Browse Source

Work in Progress - Scripting up Traps

Josh_Dev_branch
ClairePeta 5 years ago
parent
commit
e5cf27b937
28 changed files with 768 additions and 97 deletions
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  22. +42
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      Assets/Scripts/Traps/Traps.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConveyorBelt : MonoBehaviour
{
public void Animate()
{
Debug.Log("abs");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CrushingBoulder : MonoBehaviour
{
public void Animate()
{
Debug.Log("abs");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CubeWithCrystals : MonoBehaviour
{
bool characterInWater = false;
public GameObject crystals;
IEnumerator GrowShrinkCoroutine(Vector3 endPosition)
{
float elapsedTime = 0;
Vector3 startPosition = crystals.transform.position;
float time = 0.8f;
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{
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elapsedTime += Time.deltaTime;
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}
public void returnToPosition()
{
StartCoroutine(GrowShrinkCoroutine(new Vector3(0, 0, 0)));
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Client;
public class FloatingOnWater : MonoBehaviour
{
bool characterInWater = false;
public ConnectedClients clientData;
private List<string> Names;
public GameObject lilypad;
private void Start()
{
for(int i = 0; i < clientData.AllClients.Count; i++)
{
Names.Add(clientData.AllClients[i].characterAnimal + "(Clone)");
}
}
void OnTriggerEnter(Collider other)
{
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if (other.gameObject.name == Names[i])
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characterInWater = true;
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}
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{
float elapsedTime = 0;
Vector3 startPosition = lilypad.transform.position;
float time = 0.8f;
while (elapsedTime < time)
{
transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
lilypad.transform.position = endPosition;
}
public void Animate()
{
StartCoroutine(FloatSinkCoroutine(new Vector3(0, 1, 0)));
}
public void returnToPosition()
{
StartCoroutine(FloatSinkCoroutine(new Vector3(0, 0, 0)));
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InGroundTrap : MonoBehaviour
{
public void Animate()
{
Debug.Log("abs");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootingCannon : MonoBehaviour
{
public void Animate()
{
Debug.Log("abs");
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Traps : MonoBehaviour
{
public List<ConveyorBelt> ConveyorBelts;
public List<CrushingBoulder> CrushingBoulders;
public List<CubeWithCrystals> CubesWithCrystals;
public List<FloatingOnWater> FloatingOnWater;
public List<InGroundTrap> InGroundTraps;
public List<ShootingCannon> ShootingCannons;
public void environmentTurn()
{
for(int a = 0; a < ConveyorBelts.Count; a++)
{
ConveyorBelts[a].GetComponent<ConveyorBelt>().Animate();
}
for (int b = 0; b < CrushingBoulders.Count; b++)
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CrushingBoulders[b].GetComponent<CrushingBoulder>().Animate();
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FloatingOnWater[d].GetComponent<FloatingOnWater>().Animate();
}
for (int e = 0; e < InGroundTraps.Count; e++)
{
InGroundTraps[e].GetComponent<InGroundTrap>().Animate();
}
for (int f = 0; f < ShootingCannons.Count; f++)
{
ShootingCannons[f].GetComponent<ShootingCannon>().Animate();
}
}
}

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