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GameObject prefab = Resources.Load(CharacterModel) as GameObject; + GameObject prefab = Resources.Load(CharacterModel); GameObject animal = Instantiate(prefab, this.gameObject.transform); characterAnimator = GetComponentInChildren(); diff --git a/Assets/Scripts/LevelBlocks/Water.cs b/Assets/Scripts/LevelBlocks/Water.cs index 64a8220..de3ffe1 100644 --- a/Assets/Scripts/LevelBlocks/Water.cs +++ b/Assets/Scripts/LevelBlocks/Water.cs @@ -47,7 +47,6 @@ public class Water : ActiveBlock trappedCharacter.StartAnimation(Character.Animation.Hit); yield return StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition + Vector3.down * FallDistance, 1)); } - } public override void OnLeftByPlayer(Character player) @@ -58,16 +57,12 @@ public class Water : ActiveBlock StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition + Vector3.down * FallDistance, 1)); isLillyPadUp = false; } - } public override IEnumerator OnRoundEnd(PlayerData[] allPlayers) { - //Debug.Log("reseting water"); - if (trappedCharacter != null) { - //if character is on an angle undo their last rotation if (trappedCharacter.transform.eulerAngles.y % 90 > 10 && trappedCharacter.transform.eulerAngles.y % 90 < 80) { @@ -83,7 +78,6 @@ public class Water : ActiveBlock } } - StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition, 1)); StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition, 1)); @@ -101,10 +95,8 @@ public class Water : ActiveBlock trappedCharacter.stuck = false; isLillyPadUp = true; trappedCharacter = null; - } isFinished = true; - } private IEnumerator PushPlayOnTop() @@ -119,7 +111,6 @@ public class Water : ActiveBlock yield return StartCoroutine(DoPush(trappedCharacter, possibleDirections[i].ToVector())); break; } - } private IEnumerator LerpToPosition(Transform target, Vector3 endPos, float time) @@ -129,15 +120,12 @@ public class Water : ActiveBlock float elapsedTime = 0; while (elapsedTime / time < 1) { - target.position = Vector3.Lerp(_startPos, endPos, (elapsedTime / time)); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } - target.position = endPos; } - - } + diff --git a/Assets/Scripts/Logic/Blocks/Shoot.cs b/Assets/Scripts/Logic/Blocks/Shoot.cs index 23bdeed..31586b0 100644 --- a/Assets/Scripts/Logic/Blocks/Shoot.cs +++ b/Assets/Scripts/Logic/Blocks/Shoot.cs @@ -15,6 +15,8 @@ public class Shoot : LogicBlock [Header("Projectile to Shoot")] private Projectile Projectile; + private string prefabName; + public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask) { return startBlock; @@ -34,7 +36,10 @@ public class Shoot : LogicBlock public override void CopyToken(BlockToken token) { base.CopyToken(token); - Projectile = Resources.Load(((ShotToken)token).prefabName).GetComponent(); + + prefabName = ((ShotToken)token).prefabName; + Projectile = Resources.Load(((ShotToken)token).prefabName)?.GetComponent(); + Direction = ((ShotToken)token).direction; } @@ -46,7 +51,10 @@ public class Shoot : LogicBlock Debug.Log(base.ToToken(token).GetType().Name); ShotToken retVal = (ShotToken)base.ToToken(token); retVal.direction = Direction; - retVal.prefabName = Projectile.gameObject.name; + if (Projectile != null) + retVal.prefabName = Projectile.gameObject.name; + else + retVal.prefabName = prefabName; return retVal; } diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 0d80479..ff1c7e4 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -88,7 +88,7 @@ public class GameManager : MonoBehaviour gameMode.PreGameStart(); //gets list of items to check spawn locations - spawnBlock.wakeup(); + //spawnBlock.wakeup(); //Spawn Characters and tell let the GameMode do anything with the characters it might want SpawnCharacters(); diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index 2328e10..804edea 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -339,7 +339,7 @@ public class MapManager : ScriptableObject if (checkView(trackEnd)) { chooseNextSection(); - spawn.GetComponent().wakeup(); + //spawn.GetComponent().wakeup(); checkForward(); } } diff --git a/Assets/Scripts/Projectiles/HomingMissile.cs b/Assets/Scripts/Projectiles/HomingMissile.cs new file mode 100644 index 0000000..1ab659d --- /dev/null +++ b/Assets/Scripts/Projectiles/HomingMissile.cs @@ -0,0 +1,82 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using Networking.Server; + +public class HomingMissile : Projectile +{ + [SerializeField] + ClientList Clients; + + + + public override IEnumerator ProjectileLogic(Character player, float animationTime, Vector3 direction) + { + + Character target = findPlayer(player); + + yield return StartCoroutine(LerpTo(transform.position + Vector3.up * 2, 0.5f)); + yield return new WaitForSeconds(0.5f); + + if (target != null) + { + yield return StartCoroutine(LerpTo(target.transform.position, 1f)); + yield return PushPlayer(target); + } + } + + private IEnumerator PushPlayer(Character player) + { + Direction[] possibleDirections = DirectionExtras.RandomOrder(); + + for (int i = 0; i < 4; i++) + { + if (Block.isBlockAtPosition( player.transform.position + possibleDirections[i].ToVector() + Vector3.up, 1, ~0)) + continue; + + yield return StartCoroutine(player.CurrentBlock.DoPush(player, possibleDirections[i].ToVector())); + break; + } + + } + + private Character findPlayer(Character thisCharacter) + { + Character retVal = null; + + foreach (ClientData client in Clients) + { + if (client.Lives == 0 || client.playerCharacter.stuck || client.playerCharacter == thisCharacter) + continue; + + if (retVal == null) + retVal = client.playerCharacter; + + if (retVal.transform.position.x <= client.playerCharacter.transform.position.x) + retVal = client.playerCharacter; + } + + return retVal; + } + + private IEnumerator LerpTo(Vector3 endPosition,float animationTime) + { + Vector3 startPosition = transform.position; + float elapsedTime = 0; + + while (elapsedTime < animationTime) + { + + transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / animationTime); + transform.LookAt(endPosition, Vector3.up); + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + + + } + + transform.position = endPosition; + + } +} diff --git a/Assets/Third Party Assets/Gems Ultimate Pack/Scripts/AnimationScript.cs.meta b/Assets/Scripts/Projectiles/HomingMissile.cs.meta similarity index 68% rename from Assets/Third Party Assets/Gems Ultimate Pack/Scripts/AnimationScript.cs.meta rename to Assets/Scripts/Projectiles/HomingMissile.cs.meta index 8992f28..107648a 100644 --- a/Assets/Third Party Assets/Gems Ultimate Pack/Scripts/AnimationScript.cs.meta +++ b/Assets/Scripts/Projectiles/HomingMissile.cs.meta @@ -1,8 +1,7 @@ fileFormatVersion: 2 -guid: 9ff967b7ed48f2441bcf509edf6b889a -timeCreated: 1476391416 -licenseType: Store +guid: ede68cce804b6624cb4c368d5c511f49 MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 diff --git a/Assets/Scripts/UI/LogicElementUI.cs b/Assets/Scripts/UI/LogicElementUI.cs index 391ca34..0a9843f 100644 --- a/Assets/Scripts/UI/LogicElementUI.cs +++ b/Assets/Scripts/UI/LogicElementUI.cs @@ -71,7 +71,9 @@ public class LogicElementUI : Dragable if(elementIcon != null) { icon.sprite = elementIcon; - 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