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Fixed problems with falling of the far side of the track, made the pit trap logic the same as the falling-off-the-side logic, removed some sub-par link sections that were clogging up the lists of possibilities.

master
s3607057 (Angus Niven) 5 years ago
parent
commit
c3cd229d15
13 changed files with 116 additions and 3575 deletions
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-11.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-13.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-14.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-15.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-16.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-2.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-4.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-5.prefab
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      Assets/Prefabs/Map Sections/Link Sections/Width 3/Link 3-7.prefab
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    -52
      Assets/Prefabs/Traps/InGroundTrap.prefab
  12. +23
    -2
      Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
  13. +15
    -5
      Assets/Scripts/LevelBlocks/Air.cs

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+ 23
- 2
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -196,6 +196,9 @@ public class RacetrackGameMode : GameMode
void cameraCheck(PlayerData[] allPlayers) void cameraCheck(PlayerData[] allPlayers)
{ {
//Safety check: if anyone has somehow ended up behind the camera before it moved, mark them as needing respawning
checkInView(allPlayers);
//Get the average x-position of all players //Get the average x-position of all players
float xAvg = 0.0f; float xAvg = 0.0f;
int livePlayerCount = 0; int livePlayerCount = 0;
@ -253,7 +256,8 @@ public class RacetrackGameMode : GameMode
}/**/ }/**/
//If anyone is out of view at this point, they are dead and need to respawn //If anyone is out of view at this point, they are dead and need to respawn
foreach (PlayerData player in allPlayers)
checkInView(allPlayers);
/*foreach (PlayerData player in allPlayers)
{ {
if (player.client.Lives > 0 && !(player.character.respawnNeeded)) if (player.client.Lives > 0 && !(player.character.respawnNeeded))
{ {
@ -263,7 +267,7 @@ public class RacetrackGameMode : GameMode
player.character.respawnNeeded = true; player.character.respawnNeeded = true;
} }
} }
}
}*/
//We check for track sections we need to add/remove //We check for track sections we need to add/remove
mapManager.checkTrack(); mapManager.checkTrack();
@ -288,6 +292,23 @@ public class RacetrackGameMode : GameMode
} }
//Marks any player out of the camera's view as in need of respawning
void checkInView(PlayerData[] allPlayers)
{
//If anyone is out of view at this point, they are dead and need to respawn
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0 && !(player.character.respawnNeeded))
{
Vector3 playerVP = Camera.main.WorldToViewportPoint(player.character.transform.position);
if (playerVP.x < 0.0f || playerVP.y < 0.0f)
{
player.character.respawnNeeded = true;
}
}
}
}
/// <summary> /// <summary>
/// Checks if the Game is finished /// Checks if the Game is finished

+ 15
- 5
Assets/Scripts/LevelBlocks/Air.cs View File

@ -4,6 +4,9 @@ using UnityEngine;
public class Air : ActiveBlock public class Air : ActiveBlock
{ {
public float fallingAnimationTime = 1.0f;
public float fallingDistance = 10.0f;
public bool burnAfterReading = true;
int DeleteCount = 2; int DeleteCount = 2;
@ -17,9 +20,13 @@ public class Air : ActiveBlock
player.stuck = true; player.stuck = true;
player.respawnNeeded = true; player.respawnNeeded = true;
StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * 10,Character.Animation.Hit, 1));
yield return StartCoroutine(LerpScale(player.transform, Vector3.zero, 1));
//Very hacky, but it solved a weird bug where falling off the left-hand-side of the track didn't kill you, it just got you stuck down there forever
//You have to leave the camera's sight in order to die from falling
yield return StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * fallingDistance,Character.Animation.Hit, fallingAnimationTime));
//yield return StartCoroutine(LerpScale(player.transform, Vector3.zero, fallingAnimationTime));
yield return StartCoroutine(player.AnimateToPosition(transform.position + Vector3.down * 100, Character.Animation.Hit, 0.01f));
//player.gameObject.SetActive(false); //player.gameObject.SetActive(false);
Debug.Log("Set player scale to one"); Debug.Log("Set player scale to one");
player.transform.localScale = Vector3.one; player.transform.localScale = Vector3.one;
@ -30,9 +37,12 @@ public class Air : ActiveBlock
{ {
isFinished = true; isFinished = true;
DeleteCount--;
if (DeleteCount == 0)
Destroy(gameObject);
if (burnAfterReading)
{
DeleteCount--;
if (DeleteCount == 0)
Destroy(gameObject);
}
yield break; yield break;
} }

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