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