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fixed dying on a half turn, removed old half turns

master
JoshuaReason 5 years ago
parent
commit
79f0289d00
16 changed files with 56 additions and 93 deletions
  1. +1
    -1
      Assets/Data/Logic Blocks/Diagonal R.asset
  2. +2
    -2
      Assets/Data/Logic Blocks/Rotate Half L.asset
  3. +0
    -3
      Assets/Data/Logic Blocks/Rotate Half Left.asset
  4. +2
    -2
      Assets/Data/Logic Blocks/Rotate Half R.asset
  5. +0
    -3
      Assets/Data/Logic Blocks/Rotate Half Right.asset
  6. +2
    -2
      Assets/Data/Logic Blocks/Wait.asset
  7. +1
    -1
      Assets/Models.meta
  8. +3
    -3
      Assets/Plugins/IngameDebugConsole/Android.meta
  9. +3
    -3
      Assets/Plugins/IngameDebugConsole/Prefabs.meta
  10. +8
    -0
      Assets/Plugins/IngameDebugConsole/Scripts.meta
  11. +8
    -0
      Assets/Plugins/IngameDebugConsole/Sprites/Unused.meta
  12. +2
    -0
      Assets/Scripts/Character.cs
  13. +16
    -0
      Assets/Scripts/LevelBlocks/Water.cs
  14. +0
    -62
      Assets/Scripts/Logic/Blocks/RotateHalf.cs
  15. +0
    -11
      Assets/Scripts/Logic/Blocks/RotateHalf.cs.meta
  16. +8
    -0
      Assets/Scripts/LogicBlocks.meta

+ 1
- 1
Assets/Data/Logic Blocks/Diagonal R.asset View File

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Assets/Data/Logic Blocks/Rotate Half L.asset View File

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Assets/Data/Logic Blocks/Rotate Half Left.asset View File

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Assets/Data/Logic Blocks/Rotate Half R.asset View File

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Assets/Data/Logic Blocks/Rotate Half Right.asset View File

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- 2
Assets/Data/Logic Blocks/Wait.asset View File

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Assets/Scripts/Components.meta → Assets/Models.meta View File

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Assets/Data/Logic Blocks/Rotate Half Left.asset.meta → Assets/Plugins/IngameDebugConsole/Android.meta View File

@ -1,8 +1,8 @@
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Assets/Data/Logic Blocks/Rotate Half Right.asset.meta → Assets/Plugins/IngameDebugConsole/Prefabs.meta View File

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Assets/Plugins/IngameDebugConsole/Scripts.meta View File

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+ 2
- 0
Assets/Scripts/Character.cs View File

@ -51,6 +51,7 @@ public class Character : MonoBehaviour
#region Read Only #region Read Only
public Block CurrentBlock { get { return _currentBlock; } } public Block CurrentBlock { get { return _currentBlock; } }
public float lastRotation { get; private set;}
#endregion Read Only #endregion Read Only
#region Unity Functions #region Unity Functions
@ -204,6 +205,7 @@ public class Character : MonoBehaviour
break; break;
} }
lastRotation = angles * RotationDir;
float elapsedTime = 0; float elapsedTime = 0;

+ 16
- 0
Assets/Scripts/LevelBlocks/Water.cs View File

@ -55,6 +55,22 @@ public class Water : ActiveBlock
if (trappedCharacter != null) if (trappedCharacter != null)
{ {
//if character is on an angle undo their last rotation
if (trappedCharacter.transform.eulerAngles.y % 90 != 0)
{
trappedCharacter.transform.Rotate(Vector3.up, -trappedCharacter.lastRotation);
//if they are still on an angle fix to the closest rotation
if (trappedCharacter.transform.eulerAngles.y % 90 != 0)
{
Vector3 newRot = trappedCharacter.transform.eulerAngles;
newRot.y = Mathf.Round(newRot.y / 90) * 90;
trappedCharacter.transform.eulerAngles = newRot;
}
}
StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition, 1)); StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition, 1));
yield return StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition, 1)); yield return StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition, 1));
trappedCharacter.stuck = false; trappedCharacter.stuck = false;

+ 0
- 62
Assets/Scripts/Logic/Blocks/RotateHalf.cs View File

@ -1,62 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Logic block which deals with moving a character in a direction
/// </summary>
[CreateAssetMenu(menuName = "Major Project/RotateHalf Block")]
[System.Serializable]
public class RotateHalf : LogicBlock
{
#region Inspector Fields
[SerializeField]
[Header("Rotate Settings")]
[Tooltip("Direction to rotate in")]
protected Direction direction;
#endregion Inspector Fields
#region Class Functions
/// <summary>
/// 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, bool useBlockDirection = false)
{
player.RotateHalf(direction, animationTime);
yield break;
}
/// <summary>
/// Returns the block that the character will endUp on after they use this logic element
/// </summary>
/// <param name="startBlock">block character is on</param>
/// <param name="layerMask">layers to ignore</param>
/// <returns>block which character will finish on after performing this function </returns>
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
{
//no movement when rotating
return startBlock;
}
public override void CopyToken(BlockToken token)
{
base.CopyToken(token);
direction = ((DirectionToken)token).direction;
}
public override BlockToken ToToken(BlockToken token = null)
{
if (token == null)
token = new DirectionToken(this);
DirectionToken retVal = (DirectionToken)base.ToToken(token);
retVal.direction = direction;
return retVal;
}
#endregion Class Functions
}

+ 0
- 11
Assets/Scripts/Logic/Blocks/RotateHalf.cs.meta View File

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