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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Water : ActiveBlock
{
[SerializeField]
[Tooltip("GameObject which appears when character respawns")]
private GameObject lillyPad;
[SerializeField]
[Tooltip("Distance character will be submerged into the water")]
private float FallDistance = 0.5f;
private bool isLillyPadUp = false;
private Character trappedCharacter;
public override int GetInitative()
{
return 0;
}
public override IEnumerator OnWalkedOnByPlayer(Character player, Vector3 moveDirection)
{
yield return StartCoroutine(base.OnWalkedOnByPlayer(player, moveDirection));
if (trappedCharacter == null)
{
CurrentPlayer = null;
trappedCharacter = player;
trappedCharacter.stuck = true;
trappedCharacter.StartAnimation(Character.Animation.Hit);
yield return StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition + Vector3.down * FallDistance, 1));
}
}
public override void OnLeftByPlayer(Character player)
{
base.OnLeftByPlayer(player);
if (isLillyPadUp)
{
StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition + Vector3.down * FallDistance, 1));
isLillyPadUp = false;
}
}
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
Debug.Log("reseting water");
if (trappedCharacter != null)
{
StartCoroutine(LerpToPosition(trappedCharacter.transform, VisualPosition, 1));
yield return StartCoroutine(LerpToPosition(lillyPad.transform, VisualPosition, 1));
trappedCharacter.stuck = false;
isLillyPadUp = true;
trappedCharacter = null;
}
isFinished = true;
}
private IEnumerator LerpToPosition(Transform target, Vector3 endPos, float time)
{
Vector3 _startPos = target.position;
float elapsedTime = 0;
while (elapsedTime / time < 1)
{
target.position = Vector3.Lerp(_startPos, endPos, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
target.position = endPos;
}
}