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Cannon, Water, Crystals and Conveyor all scripted and working with character animation

Only tested in tutorial scene and hard coded the "Character" name, set up to get names or characters animals based on the connected clients list, but has yet to be tested
Josh_Dev_branch
Claire Peta 5 years ago
parent
commit
b72f2d042c
12 changed files with 611 additions and 394 deletions
  1. +2
    -2
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  2. +3
    -0
      Assets/Prefabs/Traps/Conveyor Belt.prefab
  3. +56
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      Assets/Prefabs/Traps/CubeWithCrystals.prefab
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  5. +328
    -352
      Assets/Prefabs/Traps/FloatingOnWater.prefab
  6. +3
    -2
      Assets/Prefabs/Traps/ShootingCannon.prefab
  7. +2
    -2
      Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity
  8. +66
    -8
      Assets/Scripts/Character.cs
  9. +44
    -7
      Assets/Scripts/Traps/CannonShot.cs
  10. +31
    -2
      Assets/Scripts/Traps/ConveyorBelt.cs
  11. +37
    -3
      Assets/Scripts/Traps/CubeWithCrystals.cs
  12. +39
    -15
      Assets/Scripts/Traps/FloatingOnWater.cs

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Assets/Prefabs/Traps/ShootingCannon.prefab View File

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shootingRight: 1
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shootingObject: {fileID: 3506936643819969965, guid: e8cf547bc36bd094f860f652fbe08047,
type: 3}
clientData: {fileID: 11400000, guid: 78d89605739516c4f9c66fb270137102, type: 2}
spawnLocation: {fileID: 4411312180479633393}
--- !u!65 &7713460145294617833
BoxCollider:
m_ObjectHideFlags: 0

+ 2
- 2
Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:57a10796a4b6ae47785d5aff82e05827e60c3c87a05107f924f289f3bd48265b
size 175456
oid sha256:55c97cc550b62aea593f673fa33abf5f25e2cb288615a18a516d1ededae3b400
size 188516

+ 66
- 8
Assets/Scripts/Character.cs View File

@ -138,26 +138,72 @@ public class Character : MonoBehaviour
transform.position = Target.VisualPosition;
}
IEnumerator MoveConveyorCoroutine(Block Target, Transform Current, float time, float heightMax)
IEnumerator MoveConveyorForwardCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
Vector3 charEndPosition = new Vector3(Current.position.x + 1.0f, Current.position.y, Current.position.z);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = Target.VisualPosition;
transform.position = charEndPosition;
}
IEnumerator MoveConveyorBackwardCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
Vector3 charEndPosition = new Vector3(Current.position.x - 1.0f, Current.position.y, Current.position.z);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = charEndPosition;
}
IEnumerator MoveConveyorLeftCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
Vector3 charEndPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z + 1.0f);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = charEndPosition;
}
IEnumerator MoveConveyorRightCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
Vector3 startPosition = Current.position;
Vector3 charEndPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z - 1.0f);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, charEndPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = charEndPosition;
}
IEnumerator PushLeftCoroutine(Transform Current, float time)
{
float elapsedTime = 0;
Vector3 startPosition = Current.transform.position;
Vector3 endPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z - 10);
Vector3 endPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z - 1.0f);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
@ -173,7 +219,7 @@ public class Character : MonoBehaviour
{
float elapsedTime = 0;
Vector3 startPosition = Current.transform.position;
Vector3 endPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z + 10);
Vector3 endPosition = new Vector3(Current.position.x, Current.position.y, Current.position.z + 1.0f);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
@ -256,11 +302,23 @@ public class Character : MonoBehaviour
//transform.position = CurrentBlock.VisualPosition;
}
public void conveyorMove(Direction direction, float speed)
public void conveyorMoveForward(Direction direction, float speed)
{
Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted
StartCoroutine(MoveConveyorCoroutine(_currentBlock, transform, speed, 0.3f));
StartCoroutine(MoveConveyorForwardCoroutine(_currentBlock, transform, speed, 0.3f));
}
public void conveyorMoveBackward(Direction direction, float speed)
{
StartCoroutine(MoveConveyorBackwardCoroutine(_currentBlock, transform, speed, 0.3f));
}
public void conveyorMoveLeft(Direction direction, float speed)
{
StartCoroutine(MoveConveyorLeftCoroutine(_currentBlock, transform, speed, 0.3f));
}
public void conveyorMoveRight(Direction direction, float speed)
{
StartCoroutine(MoveConveyorRightCoroutine(_currentBlock, transform, speed, 0.3f));
}
public void CannonRMove(float speed)
{
StartCoroutine(PushRightCoroutine(transform, speed));

+ 44
- 7
Assets/Scripts/Traps/CannonShot.cs View File

@ -8,38 +8,75 @@ public class CannonShot : MonoBehaviour
public bool shootingRight;
public ConnectedClients clientData;
GameObject player;
string charname;
string charname = "Character";
public List<string> Names;
Rigidbody rb;
private void Start()
{
Names.Add("Character");
rb = this.gameObject.GetComponent<Rigidbody>();
/*for (int i = 0; i < clientData.AllClients.Count; i++)
{
Names.Add(clientData.AllClients[i].characterAnimal + "(Clone)");
}*/
}
IEnumerator PushLeftCoroutine(float time)
{
float elapsedTime = 0;
Vector3 startPosition = transform.position;
Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1.0f);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = endPosition;
Destroy(gameObject);
}
IEnumerator PushRightCoroutine(Transform Current, float time)
{
float elapsedTime = 0;
Vector3 startPosition = transform.position;
Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z + 1.0f);
time *= 0.8f;
yield return new WaitForSeconds(0.05f);
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.position = endPosition;
Destroy(gameObject);
}
void OnTriggerEnter(Collider other)
{
foreach (string name in Names)
{
Debug.Log(name);
if (other.gameObject.name == name)
{
charname = other.gameObject.name;
Debug.Log(charname);
rb.velocity = Vector3.zero;
player = GameObject.Find(charname);
Rigidbody playerRB = player.GetComponent<Rigidbody>();
if (shootingRight == true)
{
player.GetComponent<Character>().CannonLMove(1.0f);
StartCoroutine(PushLeftCoroutine(0.5f));
player.GetComponent<Character>().CannonLMove(0.5f);
}
else
{
player.GetComponent<Character>().CannonLMove(1.0f);
StartCoroutine(PushLeftCoroutine(0.5f));
player.GetComponent<Character>().CannonLMove(0.5f);
}
}
}
}
}

+ 31
- 2
Assets/Scripts/Traps/ConveyorBelt.cs View File

@ -8,8 +8,21 @@ public class ConveyorBelt : MonoBehaviour
public ConnectedClients clientData;
bool characterOnBelt = false;
GameObject player;
string charname;
string charname = "Character";
private List<string> Names;
public bool left;
public bool forward;
public bool triggeranimate;
private void Update()
{
//for testing purposes
if (triggeranimate == true)
{
Animate();
triggeranimate = false;
}
}
private void Start()
{
@ -33,6 +46,22 @@ public class ConveyorBelt : MonoBehaviour
public void Animate()
{
player = GameObject.Find(charname);
player.GetComponent<Character>().conveyorMove(Direction.Forward, 1.0f);
if(forward == true)
{
player.GetComponent<Character>().conveyorMoveForward(Direction.Forward, 1.0f);
}
else if (forward == false)
{
player.GetComponent<Character>().conveyorMoveBackward(Direction.Forward, 1.0f);
}
else if (left == true)
{
player.GetComponent<Character>().conveyorMoveLeft(Direction.Forward, 1.0f);
}
else if (left == false)
{
player.GetComponent<Character>().conveyorMoveRight(Direction.Forward, 1.0f);
}
}
}

+ 37
- 3
Assets/Scripts/Traps/CubeWithCrystals.cs View File

@ -6,11 +6,45 @@ public class CubeWithCrystals : MonoBehaviour
{
bool characterInWater = false;
public GameObject crystals;
public bool triggeranimate;
public bool triggeranimate1;
IEnumerator GrowShrinkCoroutine(Vector3 endPosition)
private void Update()
{
//for testing purposes
if (triggeranimate == true)
{
Animate();
triggeranimate = false;
}
//for testing purposes
if (triggeranimate1 == true)
{
returnToPosition();
triggeranimate1 = false;
}
}
IEnumerator GrowCoroutine()
{
float elapsedTime = 0;
Vector3 startPosition = crystals.transform.position;
Vector3 endPosition = new Vector3(crystals.transform.position.x, crystals.transform.position.y + 1.0f, crystals.transform.position.z);
float time = 0.8f;
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
crystals.transform.position = endPosition;
}
IEnumerator ShrinkCoroutine()
{
float elapsedTime = 0;
Vector3 startPosition = crystals.transform.position;
Vector3 endPosition = new Vector3(crystals.transform.position.x, crystals.transform.position.y - 1.0f, crystals.transform.position.z);
float time = 0.8f;
while (elapsedTime < time)
{
@ -23,10 +57,10 @@ public class CubeWithCrystals : MonoBehaviour
public void Animate()
{
StartCoroutine(GrowShrinkCoroutine(new Vector3(0, 1, 0)));
StartCoroutine(GrowCoroutine());
}
public void returnToPosition()
{
StartCoroutine(GrowShrinkCoroutine(new Vector3(0, 0, 0)));
StartCoroutine(ShrinkCoroutine());
}
}

+ 39
- 15
Assets/Scripts/Traps/FloatingOnWater.cs View File

@ -5,12 +5,30 @@ using Networking.Client;
public class FloatingOnWater : MonoBehaviour
{
bool characterInWater = false;
bool characterInWater = true;
public ConnectedClients clientData;
private List<string> Names;
public GameObject lilypad;
GameObject player;
string charName;
string charName = "Character";
public bool triggeranimate;
public bool triggeranimate1;
private void Update()
{
//for testing purposes
if (triggeranimate == true)
{
Animate();
triggeranimate = false;
}
//for testing purposes
if (triggeranimate1 == true)
{
returnToPosition();
triggeranimate1 = false;
}
}
private void Start()
{
@ -21,30 +39,21 @@ public class FloatingOnWater : MonoBehaviour
}
void OnTriggerEnter(Collider other)
{
Debug.Log("OnTriggerEnter for water tile at "
+ this.transform.position.x + ", "
+ this.transform.position.y + ", "
+ this.transform.position.z + ", "
+ "other.gameObject.name = " + other.gameObject.name);
for(int i = 0; i < Names.Count; i++)
{
Debug.Log("Checking name: " + Names[i]);
if (other.gameObject.name == Names[i])
{
Debug.Log(Names[i] + " is in the water!");
characterInWater = true;
charName = other.gameObject.name;
}
Debug.Log("characterInWater = " + characterInWater);
}
}
IEnumerator FloatSinkCoroutine(Vector3 endPosition)
IEnumerator FloatCoroutine()
{
float elapsedTime = 0;
Vector3 startPosition = lilypad.transform.position;
Vector3 endPosition = new Vector3(lilypad.transform.position.x, lilypad.transform.position.y + 1.0f, lilypad.transform.position.z);
Vector3 charStartPosition = player.transform.position;
Vector3 charEndPosition = new Vector3(player.transform.position.x, 1, player.transform.position.z);
float time = 0.8f;
@ -59,16 +68,31 @@ public class FloatingOnWater : MonoBehaviour
lilypad.transform.position = endPosition;
}
IEnumerator SinkCoroutine()
{
float elapsedTime = 0;
Vector3 startPosition = lilypad.transform.position;
Vector3 endPosition = new Vector3(lilypad.transform.position.x, lilypad.transform.position.y - 1.0f, lilypad.transform.position.z);
float time = 0.8f;
while (elapsedTime < time)
{
lilypad.transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
lilypad.transform.position = endPosition;
}
public void Animate()
{
if(characterInWater == true)
{
player = GameObject.Find(charName);
StartCoroutine(FloatSinkCoroutine(new Vector3(0, 1, 0)));
StartCoroutine(FloatCoroutine());
}
}
public void returnToPosition()
{
StartCoroutine(FloatSinkCoroutine(new Vector3(0, 0, 0)));
StartCoroutine(SinkCoroutine());
}
}

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