using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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using Networking.Server;
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using TMPro;
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public class Character : MonoBehaviour
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{
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public enum Animation { Walk, Run, Jump, Sit, Attack, Hit,None }
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public blockSpawn spawn;
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public int runOrder = 0;
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public string nextScene;
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Animator characterAnimator;
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public bool isTuteLevel = false;
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public bool inWater = false; //Am I in the water?
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public bool respawnNeeded = false; //Am I waiting on a respawn?
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public bool onCrystal = false;
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public bool underRock = false;
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public bool stuck = false; //Am I still stuck?
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public bool justMoved = false; //Was the logic block I just executed a move command?
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public bool inPit = false;
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Vector3 death = new Vector3(-50, 0, 0);
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#region Inspector Fields
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[SerializeField]
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[Tooltip("Will move to this block at start, else will try and find a block below")]
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private Block _currentBlock;
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[SerializeField]
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[Tooltip("Layers to ignore when checking for blocks")]
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public LayerMask Ignore;
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[Tooltip("Current Inventory of the player")]
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public Inventory Inventory;
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public bool CloneInventoryOnStart = false;
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[Tooltip("How many lives to start out with")]
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public int lives = 3;
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[SerializeField]
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[Tooltip("Character to display")]
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private string CharacterModel = "Bear";
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[SerializeField]
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public ClientData ClientLink;
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[SerializeField]
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private TMPro.TextMeshPro BlockTitlePrefab;
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#endregion Inspector Fields
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#region Read Only
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public Block CurrentBlock { get { return _currentBlock; } }
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public float lastRotation;
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#endregion Read Only
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#region Unity Functions
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private void Start()
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{
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spawn = GameObject.Find("GameManager").GetComponent<blockSpawn>();
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if (Inventory != null && CloneInventoryOnStart)
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Inventory = Inventory.Clone(Inventory);
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//If no starting block find one below it
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if (_currentBlock == null)
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Block.isBlockAtPosition(transform.position + Vector3.down / 2, 1, ~Ignore, out _currentBlock);
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//move to starting block
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transform.position = _currentBlock.VisualPosition;
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//get character string from player replace from "Bear"
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GameObject prefab = Resources.Load<GameObject>(CharacterModel);
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GameObject animal = Instantiate(prefab, this.gameObject.transform);
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characterAnimator = GetComponentInChildren<Animator>();
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}
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private void Update()
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{
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if(lives < 1)
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{
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this.transform.position = death;
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//this.enabled = false;
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//gameObject.SetActive(false);
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}
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GetComponentInChildren<TextMeshPro>().text = runOrder.ToString();
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}
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#endregion Unity Functions
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#region Class Implementation
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public void Initialise(Block startingBlock, Inventory inventory, string Character)
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{
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_currentBlock = startingBlock;
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Inventory = inventory;
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CharacterModel = Character;
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}
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public void DisplayBlock(LogicBlock block)
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{
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if (isTuteLevel == false)
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{
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if (BlockTitlePrefab == null)
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return;
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TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent<TMPro.TextMeshPro>();
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temp.text = block.DisplayName;
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temp.color = ClientLink.Color;
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temp.transform.position = transform.position + (Vector3.one * 0.25f);
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temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position);
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}
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}
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public IEnumerator MoveToBlock(Block target, Animation animation, float time)
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{
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float startTime = Time.time;
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Vector3 moveDirection = Vector3.ProjectOnPlane(target.position - _currentBlock.position, Vector3.up).normalized;
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_currentBlock.OnLeftByPlayer(this);
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System.Func<float, float> yFunction = null;
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if (animation == Animation.Jump)
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yFunction = (t) => Mathf.Sin((Mathf.PI * t));
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StartAnimation(animation, time);
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yield return StartCoroutine(LerpToBlock(target.VisualPosition, time * 0.8f, yFunction));
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_currentBlock= target;
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yield return StartCoroutine (_currentBlock.OnWalkedOnByPlayer(this,moveDirection));
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yield return new WaitForSeconds(time - (Time.time - startTime));
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StopAnimation(animation);
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}
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public IEnumerator RotateInDirection(Direction direction,float angles, Animation animation, float time)
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{
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System.Func<float, float> yFunction = null;
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if (animation == Animation.Jump)
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yFunction = (t) => Mathf.Sin((Mathf.PI * t));
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StartAnimation(animation, time);
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//Debug.Log("Rotating by: " + angles);
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yield return StartCoroutine(Rotate(direction,angles, time * 0.8f, yFunction));
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StopAnimation(animation);
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}
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public IEnumerator AnimateToPosition(Vector3 position, Animation animation, float time)
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{
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System.Func<float, float> yFunction = null;
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if (animation == Animation.Jump)
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yFunction = (t) => Mathf.Sin((Mathf.PI * t));
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StartAnimation(animation, time);
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yield return StartCoroutine(LerpToBlock(position, time * 0.8f, yFunction));
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StopAnimation(animation);
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}
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public void StartAnimation(Animation animation,float speed = 1)
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{
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switch (animation)
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{
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case Animation.Walk:
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characterAnimator.SetBool("isWalking", true);
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break;
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case Animation.Run:
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characterAnimator.SetBool("isRunning", true);
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break;
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case Animation.Sit:
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characterAnimator.SetBool("isSitting", true);
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break;
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case Animation.Jump:
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characterAnimator.SetTrigger("Jump");
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break;
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case Animation.Attack:
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characterAnimator.SetTrigger("Attack");
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break;
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case Animation.Hit:
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characterAnimator.SetTrigger("Hit");
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break;
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default:
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break;
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}
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}
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public void StopAnimation(Animation animation)
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{
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switch (animation)
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{
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case Animation.Walk:
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characterAnimator.SetBool("isWalking", false);
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break;
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case Animation.Run:
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characterAnimator.SetBool("isRunning", false);
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break;
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case Animation.Sit:
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characterAnimator.SetBool("isSitting", false);
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break;
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}
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}
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public void respawnCharacter()
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{
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respawnCharacter(CurrentBlock);
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}
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public void respawnCharacter(Block respawnPosition)
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{
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//Having found our target block, we move the character there
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if (respawnPosition != null)
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{
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this.transform.position = respawnPosition.VisualPosition;
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this.respawnNeeded = false;
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this._currentBlock = respawnPosition;
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respawnPosition.CurrentPlayer = this;
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this.stuck = false;
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Debug.Log("Moved " + this.name + " to "
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+ this.transform.position.x + ", "
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+ this.transform.position.y + ", "
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+ this.transform.position.z + ", "
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+ ", respawnNeeded = " + respawnNeeded
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+ ", stuck = " + this.stuck);
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}
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else
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{
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Debug.Log("Failed to find anywhere to put " + this.name);
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}
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}
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/// <summary>
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/// Upon collision with a floating block, collect its
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/// Upon collision with the end portal, end of level
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/// </summary>
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/// <param name="other">name of collided object</param>
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void OnTriggerEnter(Collider other)
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{
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Collectable collectable = other.GetComponentInChildren<Collectable>();
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if (collectable != null)
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{
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//get position from average;
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ClientList list = spawn.clientDataList;
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float average = 0;
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int livePlayerCount = 0;
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foreach (ClientData data in list.ConnectedClients)
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{
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if (data.Lives > 0)
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{
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average += data.playerCharacter.transform.position.x;
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livePlayerCount++;
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}
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}
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average /= livePlayerCount;
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float tosend = lives + (transform.position.x - average);
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//Debug.Log(transform.position.x + " - " + average + " =" + (transform.position.x - average));
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//Debug.Log("Value to send: " + tosend);
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spawn.assignLogicBlock(collectable.gameObject, tosend);
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collectable.OnCollect(this);
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}
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}
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#endregion Class Implementation
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#region Private Functions
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private IEnumerator LerpToBlock(Vector3 target, float time, System.Func<float, float> heightOffset = null)
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{
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Vector3 _startPos = transform.position;
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Vector3 _endPos = target;
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Vector3 _newPos;
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float elapsedTime = 0;
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while (elapsedTime / time < 1)
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{
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_newPos = Vector3.Lerp(_startPos, _endPos, (elapsedTime / time));
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if (heightOffset != null)
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_newPos.y += heightOffset(elapsedTime / time);
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transform.position = _newPos;
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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_newPos = _endPos;
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if (heightOffset != null)
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_newPos.y += heightOffset(1);
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transform.position = _newPos;
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}
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private IEnumerator Rotate(Direction direction, float angles, float time, System.Func<float, float> heightOffset = null)
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{
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int RotationDir = 0;
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switch (direction)
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{
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case Direction.Forward:
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RotationDir = 0;
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break;
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case Direction.Left:
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RotationDir = -1;
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break;
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case Direction.Right:
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RotationDir = 1;
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break;
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case Direction.Back:
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RotationDir = 2;
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break;
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}
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lastRotation = angles * RotationDir;
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float elapsedTime = 0;
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float anglePerSecond = (angles * RotationDir) / time;
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Vector3 _startPos = transform.position;
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Vector3 startDirection = transform.forward;
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while (elapsedTime < time)
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{
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transform.Rotate(Vector3.up, anglePerSecond * Time.deltaTime);
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if (heightOffset != null)
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transform.position = _startPos + Vector3.up * heightOffset(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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transform.forward = Quaternion.AngleAxis(angles * RotationDir, Vector3.up) * startDirection;
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if (heightOffset != null)
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transform.position = _startPos + Vector3.up * heightOffset(1);
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}
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#endregion Private Functions
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}
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