Traps/Traps.cs deleted file mode 100644 index 0e64ba6..0000000 --- a/Assets/Scripts/Traps/Traps.cs +++ /dev/null @@ -1,73 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Traps : MonoBehaviour -{ - - public List ConveyorBelts = new List(); - public List CrushingBoulders = new List(); - public List CubesWithCrystals = new List(); - public List FloatingOnWater = new List(); - public List InGroundTraps = new List(); - public List ShootingCannons = new List(); - - private void Start() - { - ConveyorBelts.AddRange(GameObject.FindObjectsOfType()); - CrushingBoulders.AddRange(GameObject.FindObjectsOfType()); - CubesWithCrystals.AddRange(GameObject.FindObjectsOfType()); - FloatingOnWater.AddRange(GameObject.FindObjectsOfType()); - InGroundTraps.AddRange(GameObject.FindObjectsOfType()); - ShootingCannons.AddRange(GameObject.FindObjectsOfType()); - } - - public void environmentTurn() - { - if (ConveyorBelts.Count > 0) - { - foreach(ConveyorBelt belt in ConveyorBelts) - { - belt.Animate(); - } - } - if (CrushingBoulders.Count > 0) - { - foreach (CrushingBoulder boulder in CrushingBoulders) - { - boulder.Animate(); - } - } - if (ShootingCannons.Count > 0) - { - foreach (ShootingCannon cannon in ShootingCannons) - { - cannon.Animate(); - } - } - } - public void environmentRound() - { - if (CubesWithCrystals.Count > 0) - { - foreach (CubeWithCrystals crystal in CubesWithCrystals) - { - crystal.Animate(); - } - } - if (FloatingOnWater.Count > 0) - { - foreach (FloatingOnWater water in FloatingOnWater) - 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