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 CannonShot : MonoBehaviour
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{
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public bool shootingRight;
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public ConnectedClients clientData;
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GameObject player;
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string charname = "Character";
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public List<string> Names;
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Rigidbody rb;
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private void Start()
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{
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Names.Add("Character");
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rb = this.gameObject.GetComponent<Rigidbody>();
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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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IEnumerator PushLeftCoroutine(float time)
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{
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float elapsedTime = 0;
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Vector3 startPosition = transform.position;
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Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1.0f);
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time *= 0.8f;
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yield return new WaitForSeconds(0.05f);
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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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transform.position = endPosition;
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Destroy(gameObject);
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}
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IEnumerator PushRightCoroutine(Transform Current, float time)
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{
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float elapsedTime = 0;
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Vector3 startPosition = transform.position;
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Vector3 endPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z + 1.0f);
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time *= 0.8f;
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yield return new WaitForSeconds(0.05f);
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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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transform.position = endPosition;
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Destroy(gameObject);
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}
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void OnTriggerEnter(Collider other)
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{
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foreach (string name in Names)
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{
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if (other.gameObject.name == name)
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{
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rb.velocity = Vector3.zero;
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player = GameObject.Find(charname);
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Rigidbody playerRB = player.GetComponent<Rigidbody>();
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if (shootingRight == true)
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{
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StartCoroutine(PushLeftCoroutine(0.5f));
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player.GetComponent<Character>().CannonLMove(0.5f);
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}
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else
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{
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StartCoroutine(PushLeftCoroutine(0.5f));
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player.GetComponent<Character>().CannonLMove(0.5f);
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}
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}
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}
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}
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}
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