using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Networking.Server;
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public class FloatingOnWater : MonoBehaviour
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{
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bool characterInWater = true;
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public ClientList clientData;
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public List<string> Names = new List<string>();
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public GameObject lilypad;
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GameObject player;
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string charName;
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public bool triggeranimate;
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public bool triggeranimate1;
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private void Update()
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{
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}
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private void Start()
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{
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for(int i = 0; i < clientData.ConnectedClients.Count; i++)
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{
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Names.Add(clientData.ConnectedClients[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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charName = other.gameObject.name;
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}
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}
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}
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IEnumerator FloatCoroutine()
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{
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float elapsedTime = 0;
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Vector3 startPosition = lilypad.transform.position;
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Vector3 endPosition = new Vector3(lilypad.transform.position.x, lilypad.transform.position.y + 1.0f, lilypad.transform.position.z);
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Vector3 charStartPosition = player.transform.position;
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Vector3 charEndPosition = new Vector3(player.transform.position.x, 1, player.transform.position.z);
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float time = 0.8f;
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while (elapsedTime < time)
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{
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lilypad.transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time));
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player.transform.position = Vector3.Lerp(charStartPosition, charEndPosition, (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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player.transform.position = charEndPosition;
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lilypad.transform.position = endPosition;
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}
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IEnumerator SinkCoroutine()
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{
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float elapsedTime = 0;
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Vector3 startPosition = lilypad.transform.position;
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Vector3 endPosition = new Vector3(lilypad.transform.position.x, lilypad.transform.position.y - 1.0f, lilypad.transform.position.z);
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float time = 0.8f;
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while (elapsedTime < time)
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{
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lilypad.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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if(characterInWater == true)
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{
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player = GameObject.Find(charName);
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StartCoroutine(FloatCoroutine());
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}
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}
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public void returnToPosition()
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{
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StartCoroutine(SinkCoroutine());
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}
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}
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