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clientData: {fileID: 11400000, guid: 78d89605739516c4f9c66fb270137102, type: 2} + spawnLocation: {fileID: 4411312180479633393} --- !u!65 &7713460145294617833 BoxCollider: m_ObjectHideFlags: 0 diff --git a/Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity b/Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity index b887074..43e9da9 100644 --- a/Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity +++ b/Assets/Scenes/SinglePlayer Levels/TuteLevelOne.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:57a10796a4b6ae47785d5aff82e05827e60c3c87a05107f924f289f3bd48265b -size 175456 +oid sha256:55c97cc550b62aea593f673fa33abf5f25e2cb288615a18a516d1ededae3b400 +size 188516 diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs index df5ad74..d88998c 100644 --- a/Assets/Scripts/Character.cs +++ b/Assets/Scripts/Character.cs @@ -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)); diff --git a/Assets/Scripts/Traps/CannonShot.cs b/Assets/Scripts/Traps/CannonShot.cs index 9a4a3ff..0c1f70e 100644 --- a/Assets/Scripts/Traps/CannonShot.cs +++ b/Assets/Scripts/Traps/CannonShot.cs @@ -8,38 +8,75 @@ public class CannonShot : MonoBehaviour public bool shootingRight; public ConnectedClients clientData; GameObject player; - string charname; + string charname = "Character"; public List Names; + Rigidbody rb; private void Start() { Names.Add("Character"); + rb = this.gameObject.GetComponent(); /*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(); if (shootingRight == true) { - player.GetComponent().CannonLMove(1.0f); + StartCoroutine(PushLeftCoroutine(0.5f)); + player.GetComponent().CannonLMove(0.5f); } else { - player.GetComponent().CannonLMove(1.0f); + StartCoroutine(PushLeftCoroutine(0.5f)); + player.GetComponent().CannonLMove(0.5f); } } } } - } diff --git a/Assets/Scripts/Traps/ConveyorBelt.cs b/Assets/Scripts/Traps/ConveyorBelt.cs index 48769d2..a2fb628 100644 --- a/Assets/Scripts/Traps/ConveyorBelt.cs +++ b/Assets/Scripts/Traps/ConveyorBelt.cs @@ -8,8 +8,21 @@ public class ConveyorBelt : MonoBehaviour public ConnectedClients clientData; bool characterOnBelt = false; GameObject player; - string charname; + string charname = "Character"; private List 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().conveyorMove(Direction.Forward, 1.0f); + + if(forward == true) + { + player.GetComponent().conveyorMoveForward(Direction.Forward, 1.0f); + } + else if (forward == false) + { + player.GetComponent().conveyorMoveBackward(Direction.Forward, 1.0f); + } + else if (left == true) + { + player.GetComponent().conveyorMoveLeft(Direction.Forward, 1.0f); + } + else if (left == false) + { + player.GetComponent().conveyorMoveRight(Direction.Forward, 1.0f); + } } } diff --git a/Assets/Scripts/Traps/CubeWithCrystals.cs b/Assets/Scripts/Traps/CubeWithCrystals.cs index 615e3bd..0d8d00c 100644 --- a/Assets/Scripts/Traps/CubeWithCrystals.cs +++ b/Assets/Scripts/Traps/CubeWithCrystals.cs @@ -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()); } } diff --git a/Assets/Scripts/Traps/FloatingOnWater.cs b/Assets/Scripts/Traps/FloatingOnWater.cs index 019f28d..2dd3707 100644 --- a/Assets/Scripts/Traps/FloatingOnWater.cs +++ b/Assets/Scripts/Traps/FloatingOnWater.cs @@ -5,12 +5,30 @@ using Networking.Client; public class FloatingOnWater : MonoBehaviour { - bool characterInWater = false; + bool characterInWater = true; public ConnectedClients clientData; private List 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()); } }