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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().Spawn(null, true); + arrowInScene.GetComponent().Seek(target.position); + /* + GameObject arrowGO = Instantiate(ArrowPrefab, firePoint.position, firePoint.rotation).gameObject; Arrow arrow = arrowGO.GetComponent(); - 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. } } diff --git a/Assets/Scripts/Enemy scripts/Arrow.cs b/Assets/Scripts/Enemy scripts/Arrow.cs index 7ebbdfb..75649f0 100644 --- a/Assets/Scripts/Enemy scripts/Arrow.cs +++ b/Assets/Scripts/Enemy scripts/Arrow.cs @@ -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(); + + 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().Despawn(true); + } } diff --git a/Assets/Scripts/Environment/Pitfall.cs b/Assets/Scripts/Environment/Pitfall.cs index f518807..10220b4 100644 --- a/Assets/Scripts/Environment/Pitfall.cs +++ b/Assets/Scripts/Environment/Pitfall.cs @@ -63,24 +63,9 @@ public class Pitfall : NetworkBehaviour _runner = Instantiate(runnerPrefab, RespawnPoint, Quaternion.Euler(0, -90, 0)).gameObject; _runner.GetComponent().SpawnAsPlayerObject(clientID, null, true); - // Turn on camera if the player is the host - if (NetworkManager.Singleton.LocalClientId == clientID) - { - // Recreate Inventory (host) - _runner.GetComponentInChildren().UpdateEquips(playerData.pInv.NetworkItemList, this.gameObject.GetComponent().ItemDict); - - GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent().enabled = true; - GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent().enabled = true; - GameHandler.FindGameObjectInChildWithTag(_runner, "PlayerCam").GetComponent().enabled = true; - - _runner.GetComponentInChildren().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().setRespawnPanelVisibility(true); + GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent().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().enabled = true; } } + + // Also turn off the respawning UI and back on the UI for the timer + GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent().setRespawnPanelVisibility(false); + GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent().countdown_text.enabled = true; } } diff --git a/Assets/Scripts/Game/PlayerHUD.cs b/Assets/Scripts/Game/PlayerHUD.cs index 7e31979..9d8d264 100644 --- a/Assets/Scripts/Game/PlayerHUD.cs +++ b/Assets/Scripts/Game/PlayerHUD.cs @@ -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); + } } diff --git a/Assets/Scripts/KingScripts/Boulder.cs b/Assets/Scripts/KingScripts/Boulder.cs index d6a9195..0b4a051 100644 --- a/Assets/Scripts/KingScripts/Boulder.cs +++ b/Assets/Scripts/KingScripts/Boulder.cs @@ -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().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed + player.GetComponent().GetHit(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed } } diff --git a/Assets/Scripts/KingScripts/Bumper.cs b/Assets/Scripts/KingScripts/Bumper.cs index d0089d2..fadbc84 100644 --- a/Assets/Scripts/KingScripts/Bumper.cs +++ b/Assets/Scripts/KingScripts/Bumper.cs @@ -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(); float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs index 43f45f4..45c26cd 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs @@ -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) diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dGrapplingHook.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dGrapplingHook.cs index c49bb2a..a8609c0 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dGrapplingHook.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dGrapplingHook.cs @@ -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; + } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs new file mode 100644 index 0000000..8a7ce37 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs @@ -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(); + } + + // 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; + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs.meta new file mode 100644 index 0000000..a76ab73 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 71b2b26f3c822f045b43d4966fb097e6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs index d941f4e..2176524 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dWallRun.cs @@ -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; diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayCam.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayCam.cs index bde5ff7..6fff00d 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayCam.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayCam.cs @@ -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)); } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs index 758cf30..a5be952 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs @@ -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(); diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs index 967fbfe..2e830da 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs @@ -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 = this.gameObject.GetComponent(); pMove = GetComponent(); } //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); - } - } \ No newline at end of file diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs index 52c6866..51b478b 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs @@ -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()); diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs index 5f23b5d..cc36714 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs @@ -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; diff --git a/Assets/Scripts/PlayerScripts/PlayerMovement.cs b/Assets/Scripts/PlayerScripts/PlayerMovement.cs index 1acc0c2..2aaf487 100644 --- a/Assets/Scripts/PlayerScripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs @@ -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(); diff --git a/Assets/Scripts/PlayerScripts/PlayerStats.cs b/Assets/Scripts/PlayerScripts/PlayerStats.cs index 8d81d79..6719b8e 100644 --- a/Assets/Scripts/PlayerScripts/PlayerStats.cs +++ b/Assets/Scripts/PlayerScripts/PlayerStats.cs @@ -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; } diff --git a/Assets/Scripts/SetInvScene/InvSceneSettings.cs b/Assets/Scripts/SetInvScene/InvSceneSettings.cs index 6dcacc2..455c35b 100644 --- a/Assets/Scripts/SetInvScene/InvSceneSettings.cs +++ b/Assets/Scripts/SetInvScene/InvSceneSettings.cs @@ -117,8 +117,8 @@ public class InvSceneSettings : MonoBehaviour player1.GetComponent().enabled = pStats.HasWallrun; if(pStats.HasGrapple != player1.GetComponent().enabled) player1.GetComponent().enabled = pStats.HasGrapple; - if(pStats.HasNitro != player1.GetComponent().enabled) - player1.GetComponent().enabled = pStats.HasNitro; + if(pStats.HasNitro != player1.GetComponent().enabled) + player1.GetComponent().enabled = pStats.HasNitro; } diff --git a/Packages/manifest.json b/Packages/manifest.json index d4620f8..99e095f 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -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", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 67c1d52..856b804 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -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": { diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index c20aff0..d6e2819 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,6 +13,7 @@ TagManager: - destroyable - RunnerHUD - GroundCheck + - ArcherTarget layers: - Default - TransparentFX @@ -24,10 +25,8 @@ TagManager: - Weather - Grid - Grappleable - - - - - - - - + - King UI + - King - - - diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 6f16979..75e4b07 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,14 +9,17 @@ EditorUserSettings: value: 22424703114646680e0b0227036c731f1415016439262f2434 flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb + value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 RecentlyUsedScenePath-2: - value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb + value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb flags: 0 RecentlyUsedScenePath-3: value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 + RecentlyUsedScenePath-4: + value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb + flags: 0 vcSharedLogLevel: value: 0d5e400f0650 flags: 0