mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-29 20:36:30 -05:00
Merge branch 'main' of https://github.com/Lautha1/TheKingsRace
This commit is contained in:
79
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id: 0
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CreatePlayerPrefab: 0
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@@ -1,46 +1,45 @@
|
||||
using System.Diagnostics;
|
||||
using MLAPI;
|
||||
using MLAPI.Messaging;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Archer : MonoBehaviour
|
||||
public class Archer : NetworkBehaviour
|
||||
{
|
||||
//current target ponting at
|
||||
private Transform target;
|
||||
|
||||
[Header("Attributes")]
|
||||
//range of turret
|
||||
public float range = 20.0f;
|
||||
[SerializeField]
|
||||
private float range;
|
||||
|
||||
//how fast and how much time before the next shot
|
||||
public float fireRate = 4.0f;
|
||||
private float shootingCooldown = 1.0f;
|
||||
|
||||
[Header("Unity Setup Fields")]
|
||||
public string runnerTag = "Player"; //tags the player;
|
||||
|
||||
public Transform partToRotate;
|
||||
public float rotationSpeed = 10f;
|
||||
|
||||
public GameObject ArrowPrefab;
|
||||
public Transform ArrowPrefab;
|
||||
public Transform firePoint;
|
||||
|
||||
[SerializeField] GameObject[] runners;
|
||||
private GameObject arrowInScene;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
//setting updateTarget to be called 2 times a second
|
||||
|
||||
InvokeRepeating("updateTarget",0f,0.5f);
|
||||
void Start() {
|
||||
// Only the host should update targetting
|
||||
if (IsHost) {
|
||||
//setting updateTarget to be called 2 times a second
|
||||
InvokeRepeating("updateTarget",0f,0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
void updateTarget()
|
||||
{
|
||||
void updateTarget() {
|
||||
//cycles through all enemies within range, the closest one, and sets the target at.
|
||||
//not done every frame
|
||||
|
||||
runners = GameObject.FindGameObjectsWithTag(runnerTag);
|
||||
GameObject[] runners = GameObject.FindGameObjectsWithTag("ArcherTarget");
|
||||
|
||||
//temp variable for the shortest distance for an runner
|
||||
float shortestDistance = Mathf.Infinity;
|
||||
@@ -64,7 +63,8 @@ public class Archer : MonoBehaviour
|
||||
if(nearestRunner != null && shortestDistance <= range)
|
||||
{
|
||||
target = nearestRunner.transform; //adding in the players rotation and momentum.
|
||||
//leads the shots here
|
||||
|
||||
//TODO: leads the shots here
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -73,51 +73,49 @@ public class Archer : MonoBehaviour
|
||||
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return; //no target, does nothing
|
||||
}
|
||||
void Update() {
|
||||
|
||||
// Shooting Checks are done here, so return and do nothing if not host OR no target
|
||||
|
||||
if (!IsHost || target == null) { return; }
|
||||
|
||||
//b - a
|
||||
Vector3 dir = (target.position - transform.position);
|
||||
Quaternion lookRotation = Quaternion.LookRotation(dir);//how to rotate to look that way.
|
||||
//convert into a VEC 3 from Quaternion
|
||||
Vector3 rotation = Quaternion.Lerp(partToRotate.rotation, lookRotation, Time.deltaTime *rotationSpeed).eulerAngles;
|
||||
partToRotate.rotation = Quaternion.Euler (0f, rotation.y, 0f);
|
||||
Vector3 rotation = Quaternion.Lerp(this.gameObject.transform.rotation, lookRotation, Time.deltaTime * rotationSpeed).eulerAngles;
|
||||
Debug.Log("Look Rot: " + lookRotation + " Rot: " + rotation);
|
||||
this.gameObject.transform.rotation = Quaternion.Euler (0f, rotation.y, 0f);
|
||||
|
||||
|
||||
if (shootingCooldown <= 0f)
|
||||
{
|
||||
Shoot();
|
||||
// Actually shoot it
|
||||
|
||||
if (shootingCooldown <= 0f) {
|
||||
ShootArrowServerRPC();
|
||||
shootingCooldown = 1f/ fireRate;
|
||||
}
|
||||
|
||||
shootingCooldown -= Time.deltaTime;
|
||||
}
|
||||
|
||||
|
||||
void Shoot()
|
||||
{
|
||||
|
||||
GameObject arrowGO = (GameObject)Instantiate (ArrowPrefab, firePoint.position, firePoint.rotation);
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
private void ShootArrowServerRPC() {
|
||||
arrowInScene = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject;
|
||||
arrowInScene.GetComponent<NetworkObject>().Spawn(null, true);
|
||||
arrowInScene.GetComponent<Arrow>().Seek(target.position);
|
||||
/*
|
||||
GameObject arrowGO = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject;
|
||||
Arrow arrow = arrowGO.GetComponent<Arrow>();
|
||||
|
||||
if (arrow != null)
|
||||
{
|
||||
if (arrow != null) {
|
||||
arrow.Seek(target.position);
|
||||
}
|
||||
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, range);
|
||||
//^ this shows the range of the archer, only in editor.
|
||||
|
||||
void OnDrawGizmosSelected() {
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, range);
|
||||
//^ this shows the range of the archer, only in editor.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,59 +1,91 @@
|
||||
using System.Numerics;
|
||||
using System.Runtime.CompilerServices;
|
||||
using MLAPI;
|
||||
using MLAPI.Messaging;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class Arrow : MonoBehaviour
|
||||
{
|
||||
private UnityEngine.Vector3 target;
|
||||
private bool isLive=false;
|
||||
public class Arrow : NetworkBehaviour {
|
||||
private Vector3 target;
|
||||
private bool isLive = false;
|
||||
|
||||
public float speed = 90f;
|
||||
|
||||
[SerializeField] private float bumpPower = 30;
|
||||
|
||||
//finds targed
|
||||
public void Seek(UnityEngine.Vector3 _target)
|
||||
{
|
||||
public void Seek(UnityEngine.Vector3 _target) {
|
||||
//can also do effects, speed on the bullet, damage amount, etc.
|
||||
target = _target;
|
||||
isLive = true;
|
||||
|
||||
// Start a co-routine to despawn the arrow if it doesn't hit anything
|
||||
StartCoroutine(DespawnCountdown());
|
||||
}
|
||||
|
||||
IEnumerator DespawnCountdown() {
|
||||
int time = 15;
|
||||
|
||||
for (int i = time; i > 0; i--) {
|
||||
yield return new WaitForSecondsRealtime(1f);
|
||||
}
|
||||
|
||||
// Time's up - Despawn us | Only despawn once
|
||||
if (IsHost) {
|
||||
HitTargetServerRPC();
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
//Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
if (isLive)
|
||||
{
|
||||
UnityEngine.Vector3 dir = target - transform.position;
|
||||
// Only move the arrow on the host
|
||||
if (!IsHost) { return; }
|
||||
|
||||
// This keeps the static arrows from moving without a target
|
||||
if (target == null) { return; }
|
||||
|
||||
// The arrow is allowed to move towards a target
|
||||
if (isLive) {
|
||||
// Find the direction to fire in
|
||||
Vector3 dir = target - transform.position;
|
||||
|
||||
//distance
|
||||
// Calculate distance
|
||||
float distanceThisFrame = speed * Time.deltaTime;
|
||||
|
||||
|
||||
//checking from current distance to current target
|
||||
if (dir.magnitude <= distanceThisFrame)
|
||||
{
|
||||
HitTarget();
|
||||
return;
|
||||
}
|
||||
|
||||
//move in the worldspace
|
||||
transform.Translate(dir.normalized * distanceThisFrame, Space.World);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//logic for hitting something
|
||||
void HitTarget()
|
||||
{
|
||||
isLive=false;
|
||||
Destroy(gameObject);
|
||||
// Is called whenever something collides with the bumper
|
||||
void OnTriggerEnter(Collider objectHit) {
|
||||
if (objectHit.transform.parent.gameObject.tag == "Player") {
|
||||
//Checks if the other object is the player
|
||||
PlayerMovement playerMovement = objectHit.GetComponent<PlayerMovement>();
|
||||
|
||||
float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
|
||||
float DirBumpY = .1f;
|
||||
float DirBumpZ = playerMovement.driftVel.z * -1;//Inverts the Player Velocity z
|
||||
|
||||
Vector3 DirBump = new Vector3(DirBumpX, DirBumpY, DirBumpZ);//Creates a direction to launch the player
|
||||
DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
|
||||
|
||||
playerMovement.GetHit(DirBump, bumpPower);
|
||||
//
|
||||
}
|
||||
|
||||
// If it hits anything else, we still want to despawn it
|
||||
|
||||
// Despawn the arrow
|
||||
HitTargetServerRPC();
|
||||
}
|
||||
|
||||
// Arrow has connected with something
|
||||
[ServerRpc]
|
||||
private void HitTargetServerRPC() {
|
||||
isLive = false;
|
||||
|
||||
|
||||
|
||||
// Despawn the arrow
|
||||
this.gameObject.GetComponent<NetworkObject>().Despawn(true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,24 +63,9 @@ public class Pitfall : NetworkBehaviour
|
||||
_runner = Instantiate(runnerPrefab, RespawnPoint, Quaternion.Euler(0, -90, 0)).gameObject;
|
||||
_runner.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientID, null, true);
|
||||
|
||||
// Turn on camera if the player is the host
|
||||
if (NetworkManager.Singleton.LocalClientId == clientID)
|
||||
{
|
||||
// Recreate Inventory (host)
|
||||
_runner.GetComponentInChildren<PlayerInventory>().UpdateEquips(playerData.pInv.NetworkItemList, this.gameObject.GetComponent<InventoryManager>().ItemDict);
|
||||
|
||||
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<Camera>().enabled = true;
|
||||
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<AudioListener>().enabled = true;
|
||||
GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
|
||||
|
||||
_runner.GetComponentInChildren<PlayerMovement>().enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Spawn via RPC on the server
|
||||
string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
|
||||
StartCoroutine(SpawnClient(clientID, itemsAsString));
|
||||
}
|
||||
// Handle Client Spawning Locally
|
||||
string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
|
||||
StartCoroutine(SpawnClient(clientID, itemsAsString));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -88,10 +73,9 @@ public class Pitfall : NetworkBehaviour
|
||||
}
|
||||
|
||||
// The client respawning needs a slight delay to allow for the spawn to properly sync up
|
||||
IEnumerator SpawnClient(ulong clientID, string itemsAsString)
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(1f);
|
||||
IEnumerator SpawnClient(ulong clientID, string itemsAsString) {
|
||||
|
||||
// First notify the player they are respawning (so we display stuff on screen)
|
||||
ClientRpcParams clientRpcParams = new ClientRpcParams
|
||||
{
|
||||
Send = new ClientRpcSendParams
|
||||
@@ -100,13 +84,32 @@ public class Pitfall : NetworkBehaviour
|
||||
}
|
||||
};
|
||||
|
||||
UIRespawningClientRpc(clientID, clientRpcParams);
|
||||
|
||||
// 3 Second Respawn Delay
|
||||
yield return new WaitForSecondsRealtime(3f);
|
||||
|
||||
// Now actually respawn the player
|
||||
clientRpcParams = new ClientRpcParams
|
||||
{
|
||||
Send = new ClientRpcSendParams
|
||||
{
|
||||
TargetClientIds = new ulong[] { clientID }
|
||||
}
|
||||
};
|
||||
|
||||
SpawnPlayerClientRpc(clientID, itemsAsString, clientRpcParams);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void UIRespawningClientRpc(ulong clientId, ClientRpcParams clientRpcParams = default) {
|
||||
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(true);
|
||||
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = false;
|
||||
}
|
||||
|
||||
// Spawn in each player
|
||||
[ClientRpc]
|
||||
public void SpawnPlayerClientRpc(ulong clientId, string itemsAsString, ClientRpcParams clientRpcParams = default)
|
||||
{
|
||||
public void SpawnPlayerClientRpc(ulong clientId, string itemsAsString, ClientRpcParams clientRpcParams = default) {
|
||||
|
||||
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
|
||||
|
||||
@@ -125,5 +128,9 @@ public class Pitfall : NetworkBehaviour
|
||||
character.GetComponentInChildren<PlayerMovement>().enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Also turn off the respawning UI and back on the UI for the timer
|
||||
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(false);
|
||||
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,8 +13,11 @@ public class PlayerHUD : NetworkBehaviour
|
||||
|
||||
public TMP_Text spectating_text;
|
||||
|
||||
[SerializeField] private GameObject respawningPanel;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start() {
|
||||
respawningPanel.SetActive(false);
|
||||
countdown_text.text = "Time Remaining: 00:00";
|
||||
StartCoroutine(RaceTimeCountdown());
|
||||
}
|
||||
@@ -41,4 +44,8 @@ public class PlayerHUD : NetworkBehaviour
|
||||
private void EndRoundServerRPC() {
|
||||
NetworkSceneManager.SwitchScene("PostGame");
|
||||
}
|
||||
|
||||
public void setRespawnPanelVisibility(bool state) {
|
||||
respawningPanel.SetActive(state);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,14 +13,14 @@ public class Boulder : NetworkBehaviour
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
if (other.tag == "Player") {
|
||||
if (other.transform.parent.gameObject.tag == "Player") {
|
||||
GameObject player = other.gameObject;//Turns the collider into a game object
|
||||
Vector3 Dir = boulder.velocity;//Finds the bolder's velocity
|
||||
float Power = boulder.velocity.magnitude;// * 250;//Finds the power of the boulder by using it's velocity and a scaler
|
||||
Dir = Vector3.Normalize(Dir);//Normalizes the vector to be used as a knockback direction
|
||||
//Knock the player a little to the side
|
||||
Dir.z += Random.Range(-0.25f, 0.25f);
|
||||
player.GetComponent<dPlayerMovement>().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed
|
||||
player.GetComponent<PlayerMovement>().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@ public class Bumper : MonoBehaviour {
|
||||
|
||||
// Is called whenever something collides with the bumper
|
||||
void OnTriggerEnter(Collider objectHit) {
|
||||
if (objectHit.tag == "Player") {//Checks if the other object is the player
|
||||
if (objectHit.transform.parent.gameObject.tag == "Player") {//Checks if the other object is the player
|
||||
PlayerMovement playerMovement = objectHit.GetComponent<PlayerMovement>();
|
||||
|
||||
float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
|
||||
|
||||
@@ -25,10 +25,10 @@ public class dDash : NetworkBehaviour{
|
||||
|
||||
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
|
||||
void FixedUpdate(){
|
||||
if(pMove.pStats.HasDash) Dash();
|
||||
if(pMove.pStats.HasDash) DashPlayer();
|
||||
}
|
||||
|
||||
void Dash(){
|
||||
void DashPlayer(){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if(characterController.enabled == true){
|
||||
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
|
||||
|
||||
@@ -64,7 +64,7 @@ public class dGrapplingHook : NetworkBehaviour
|
||||
if (hookPointIndex != -1) //If there is a hookpoint
|
||||
{
|
||||
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
|
||||
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
|
||||
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position);
|
||||
oldXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
curXZDir = (new Vector3(hookPoint.transform.position.x,0,hookPoint.transform.position.z) - new Vector3(transform.position.x,0,transform.position.z)).normalized;
|
||||
isGrappled = true; //toggle grappling state
|
||||
@@ -73,6 +73,7 @@ public class dGrapplingHook : NetworkBehaviour
|
||||
else //Else we are grappling
|
||||
{
|
||||
isGrappled = false; //toggle grappling state to release
|
||||
playerMovement.g = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -108,12 +109,16 @@ public class dGrapplingHook : NetworkBehaviour
|
||||
//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
|
||||
Debug.Log(ropeLength);
|
||||
//Calculate tether force direction based on hookpoint
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) >= ropeLength )
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
|
||||
{
|
||||
|
||||
forceDirection = calculateForceDirection(1, playerMovement.g+.01f, hookPoint.transform.position);
|
||||
forceDirection = calculateForceDirection(1, playerMovement.g+.01f, hookPoint.transform.position) + ropeLengthOffset(hookPoint.transform.position, Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
|
||||
|
||||
|
||||
}
|
||||
else{
|
||||
forceDirection = Vector3.zero;
|
||||
}
|
||||
|
||||
//apply special swing movement when aerial
|
||||
if(!playerMovement.isGrounded){
|
||||
@@ -209,6 +214,7 @@ public class dGrapplingHook : NetworkBehaviour
|
||||
//Swing direction based on player input
|
||||
swingDirection = Vector3.Cross(tensionDirection, ((transform.right * -inputVert) + (transform.forward * inputHor))).normalized;
|
||||
|
||||
|
||||
//NEED TO ADD SWINGSPEED EASING
|
||||
//Swing movement with swing speed added
|
||||
Vector3 swingMovement = (swingDirection * Time.deltaTime * maxSwingSpeed);
|
||||
@@ -216,4 +222,16 @@ public class dGrapplingHook : NetworkBehaviour
|
||||
|
||||
return (swingMovement);
|
||||
}
|
||||
|
||||
Vector3 ropeLengthOffset(Vector3 hPoint, float curDistance){
|
||||
|
||||
//How powerful our offset movement has to be
|
||||
float offsetPower = ((curDistance - ropeLength) * 10f);
|
||||
|
||||
//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
|
||||
Vector3 tenDirOffset = (hPoint - transform.position).normalized;
|
||||
|
||||
|
||||
return tenDirOffset * offsetPower;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class dNitro : MonoBehaviour
|
||||
{
|
||||
private PlayerStats playerStats;
|
||||
private CoolDown driver;
|
||||
private bool isOnCoolDown = false;
|
||||
private bool isNitroing = false;
|
||||
//this will need to be set from scritable object or something;
|
||||
private float coolDown;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
playerStats = GetComponent<PlayerStats>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//once cooldowns are implemented, put this on one (a long one)
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false && playerStats.HasNitro)
|
||||
{
|
||||
if(playerStats.CurVel < playerStats.HardCapMaxVel){
|
||||
playerStats.CurVel += playerStats.Acc * 10;
|
||||
}
|
||||
else if(playerStats.CurVel > playerStats.HardCapMaxVel){
|
||||
playerStats.CurVel = playerStats.HardCapMaxVel;
|
||||
}
|
||||
|
||||
StartCoroutine(startCoolDown());
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator startCoolDown(){
|
||||
Debug.Log("start corotine");
|
||||
isOnCoolDown = true;
|
||||
// driver.startUICooldown("Nitro");
|
||||
yield return new WaitForSeconds(coolDown);
|
||||
isOnCoolDown = false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 71b2b26f3c822f045b43d4966fb097e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -18,7 +18,7 @@ public class dWallRun : NetworkBehaviour
|
||||
public float wallBouncing = 3;
|
||||
public float cameraTransitionDuration = 1;
|
||||
|
||||
public float wallGravityDownForce = 5f;
|
||||
public float wallGravityDownForce = 2.8f;
|
||||
|
||||
[Space]
|
||||
dPlayerMovement playerMovementController;
|
||||
|
||||
@@ -20,7 +20,7 @@ public class dPlayCam : NetworkBehaviour
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
offset = transform.parent.forward * rad.magnitude;
|
||||
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+2),(player.transform.position.z - offset.z));
|
||||
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+3),(player.transform.position.z - offset.z));
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -254,10 +254,15 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
return pStats.CurVel;
|
||||
}
|
||||
//If the players speed is above or equal to max speed set speed to max
|
||||
else
|
||||
else if (pStats.CurVel >= pStats.MaxVel)
|
||||
{
|
||||
pStats.CurVel = pStats.MaxVel;
|
||||
return pStats.CurVel;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Something has gone wrong with the PlayerSpeed()");
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -286,8 +291,9 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
|
||||
g = pStats.JumpPow;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
|
||||
else{
|
||||
@@ -409,7 +415,7 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
//Gliding
|
||||
if(pStats.HasGlider && g < 0 && Input.GetButton("Jump")){
|
||||
//Gravity with glider
|
||||
GravityCalculation(6);
|
||||
GravityCalculation(8);
|
||||
|
||||
//Set temp values to put traction back to normal
|
||||
if(tempSet == false){
|
||||
@@ -431,7 +437,7 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
|
||||
//if wallrunning apply different gravity
|
||||
if(wallRun.IsWallRunning()){
|
||||
GravityCalculation(4);
|
||||
GravityCalculation(2);
|
||||
}
|
||||
|
||||
//Normal gravity if not wallrunning
|
||||
@@ -503,6 +509,7 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
|
||||
//Ragdoll Functions
|
||||
public void GetHit(Vector3 dir, float force){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if(firstHit == false){
|
||||
EnableRagdoll();
|
||||
dir.Normalize();
|
||||
|
||||
@@ -4,7 +4,7 @@ using MLAPI;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class Dash : NetworkBehaviour {
|
||||
public class Dash : NetworkBehaviour{
|
||||
public Vector3 moveDirection;
|
||||
|
||||
public const float maxDashTime = 1.0f;
|
||||
@@ -19,17 +19,34 @@ public class Dash : NetworkBehaviour {
|
||||
PlayerMovement pMove;
|
||||
|
||||
void Start(){
|
||||
characterController = GetComponent<CharacterController>();
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
pMove = GetComponent<PlayerMovement>();
|
||||
}
|
||||
|
||||
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
|
||||
void FixedUpdate(){
|
||||
if(pMove.pStats.HasDash) DashPlayer();
|
||||
}
|
||||
|
||||
void DashPlayer(){
|
||||
if (!IsLocalPlayer) { return; }
|
||||
if(pMove.pStats.HasDash){
|
||||
DashMovement();
|
||||
if(characterController.enabled == true){
|
||||
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
|
||||
{
|
||||
currentDashTime = 0;
|
||||
StartCoroutine(startCoolDown());
|
||||
}
|
||||
if(currentDashTime < maxDashTime)
|
||||
{
|
||||
moveDirection = transform.forward * dashDistance;
|
||||
currentDashTime += dashStoppingSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection = Vector3.zero;
|
||||
}
|
||||
characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private IEnumerator startCoolDown(){
|
||||
@@ -41,23 +58,4 @@ public class Dash : NetworkBehaviour {
|
||||
Debug.Log("end corotine");
|
||||
}
|
||||
|
||||
private void DashMovement(){
|
||||
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
|
||||
{
|
||||
currentDashTime = 0;
|
||||
StartCoroutine(startCoolDown());
|
||||
}
|
||||
if(currentDashTime < maxDashTime)
|
||||
{
|
||||
moveDirection = transform.forward * dashDistance;
|
||||
currentDashTime += dashStoppingSpeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
moveDirection = Vector3.zero;
|
||||
}
|
||||
|
||||
//characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -20,7 +20,7 @@ public class Nitro : MonoBehaviour
|
||||
void Update()
|
||||
{
|
||||
//once cooldowns are implemented, put this on one (a long one)
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false)
|
||||
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false && playerStats.HasNitro)
|
||||
{
|
||||
playerStats.CurVel = playerStats.MaxVel;
|
||||
StartCoroutine(startCoolDown());
|
||||
|
||||
@@ -18,7 +18,7 @@ public class WallRun : NetworkBehaviour
|
||||
public float wallBouncing = 3;
|
||||
public float cameraTransitionDuration = 1;
|
||||
|
||||
public float wallGravityDownForce = 5f;
|
||||
public float wallGravityDownForce = 2.8f;
|
||||
|
||||
[Space]
|
||||
PlayerMovement playerMovementController;
|
||||
|
||||
@@ -286,7 +286,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8.5f);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
@@ -390,7 +390,6 @@ public class PlayerMovement : NetworkBehaviour
|
||||
}
|
||||
|
||||
|
||||
|
||||
//REMOVE WHEN UNNECCESARY
|
||||
//Respawns player if they fall below a certain point
|
||||
private void Respawn()
|
||||
@@ -409,7 +408,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
//Gliding
|
||||
if(pStats.HasGlider && g < 0 && Input.GetButton("Jump")){
|
||||
//Gravity with glider
|
||||
GravityCalculation(6);
|
||||
GravityCalculation(8);
|
||||
|
||||
//Set temp values to put traction back to normal
|
||||
if(tempSet == false){
|
||||
@@ -431,7 +430,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
|
||||
//if wallrunning apply different gravity
|
||||
if(wallRun.IsWallRunning()){
|
||||
GravityCalculation(4);
|
||||
GravityCalculation(2);
|
||||
}
|
||||
|
||||
//Normal gravity if not wallrunning
|
||||
@@ -503,6 +502,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
|
||||
//Ragdoll Functions
|
||||
public void GetHit(Vector3 dir, float force){
|
||||
if (!IsLocalPlayer) { return; }
|
||||
if(firstHit == false){
|
||||
EnableRagdoll();
|
||||
dir.Normalize();
|
||||
|
||||
@@ -5,15 +5,15 @@ using UnityEngine.Assertions;
|
||||
|
||||
public class PlayerStats : MonoBehaviour
|
||||
{
|
||||
//Maximum possible player speed
|
||||
[SerializeField] private float maxVel = 30.0f;
|
||||
//Soft cap max speed a player can achieve they can achieve this speed by running
|
||||
[SerializeField] private float maxVel = 40.0f;
|
||||
public float MaxVel{
|
||||
get{ return maxVel; }
|
||||
set{ maxVel = value; }
|
||||
}
|
||||
|
||||
//Minimum possible player speed
|
||||
[SerializeField] private float minVel = 5.0f;
|
||||
[SerializeField] private float minVel = 15.0f;
|
||||
public float MinVel{
|
||||
get{ return minVel; }
|
||||
set{ minVel = value; }
|
||||
@@ -26,15 +26,22 @@ public class PlayerStats : MonoBehaviour
|
||||
set{ curVel = value; }
|
||||
}
|
||||
|
||||
//The absolute max speed a player can achieve through boosts or momentum increases will disipate down to soft cap
|
||||
[SerializeField] private float hardCapMaxVel = 60.0f;
|
||||
public float HardCapMaxVel{
|
||||
get{ return hardCapMaxVel; }
|
||||
set{ hardCapMaxVel = value; }
|
||||
}
|
||||
|
||||
//Player Acceleration
|
||||
[SerializeField] private float acc = 0.1f;
|
||||
[SerializeField] private float acc = 0.01f;
|
||||
public float Acc{
|
||||
get{ return acc; }
|
||||
set{ acc = value; }
|
||||
}
|
||||
|
||||
//Player Jump power
|
||||
[SerializeField] private float jumpPow = 63.0f;
|
||||
[SerializeField] private float jumpPow = 60.0f;
|
||||
public float JumpPow{
|
||||
get{ return jumpPow; }
|
||||
set{ jumpPow = value; }
|
||||
@@ -55,7 +62,7 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Player Kick Power
|
||||
[SerializeField] private float kickPow = 150.0f;
|
||||
[SerializeField] private float kickPow = 500.0f;
|
||||
public float KickPow{
|
||||
get{ return kickPow; }
|
||||
set{ kickPow = value; }
|
||||
|
||||
@@ -117,8 +117,8 @@ public class InvSceneSettings : MonoBehaviour
|
||||
player1.GetComponent<dWallRun>().enabled = pStats.HasWallrun;
|
||||
if(pStats.HasGrapple != player1.GetComponent<dGrapplingHook>().enabled)
|
||||
player1.GetComponent<dGrapplingHook>().enabled = pStats.HasGrapple;
|
||||
if(pStats.HasNitro != player1.GetComponent<Nitro>().enabled)
|
||||
player1.GetComponent<Nitro>().enabled = pStats.HasNitro;
|
||||
if(pStats.HasNitro != player1.GetComponent<dNitro>().enabled)
|
||||
player1.GetComponent<dNitro>().enabled = pStats.HasNitro;
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.collab-proxy": "1.9.0",
|
||||
"com.unity.ide.rider": "2.0.7",
|
||||
"com.unity.ide.visualstudio": "2.0.12",
|
||||
"com.unity.ide.visualstudio": "2.0.14",
|
||||
"com.unity.ide.vscode": "1.2.4",
|
||||
"com.unity.multiplayer.mlapi": "https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi.git?path=/com.unity.multiplayer.mlapi#release/0.1.0",
|
||||
"com.unity.terrain-tools": "3.0.2-preview.3",
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ide.visualstudio": {
|
||||
"version": "2.0.12",
|
||||
"version": "2.0.14",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
|
||||
@@ -13,6 +13,7 @@ TagManager:
|
||||
- destroyable
|
||||
- RunnerHUD
|
||||
- GroundCheck
|
||||
- ArcherTarget
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
@@ -24,10 +25,8 @@ TagManager:
|
||||
- Weather
|
||||
- Grid
|
||||
- Grappleable
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
||||
- King UI
|
||||
- King
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
@@ -9,14 +9,17 @@ EditorUserSettings:
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||||
value: 22424703114646680e0b0227036c731f1415016439262f2434
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flags: 0
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RecentlyUsedScenePath-1:
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value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
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||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
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||||
flags: 0
|
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RecentlyUsedScenePath-2:
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||||
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
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||||
value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-3:
|
||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-4:
|
||||
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
|
||||
Reference in New Issue
Block a user