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Conveyorbelt works

master
Joshua Reason 5 years ago
parent
commit
5ee1be61f3
11 changed files with 2001 additions and 1273 deletions
  1. +1862
    -1098
      Assets/Prefabs/Map Sections/Start 4-player.prefab
  2. +110
    -31
      Assets/Prefabs/Traps/Conveyor Belt.prefab
  3. +2
    -2
      Assets/Scripts/Logic/Blocks/CombinedBlock.cs
  4. +1
    -1
      Assets/Scripts/Logic/Blocks/Jump.cs
  5. +4
    -4
      Assets/Scripts/Logic/Blocks/LogicBlock.cs
  6. +8
    -3
      Assets/Scripts/Logic/Blocks/Move.cs
  7. +1
    -1
      Assets/Scripts/Logic/Blocks/Rotate.cs
  8. +1
    -1
      Assets/Scripts/Logic/Blocks/RotateHalf.cs
  9. +12
    -48
      Assets/Scripts/Traps/ConveyorBelt.cs
  10. +0
    -73
      Assets/Scripts/Traps/Traps.cs
  11. +0
    -11
      Assets/Scripts/Traps/Traps.cs.meta

+ 1862
- 1098
Assets/Prefabs/Map Sections/Start 4-player.prefab
File diff suppressed because it is too large
View File


+ 110
- 31
Assets/Prefabs/Traps/Conveyor Belt.prefab View File

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+ 2
- 2
Assets/Scripts/Logic/Blocks/CombinedBlock.cs View File

@ -25,7 +25,7 @@ public class CombinedBlock : LogicBlock
#endregion Private Variables
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;
}

+ 1
- 1
Assets/Scripts/Logic/Blocks/Jump.cs View File

@ -28,7 +28,7 @@ public class Jump : LogicBlock
/// Implementation of BlockLogic, moves the player forward
/// </summary>
/// <param name="player">Player to move</param>
protected override IEnumerator BlockLogic(Character player, float animationTime)
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
//player.Jump(direction, animationTime);

+ 4
- 4
Assets/Scripts/Logic/Blocks/LogicBlock.cs View File

@ -60,7 +60,7 @@ public abstract class LogicBlock : ScriptableObject
/// </summary>
/// <param name="player">Player which will be affected by the block</param>
/// <returns>returns true if block is finished</returns>
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
/// </summary>
/// <param name="player">Player which will be affected by the block</param>
/// <returns>returns true if block is finished</returns>
protected abstract IEnumerator BlockLogic(Character player, float animationTime);
protected abstract IEnumerator BlockLogic(Character player, float animationTime,bool useBlockDirection = false);
/// <summary>
/// Returns the block that the character will endUp on after they use this logic element

+ 8
- 3
Assets/Scripts/Logic/Blocks/Move.cs View File

@ -19,11 +19,16 @@ public class Move : LogicBlock
/// Implementation of BlockLogic, moves the player forward
/// </summary>
/// <param name="player">Player to move</param>
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));
}

+ 1
- 1
Assets/Scripts/Logic/Blocks/Rotate.cs View File

@ -23,7 +23,7 @@ public class Rotate : LogicBlock
/// Rotates the player in the direction specified by this block
/// </summary>
/// <param name="player">Player to rotate</param>
protected override IEnumerator BlockLogic(Character player, float animationTime)
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
//player.Rotate(direction, animationTime);

+ 1
- 1
Assets/Scripts/Logic/Blocks/RotateHalf.cs View File

@ -23,7 +23,7 @@ public class RotateHalf : LogicBlock
/// Rotates the player in the direction specified by this block
/// </summary>
/// <param name="player">Player to rotate</param>
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;

+ 12
- 48
Assets/Scripts/Traps/ConveyorBelt.cs View File

@ -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<string> Names = new List<string>();
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<Character>().conveyorMoveForward(Direction.Forward, 1.0f);
}
else if (forward == false)
{
player.GetComponent<Character>().conveyorMoveBackward(Direction.Back, 1.0f);
}
if (left == true)
{
player.GetComponent<Character>().conveyorMoveLeft(Direction.Left, 1.0f);
}
else if (left == false)
{
player.GetComponent<Character>().conveyorMoveRight(Direction.Right, 1.0f);
}
isFinished = true;
}
}

+ 0
- 73
Assets/Scripts/Traps/Traps.cs View File

@ -1,73 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Traps : MonoBehaviour
{
public List<ConveyorBelt> ConveyorBelts = new List<ConveyorBelt>();
public List<CrushingBoulder> CrushingBoulders = new List<CrushingBoulder>();
public List<CubeWithCrystals> CubesWithCrystals = new List<CubeWithCrystals>();
public List<FloatingOnWater> FloatingOnWater = new List<FloatingOnWater>();
public List<InGroundTrap> InGroundTraps = new List<InGroundTrap>();
public List<ShootingCannon> ShootingCannons = new List<ShootingCannon>();
private void Start()
{
ConveyorBelts.AddRange(GameObject.FindObjectsOfType<ConveyorBelt>());
CrushingBoulders.AddRange(GameObject.FindObjectsOfType<CrushingBoulder>());
CubesWithCrystals.AddRange(GameObject.FindObjectsOfType<CubeWithCrystals>());
FloatingOnWater.AddRange(GameObject.FindObjectsOfType<FloatingOnWater>());
InGroundTraps.AddRange(GameObject.FindObjectsOfType<InGroundTrap>());
ShootingCannons.AddRange(GameObject.FindObjectsOfType<ShootingCannon>());
}
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)
{
water.Animate();
}
}
if (InGroundTraps.Count > 0)
{
foreach (InGroundTrap ground in InGroundTraps)
{
ground.Animate();
}
}
}
}

+ 0
- 11
Assets/Scripts/Traps/Traps.cs.meta View File

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