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Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a into HEAD

# Conflicts:
#	Assets/Scenes/Networking Test Scenes/ServerScene.unity
Josh_Dev_branch
JoshuaReason 5 years ago
parent
commit
bb15732a7d
73 changed files with 19104 additions and 6995 deletions
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+ 1
- 1
Assets/Scripts/Block.cs View File

@ -67,7 +67,7 @@ public class Block : MonoBehaviour
Block[] blocks = cols.Where(p => p.GetComponent<Block>() != null).Select(p => p.GetComponent<Block>()).ToArray(); Block[] blocks = cols.Where(p => p.GetComponent<Block>() != null).Select(p => p.GetComponent<Block>()).ToArray();
//Draw cube, for visuals //Draw cube, for visuals
DebugExtensions.DrawCube(position, halfExtent, Color.cyan, 1, false);
//DebugExtensions.DrawCube(position, halfExtent, Color.cyan, 1, false);
//if didn't hit anyblocks return false //if didn't hit anyblocks return false
if (blocks.Length == 0) if (blocks.Length == 0)

+ 11
- 7
Assets/Scripts/Character.cs View File

@ -40,7 +40,12 @@ public class Character : MonoBehaviour
//move to starting block //move to starting block
transform.position = CurrentBlock.VisualPosition; transform.position = CurrentBlock.VisualPosition;
characterAnimator = GetComponentInChildren<Animator>();
//get character string from player replace from "Bear"
GameObject prefab = Resources.Load("Bear") as GameObject;
GameObject Bear = Instantiate(prefab, this.gameObject.transform);
characterAnimator = GetComponentInChildren<Animator>();
characterAnimator.Play("Idle"); characterAnimator.Play("Idle");
} }
@ -59,9 +64,11 @@ public class Character : MonoBehaviour
float elapsedTime = 0; float elapsedTime = 0;
Vector3 startPosition = Current.position; Vector3 startPosition = Current.position;
time *= 0.8f; time *= 0.8f;
while (elapsedTime < time)
characterAnimator.Play("Jump Inplace");
yield return new WaitForSeconds(0.15f);
while (elapsedTime < time)
{ {
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time));
transform.position += yValue((elapsedTime / time), heightMax); transform.position += yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime; elapsedTime += Time.deltaTime;
@ -79,8 +86,6 @@ public class Character : MonoBehaviour
{ {
characterAnimator.Play("Walk"); characterAnimator.Play("Walk");
transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / 1.5f)); transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / 1.5f));
//transform.position += yValue((elapsedTime / time), heightMax);
//characterAnimator.Play("Walk");
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime; elapsedTime += Time.deltaTime;
} }
@ -116,7 +121,6 @@ public class Character : MonoBehaviour
{ {
characterAnimator.Play("Jump"); characterAnimator.Play("Jump");
transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time)); transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time));
//transform.position = startPosition +yValue((elapsedTime / time), heightMax);
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime; elapsedTime += Time.deltaTime;
} }
@ -163,7 +167,7 @@ public class Character : MonoBehaviour
//transform.position = CurrentBlock.VisualPosition; //transform.position = CurrentBlock.VisualPosition;
} }
/// <summary>
/// <summary>
/// Upon collision with a floating block, collect its /// Upon collision with a floating block, collect its
/// Upon collision with the end portal, end of level /// Upon collision with the end portal, end of level
/// </summary> /// </summary>

+ 11
- 3
Assets/Scripts/UI/ScoreBoard.cs View File

@ -1,10 +1,18 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Networking;
using Networking.Server;
using Networking;
public class ScoreBoard : MonoBehaviour public class ScoreBoard : MonoBehaviour
{ {
//calculate who is first second, third and fourth
//update the order on the UI with player names
//after 10 seconds load next scene/game
public ConnectionHandler clientDataList;
List<ClientData> ConnectedClients;
//calculate who is first second, third and fourth
//update the order on the UI with player names
//after 10 seconds load next scene/game
} }

+ 35
- 32
Assets/Third Party Assets/KUBIKOS - Cube Mini Animals/Animals1_AnimCTRL/Animals1_FourLeggedCont.controller View File

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m_Name: Base Layer m_Name: Base Layer
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m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: m_Transitions:
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m_IKOnFeet: 0 m_IKOnFeet: 0

+ 244
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