s3607057 (Angus Niven) 5 years ago
parent
commit
7dca2b421e
124 changed files with 4922 additions and 4606 deletions
  1. +2
    -2
      Assets/Data/Inventory/BaseInventory.asset
  2. +2
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      Assets/Data/Logic Blocks/Jump x4.asset
  3. +3
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      Assets/Data/Logic Blocks/Missile.asset
  4. +3
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  5. +2
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  6. +2
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      Assets/Data/Logic Blocks/Rotate L.asset
  7. +2
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      Assets/Data/Logic Blocks/Rotate R.asset
  8. +1
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  9. +1
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  10. +0
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  11. +0
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  12. +0
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  13. +0
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  14. +4792
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  15. +1
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  16. +2
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      Assets/Scenes/Client Scenes/LoginScreen.unity
  17. +2
    -2
      Assets/Scenes/Menus/Winner.unity
  18. +1
    -1
      Assets/Scripts/Character.cs
  19. +1
    -13
      Assets/Scripts/LevelBlocks/Water.cs
  20. +10
    -2
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  21. +1
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      Assets/Scripts/Managers/GameManager.cs
  22. +1
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      Assets/Scripts/Map Generation/MapManager.cs
  23. +82
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      Assets/Scripts/Projectiles/HomingMissile.cs
  24. +2
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  25. +3
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      Assets/Scripts/UI/LogicElementUI.cs
  26. +4
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  27. +0
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      Assets/Third Party Assets/Gems Ultimate Pack.meta
  28. +0
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      Assets/Third Party Assets/Gems Ultimate Pack/Materials.meta
  29. +0
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  30. +0
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  31. +0
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  37. +0
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  39. +0
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      Assets/Third Party Assets/Gems Ultimate Pack/Materials/Orange.mat
  40. +0
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  41. +0
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  42. +0
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  43. +0
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  45. +0
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  49. +0
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  50. +0
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  52. +0
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  54. +0
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  56. +0
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  58. +0
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  59. +0
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  60. +0
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  62. +0
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  67. +0
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  68. +0
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  69. +0
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  70. +0
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  71. +0
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  72. +0
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  73. +0
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  74. +0
    -3
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  75. +0
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  76. +0
    -3
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  77. +0
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  78. +0
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  79. +0
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  80. +0
    -3
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  81. +0
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  82. +0
    -9
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  83. +0
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  84. +0
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  85. +0
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  86. +0
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  87. +0
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  88. +0
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  89. +0
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  90. +0
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Assets/Scripts/Character.cs View File

@ -74,7 +74,7 @@ public class Character : MonoBehaviour
transform.position = _currentBlock.VisualPosition;
//get character string from player replace from "Bear"
GameObject prefab = Resources.Load(CharacterModel) as GameObject;
GameObject prefab = Resources.Load<GameObject>(CharacterModel);
GameObject animal = Instantiate(prefab, this.gameObject.transform);
characterAnimator = GetComponentInChildren<Animator>();

+ 1
- 13
Assets/Scripts/LevelBlocks/Water.cs View File

@ -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;
}
}

+ 10
- 2
Assets/Scripts/Logic/Blocks/Shoot.cs View File

@ -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<GameObject>(((ShotToken)token).prefabName).GetComponent<Projectile>();
prefabName = ((ShotToken)token).prefabName;
Projectile = Resources.Load<GameObject>(((ShotToken)token).prefabName)?.GetComponent<Projectile>();
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;
}

+ 1
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@ -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();

+ 1
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@ -339,7 +339,7 @@ public class MapManager : ScriptableObject
if (checkView(trackEnd))
{
chooseNextSection();
spawn.GetComponent<blockSpawn>().wakeup();
//spawn.GetComponent<blockSpawn>().wakeup();
checkForward();
}
}

+ 82
- 0
Assets/Scripts/Projectiles/HomingMissile.cs View File

@ -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;
}
}

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@ -71,7 +71,9 @@ public class LogicElementUI : Dragable
if(elementIcon != null)
{
icon.sprite = elementIcon;
}
}else{
icon.enabled = false;
}
}
}

+ 4
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@ -29,10 +29,12 @@ public class blockSpawn : MonoBehaviour
{
SpawnBlocks.Clear();
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isCollectableSpawnable).ToList();
Debug.Log("Count after wakeup function " + SpawnBlocks.Count);
}
public void Spawn()
{
wakeup();
//Sort play locations so leader is first
if (ConnectedClients.Count > 1)
{
@ -162,9 +164,9 @@ public class blockSpawn : MonoBehaviour
{
for(int i = SpawnBlocks.Count -1; i>=0; i--)
{
if(SpawnBlocks[i].transform.position.x <= min)
//Debug.Log(SpawnBlocks[i].transform.position.x);
if(SpawnBlocks[i].transform.position.x < min)
{
Debug.Log("block to remove position x: " + SpawnBlocks[i].transform.position.x);
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