From 076bf0e15814fcd4efc76e59afc328b08a069990 Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Wed, 26 Jan 2022 13:30:01 -0600 Subject: [PATCH 01/14] fixed a couple of the bugs that was found in playtest 3 --- .../Prefabs/Player/DebugPlayerPrefab 1.prefab | 25 ++- .../Prefabs/Player/DebugPlayerPrefab.prefab | 8 +- Assets/Prefabs/Player/PlayerPrefab 2.prefab | 17 +- Assets/Prefabs/Player/PlayerPrefab.prefab | 2 +- Assets/Scenes/Demos/MovementScene.unity | 158 +++++++----------- Assets/Scenes/Lobby.unity | 24 ++- .../DebugPlayer/DebugItems/dNitro.cs | 37 ++++ .../DebugPlayer/DebugItems/dNitro.cs.meta | 11 ++ .../PlayerScripts/DebugPlayer/dPlayCam.cs | 2 +- .../DebugPlayer/dPlayerMovement.cs | 3 +- .../PlayerItems/ItemScripts/Nitro.cs | 2 +- .../Resources/ItemObjects/Springs.asset | 2 +- .../Scripts/SetInvScene/InvSceneSettings.cs | 4 +- UserSettings/EditorUserSettings.asset | 6 +- 14 files changed, 180 insertions(+), 121 deletions(-) create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs.meta diff --git a/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab b/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab index 4f3d1ce..dd3a314 100644 --- a/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab +++ b/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab @@ -1483,7 +1483,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 3039877022422189067} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 44.3, y: 6.52, z: -4} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 1950656855408660672} @@ -3090,7 +3090,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 5150911369967604842} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: -0.088, y: 2.45, z: -3.76} + m_LocalPosition: {x: 0, y: 3.73, z: -3.75} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 297879044457584256} @@ -3486,6 +3486,7 @@ GameObject: - component: {fileID: 6664667533527262097} - component: {fileID: 6664667533527262098} - component: {fileID: 6664667533527262099} + - component: {fileID: 2761631967499966007} m_Layer: 0 m_Name: T-Pose m_TagString: Player @@ -3684,14 +3685,14 @@ MonoBehaviour: vel: {x: 0, y: 0, z: 0} driftVel: {x: 0, y: 0, z: 0} curJumpNum: 0 - lowJumpMultiplier: 0.1 + lowJumpMultiplier: 0.001 fallMultiplier: 1.6 g: 0 isGrounded: 0 groundCheckDistance: 0.05 cam: {fileID: 2637749574256434612} minAngle: -30 - maxAngle: 45 + maxAngle: 30 sensitivity: 200 isSliding: 0 --- !u!114 &6664667533527262096 @@ -3739,7 +3740,7 @@ MonoBehaviour: moveDirection: {x: 0, y: 0, z: 0} dashDistance: 10 dashStoppingSpeed: 0.1 - dashItem: {fileID: 0} + dashItem: {fileID: 11400000, guid: 4399d7276b3edf446ac51c5145539a5e, type: 2} --- !u!114 &6664667533527262099 MonoBehaviour: m_ObjectHideFlags: 0 @@ -3760,7 +3761,19 @@ MonoBehaviour: jumpDuration: 0.02 wallBouncing: 3 cameraTransitionDuration: 1 - wallGravityDownForce: 5 + wallGravityDownForce: 3 +--- !u!114 &2761631967499966007 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 6664667533527262100} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 71b2b26f3c822f045b43d4966fb097e6, type: 3} + m_Name: + m_EditorClassIdentifier: --- !u!1 &6716225286288627934 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/Player/DebugPlayerPrefab.prefab b/Assets/Prefabs/Player/DebugPlayerPrefab.prefab index 7866e8d..5bce95b 100644 --- a/Assets/Prefabs/Player/DebugPlayerPrefab.prefab +++ b/Assets/Prefabs/Player/DebugPlayerPrefab.prefab @@ -27,7 +27,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2556153648277679257} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0, y: 4.5, z: -7} + m_LocalPosition: {x: 0, y: 4.6, z: -8.7} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 6926740475113451123} @@ -229,7 +229,7 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 3607330906377400225} - m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 3.15, z: -4} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: @@ -441,14 +441,14 @@ MonoBehaviour: vel: {x: 0, y: 0, z: 0} driftVel: {x: 0, y: 0, z: 0} curJumpNum: 0 - lowJumpMultiplier: 0.1 + lowJumpMultiplier: 0.0001 fallMultiplier: 1.6 g: 0 isGrounded: 0 groundCheckDistance: 0.05 cam: {fileID: 4654986889578046791} minAngle: -30 - maxAngle: 45 + maxAngle: 30 sensitivity: 200 isSliding: 0 --- !u!114 &4788888989419098570 diff --git a/Assets/Prefabs/Player/PlayerPrefab 2.prefab b/Assets/Prefabs/Player/PlayerPrefab 2.prefab index 0b273ba..e896d8a 100644 --- a/Assets/Prefabs/Player/PlayerPrefab 2.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab 2.prefab @@ -202,6 +202,7 @@ GameObject: - 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maxAngle: 45 + maxAngle: 30 sensitivity: 301 isSliding: 0 --- !u!114 &273103334658887749 diff --git a/Assets/Scenes/Demos/MovementScene.unity b/Assets/Scenes/Demos/MovementScene.unity index 3235b7f..23eed21 100644 --- a/Assets/Scenes/Demos/MovementScene.unity +++ b/Assets/Scenes/Demos/MovementScene.unity @@ -1545,6 +1545,71 @@ Rigidbody: m_Interpolate: 0 m_Constraints: 0 m_CollisionDetection: 0 +--- !u!1001 &1444336204 +PrefabInstance: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Modification: + m_TransformParent: {fileID: 0} + m_Modifications: + - target: {fileID: 297879044457584256, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: m_RootOrder + value: 8 + objectReference: {fileID: 0} + - target: {fileID: 297879044457584256, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: m_LocalPosition.x + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 297879044457584256, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} + - 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target: {fileID: 7188906082087890177, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3} propertyPath: m_LocalRotation.w - value: 1 + value: 0 objectReference: {fileID: 0} - target: {fileID: 7188906082087890177, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3} propertyPath: m_LocalRotation.x @@ -332,7 +344,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 7188906082087890177, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3} propertyPath: m_LocalRotation.y - value: 0 + value: 1 objectReference: {fileID: 0} - target: {fileID: 7188906082087890177, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3} propertyPath: m_LocalRotation.z @@ -344,7 +356,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 7188906082087890177, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3} propertyPath: m_LocalEulerAnglesHint.y - value: 0 + value: 180 objectReference: {fileID: 0} - target: {fileID: 7188906082087890177, guid: a9840baa4cc526b44bfef27c6fea042a, type: 3} propertyPath: m_LocalEulerAnglesHint.z diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs new file mode 100644 index 0000000..59a80da --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs @@ -0,0 +1,37 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class dNitro : MonoBehaviour +{ + private PlayerStats playerStats; + private CoolDown driver; + private bool isOnCoolDown = 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) + { + playerStats.CurVel = playerStats.MaxVel; + 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/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..84e3168 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs @@ -288,6 +288,7 @@ public class dPlayerMovement : NetworkBehaviour if(wallRun.IsWallRunning()){ AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f); g = pStats.JumpPow; + curJumpNum = 0; } else{ @@ -409,7 +410,7 @@ 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){ 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/Resources/ItemObjects/Springs.asset b/Assets/Scripts/PlayerScripts/PlayerItems/Resources/ItemObjects/Springs.asset index 33d601a..d6cdd8d 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/Resources/ItemObjects/Springs.asset +++ b/Assets/Scripts/PlayerScripts/PlayerItems/Resources/ItemObjects/Springs.asset @@ -19,7 +19,7 @@ MonoBehaviour: minVelM: 0 curVelM: 0 accM: 0 - jumpPowM: 15 + jumpPowM: 30 jumpNumM: 0 tractionM: 0 kickPowM: 0 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/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 6f16979..f132bb4 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,16 +6,16 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: - value: 22424703114646680e0b0227036c731f1415016439262f2434 + value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb + value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb flags: 0 RecentlyUsedScenePath-3: - value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 + value: 22424703114646680e0b0227036c731f1415016439262f2434 flags: 0 vcSharedLogLevel: value: 0d5e400f0650 From eb5e3e22a705bc5fc51069e6825f35e572f93530 Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Wed, 26 Jan 2022 13:56:45 -0600 Subject: [PATCH 02/14] Updated some of the player prefabs and repositioned the camera slightly on them --- .../Prefabs/Player/DebugPlayerPrefab 1.prefab | 6 +-- Assets/Prefabs/Player/PlayerPrefab 2.prefab | 8 ++-- Assets/Scenes/Demos/MovementScene.unity | 16 +++++++ .../DebugPlayer/DebugItems/dDash.cs | 4 +- .../PlayerItems/ItemScripts/Dash.cs | 46 +++++++++---------- .../Resources/ItemObjects/Springs.asset | 2 +- UserSettings/EditorUserSettings.asset | 11 +++-- 7 files changed, 55 insertions(+), 38 deletions(-) diff --git a/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab b/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab index dd3a314..e3565d5 100644 --- a/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab +++ b/Assets/Prefabs/Player/DebugPlayerPrefab 1.prefab @@ -3090,7 +3090,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 5150911369967604842} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0, y: 3.73, z: -3.75} + m_LocalPosition: {x: 0, y: 3.73, z: -4.1} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 297879044457584256} @@ -3502,7 +3502,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 6664667533527262100} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0.022, y: 0.24, z: 0} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 30, y: 30, z: 30} m_Children: - {fileID: 4750020548013614359} @@ -3691,7 +3691,7 @@ MonoBehaviour: isGrounded: 0 groundCheckDistance: 0.05 cam: {fileID: 2637749574256434612} - minAngle: -30 + minAngle: -18 maxAngle: 30 sensitivity: 200 isSliding: 0 diff --git a/Assets/Prefabs/Player/PlayerPrefab 2.prefab b/Assets/Prefabs/Player/PlayerPrefab 2.prefab index e896d8a..1df666c 100644 --- a/Assets/Prefabs/Player/PlayerPrefab 2.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab 2.prefab @@ -218,7 +218,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 643107261017207491} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0.022, y: 0.24, z: 0} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 30, y: 30, z: 30} m_Children: - {fileID: 1547575739446424640} @@ -407,7 +407,7 @@ MonoBehaviour: isGrounded: 0 groundCheckDistance: 0.05 cam: {fileID: 8073346823032474851} - minAngle: -30 + minAngle: -18 maxAngle: 30 sensitivity: 200 isSliding: 0 @@ -784,7 +784,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1435196873050654013} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: -0.088, y: 2.45, z: -3.76} + m_LocalPosition: {x: 0, y: 3.73, z: -4.1} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 5815033341186033623} @@ -5209,7 +5209,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 9132932128127309148} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 44.3, y: 6.52, z: -4} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 5729495139526590871} diff --git a/Assets/Scenes/Demos/MovementScene.unity b/Assets/Scenes/Demos/MovementScene.unity index 23eed21..684d38b 100644 --- a/Assets/Scenes/Demos/MovementScene.unity +++ b/Assets/Scenes/Demos/MovementScene.unity @@ -1596,10 +1596,18 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} + - target: {fileID: 1950656855408660672, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: m_LocalPosition.z + value: -4.11 + objectReference: {fileID: 0} - target: {fileID: 3039877022422189067, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} propertyPath: m_Name value: DebugPlayerPrefab 1 objectReference: {fileID: 0} + - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: jumpPow + value: 60 + objectReference: {fileID: 0} - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} propertyPath: hasNitro value: 0 @@ -1608,6 +1616,14 @@ PrefabInstance: propertyPath: hasGlider value: 1 objectReference: {fileID: 0} + - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: hasWallrun + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 6664667533527261807, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: minAngle + value: -18 + objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} --- !u!1 &1493944130 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/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/Resources/ItemObjects/Springs.asset b/Assets/Scripts/PlayerScripts/PlayerItems/Resources/ItemObjects/Springs.asset index d6cdd8d..33d601a 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/Resources/ItemObjects/Springs.asset +++ b/Assets/Scripts/PlayerScripts/PlayerItems/Resources/ItemObjects/Springs.asset @@ -19,7 +19,7 @@ MonoBehaviour: minVelM: 0 curVelM: 0 accM: 0 - jumpPowM: 30 + jumpPowM: 15 jumpNumM: 0 tractionM: 0 kickPowM: 0 diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index f132bb4..3bb5dcd 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,14 +9,17 @@ EditorUserSettings: value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 - flags: 0 - RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb flags: 0 - RecentlyUsedScenePath-3: + RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c731f1415016439262f2434 flags: 0 + RecentlyUsedScenePath-3: + value: 22424703114646680e0b0227036c7b151b180b650e3a233126281f3fe7c23837e1ec25a7f234362820 + flags: 0 + RecentlyUsedScenePath-4: + value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 + flags: 0 vcSharedLogLevel: value: 0d5e400f0650 flags: 0 From 3c14d11ba8c359f234d426859811e31d27d6cfdd Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Wed, 26 Jan 2022 14:08:53 -0600 Subject: [PATCH 03/14] push to override the current main --- Assets/Scenes/Demos/MovementScene.unity | 24 ------------------------ 1 file changed, 24 deletions(-) diff --git a/Assets/Scenes/Demos/MovementScene.unity b/Assets/Scenes/Demos/MovementScene.unity index 684d38b..4131b79 100644 --- a/Assets/Scenes/Demos/MovementScene.unity +++ b/Assets/Scenes/Demos/MovementScene.unity @@ -1596,34 +1596,10 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} - - target: {fileID: 1950656855408660672, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} - propertyPath: m_LocalPosition.z - value: -4.11 - objectReference: {fileID: 0} - target: {fileID: 3039877022422189067, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} propertyPath: m_Name value: DebugPlayerPrefab 1 objectReference: {fileID: 0} - - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} - propertyPath: jumpPow - value: 60 - objectReference: {fileID: 0} - - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} - propertyPath: hasNitro - value: 0 - objectReference: {fileID: 0} - - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} - propertyPath: hasGlider - value: 1 - objectReference: {fileID: 0} - - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} - propertyPath: hasWallrun - value: 1 - objectReference: {fileID: 0} - - target: {fileID: 6664667533527261807, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} - propertyPath: minAngle - value: -18 - objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} --- !u!1 &1493944130 From 4042eb1c6713baccc35abe26cddae469b681a828 Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Thu, 27 Jan 2022 20:53:26 -0600 Subject: [PATCH 04/14] Rebalanced the swing diagram so that if the player is able to lengthen the rope while swinging it will be able to readjust the length ensuring that it wont become much longert than the intended length. --- Assets/Scenes/Demos/MovementScene.unity | 4 ++++ .../DebugPlayer/DebugItems/dGrapplingHook.cs | 24 ++++++++++++++++--- 2 files changed, 25 insertions(+), 3 deletions(-) diff --git a/Assets/Scenes/Demos/MovementScene.unity b/Assets/Scenes/Demos/MovementScene.unity index 4131b79..e6a859e 100644 --- a/Assets/Scenes/Demos/MovementScene.unity +++ b/Assets/Scenes/Demos/MovementScene.unity @@ -1600,6 +1600,10 @@ PrefabInstance: propertyPath: m_Name value: DebugPlayerPrefab 1 objectReference: {fileID: 0} + - target: {fileID: 6664667533527261801, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + propertyPath: hasGrapple + value: 1 + objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} --- !u!1 &1493944130 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; + } } From 6bab1292f62fd39886d7d753aea707a18375eacf Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Fri, 28 Jan 2022 13:11:13 -0600 Subject: [PATCH 05/14] fixed bumper and boulder fixed wallrun on regular player prefab --- Assets/Prefabs/Player/PlayerPrefab.prefab | 3 ++- Assets/Scripts/KingScripts/Boulder.cs | 4 ++-- Assets/Scripts/KingScripts/Bumper.cs | 3 ++- Assets/Scripts/PlayerScripts/PlayerMovement.cs | 1 + Assets/Scripts/PlayerScripts/PlayerStats.cs | 9 ++++++++- UserSettings/EditorUserSettings.asset | 10 +++++----- 6 files changed, 20 insertions(+), 10 deletions(-) diff --git a/Assets/Prefabs/Player/PlayerPrefab.prefab b/Assets/Prefabs/Player/PlayerPrefab.prefab index 759b7b0..54b16b8 100644 --- a/Assets/Prefabs/Player/PlayerPrefab.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab.prefab @@ -110,6 +110,7 @@ MonoBehaviour: maxVel: 40 minVel: 20 curVel: 0 + hardCapMaxVel: 0 acc: 0.01 jumpPow: 60 jumpNum: 2 @@ -197,7 +198,7 @@ MonoBehaviour: jumpDuration: 0.02 wallBouncing: 3 cameraTransitionDuration: 1 - wallGravityDownForce: 5 + wallGravityDownForce: 2.8 --- !u!114 &4323471435859684389 MonoBehaviour: m_ObjectHideFlags: 0 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..a131d63 100644 --- a/Assets/Scripts/KingScripts/Bumper.cs +++ b/Assets/Scripts/KingScripts/Bumper.cs @@ -8,7 +8,8 @@ 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/PlayerMovement.cs b/Assets/Scripts/PlayerScripts/PlayerMovement.cs index 1acc0c2..da7782b 100644 --- a/Assets/Scripts/PlayerScripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs @@ -503,6 +503,7 @@ 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..5c2f904 100644 --- a/Assets/Scripts/PlayerScripts/PlayerStats.cs +++ b/Assets/Scripts/PlayerScripts/PlayerStats.cs @@ -5,7 +5,7 @@ using UnityEngine.Assertions; public class PlayerStats : MonoBehaviour { - //Maximum possible player speed + //Soft cap max speed a player can achieve they can achieve this speed by running [SerializeField] private float maxVel = 30.0f; public float MaxVel{ get{ return maxVel; } @@ -26,6 +26,13 @@ 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; + public float HardCapMaxVel{ + get{ return hardCapMaxVel; } + set{ hardCapMaxVel = value; } + } + //Player Acceleration [SerializeField] private float acc = 0.1f; public float Acc{ diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 3bb5dcd..340642a 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,17 +9,17 @@ EditorUserSettings: value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb - flags: 0 - RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c731f1415016439262f2434 flags: 0 - RecentlyUsedScenePath-3: + RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c7b151b180b650e3a233126281f3fe7c23837e1ec25a7f234362820 flags: 0 - RecentlyUsedScenePath-4: + RecentlyUsedScenePath-3: value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 + RecentlyUsedScenePath-4: + value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb + flags: 0 vcSharedLogLevel: value: 0d5e400f0650 flags: 0 From 539c88357b9e94ecb12481a6dd35768746eaba1b Mon Sep 17 00:00:00 2001 From: Evan Nydahl Date: Fri, 28 Jan 2022 13:45:19 -0600 Subject: [PATCH 06/14] -Added player indicator and the King and KingUI layer --- Assets/Materials/Textures/Test.mat | 79 +++++ Assets/Materials/Textures/Test.mat.meta | 8 + .../Prefabs/Player/DebugPlayerPrefab 1.prefab | 98 +++++- .../Prefabs/Player/DebugPlayerPrefab.prefab | 98 +++++- Assets/Prefabs/Player/PlayerPrefab 2.prefab | 98 +++++- Assets/Prefabs/Player/PlayerPrefab.prefab | 96 ++++++ Assets/Scenes/Demos/BreakableBlocks.unity | 326 +++++++++++++++--- ProjectSettings/TagManager.asset | 5 +- UserSettings/EditorUserSettings.asset | 42 +-- 9 files changed, 778 insertions(+), 72 deletions(-) create mode 100644 Assets/Materials/Textures/Test.mat create mode 100644 Assets/Materials/Textures/Test.mat.meta diff --git a/Assets/Materials/Textures/Test.mat b/Assets/Materials/Textures/Test.mat new file mode 100644 index 0000000..8a71477 --- /dev/null +++ b/Assets/Materials/Textures/Test.mat @@ -0,0 +1,79 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Test + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: 3000 + stringTagMap: + RenderType: Transparent + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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wallSpeedMultiplier: 1.2 + wallSpeedMultiplier: 1.5 minimumHeight: 0.1 maxAngleRoll: 20 normalizedAngleThreshold: 0.1 jumpDuration: 0.02 wallBouncing: 3 cameraTransitionDuration: 1 - wallGravityDownForce: 3 + wallGravityDownForce: 2.8 --- !u!114 &2761631967499966007 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/Player/DebugPlayerPrefab.prefab b/Assets/Prefabs/Player/DebugPlayerPrefab.prefab index 5bce95b..a327a37 100644 --- a/Assets/Prefabs/Player/DebugPlayerPrefab.prefab +++ b/Assets/Prefabs/Player/DebugPlayerPrefab.prefab @@ -301,6 +301,7 @@ MonoBehaviour: maxVel: 40 minVel: 15 curVel: 0 + hardCapMaxVel: 60 acc: 0.01 jumpPow: 60 jumpNum: 2 @@ -510,14 +511,14 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: wallMaxDistance: 1 - wallSpeedMultiplier: 1.2 + wallSpeedMultiplier: 1.5 minimumHeight: 0.1 maxAngleRoll: 20 normalizedAngleThreshold: 0.1 jumpDuration: 0.02 wallBouncing: 3 cameraTransitionDuration: 1 - wallGravityDownForce: 3 + wallGravityDownForce: 2.8 --- !u!120 &384692328 LineRenderer: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/Player/PlayerPrefab 2.prefab b/Assets/Prefabs/Player/PlayerPrefab 2.prefab index 1df666c..c94f2ae 100644 --- a/Assets/Prefabs/Player/PlayerPrefab 2.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab 2.prefab @@ -261,6 +261,7 @@ MonoBehaviour: maxVel: 40 minVel: 20 curVel: 0 + hardCapMaxVel: 0 acc: 0.01 jumpPow: 60 jumpNum: 2 @@ -470,14 +471,14 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: wallMaxDistance: 3 - wallSpeedMultiplier: 1.2 + wallSpeedMultiplier: 1.5 minimumHeight: 0.1 maxAngleRoll: 20 normalizedAngleThreshold: 0.1 jumpDuration: 0.02 wallBouncing: 3 cameraTransitionDuration: 1 - wallGravityDownForce: 3 + wallGravityDownForce: 2.8 --- !u!114 &8545598182256100239 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/Player/PlayerPrefab.prefab b/Assets/Prefabs/Player/PlayerPrefab.prefab index 54b16b8..e32dea2 100644 --- a/Assets/Prefabs/Player/PlayerPrefab.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab.prefab @@ -191,7 +191,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: wallMaxDistance: 3 - wallSpeedMultiplier: 1.2 + wallSpeedMultiplier: 1.5 minimumHeight: 0.1 maxAngleRoll: 20 normalizedAngleThreshold: 0.1 diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs index 59a80da..8a7ce37 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs @@ -7,6 +7,7 @@ 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; @@ -22,7 +23,13 @@ public class dNitro : MonoBehaviour //once cooldowns are implemented, put this on one (a long one) if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false && playerStats.HasNitro) { - playerStats.CurVel = playerStats.MaxVel; + if(playerStats.CurVel < playerStats.HardCapMaxVel){ + playerStats.CurVel += playerStats.Acc * 10; + } + else if(playerStats.CurVel > playerStats.HardCapMaxVel){ + playerStats.CurVel = playerStats.HardCapMaxVel; + } + StartCoroutine(startCoolDown()); } } 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/dPlayerMovement.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/dPlayerMovement.cs index 84e3168..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; } } @@ -286,7 +291,7 @@ 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; } @@ -432,7 +437,7 @@ public class dPlayerMovement : NetworkBehaviour //if wallrunning apply different gravity if(wallRun.IsWallRunning()){ - GravityCalculation(4); + GravityCalculation(2); } //Normal gravity if not wallrunning @@ -504,6 +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/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 da7782b..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 diff --git a/Assets/Scripts/PlayerScripts/PlayerStats.cs b/Assets/Scripts/PlayerScripts/PlayerStats.cs index 5c2f904..6719b8e 100644 --- a/Assets/Scripts/PlayerScripts/PlayerStats.cs +++ b/Assets/Scripts/PlayerScripts/PlayerStats.cs @@ -6,14 +6,14 @@ using UnityEngine.Assertions; public class PlayerStats : MonoBehaviour { //Soft cap max speed a player can achieve they can achieve this speed by running - [SerializeField] private float maxVel = 30.0f; + [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; } @@ -27,21 +27,21 @@ public class PlayerStats : MonoBehaviour } //The absolute max speed a player can achieve through boosts or momentum increases will disipate down to soft cap - [SerializeField] private float hardCapMaxVel; + [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; } @@ -62,7 +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; } From 99994e945bbe1b1954675f26eb2ab254cb1d1c7b Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Fri, 28 Jan 2022 13:55:45 -0600 Subject: [PATCH 08/14] small adjustment to bumper --- Assets/Scripts/KingScripts/Bumper.cs | 1 - UserSettings/EditorUserSettings.asset | 4 ++-- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/KingScripts/Bumper.cs b/Assets/Scripts/KingScripts/Bumper.cs index a131d63..fadbc84 100644 --- a/Assets/Scripts/KingScripts/Bumper.cs +++ b/Assets/Scripts/KingScripts/Bumper.cs @@ -8,7 +8,6 @@ public class Bumper : MonoBehaviour { // 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(); diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 340642a..f8cbb65 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -15,10 +15,10 @@ EditorUserSettings: value: 22424703114646680e0b0227036c7b151b180b650e3a233126281f3fe7c23837e1ec25a7f234362820 flags: 0 RecentlyUsedScenePath-3: - value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 + value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb flags: 0 RecentlyUsedScenePath-4: - value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb + value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 vcSharedLogLevel: value: 0d5e400f0650 From d3811aa2f2ae7cece64fab05411d7889bf038072 Mon Sep 17 00:00:00 2001 From: Julia Date: Fri, 28 Jan 2022 14:03:04 -0600 Subject: [PATCH 09/14] Archer rotates to target the player. Doesn't shoot yet --- .../Prefabs/Environment/Archer/Archer.prefab | 228 ++++++++++-------- .../Prefabs/Environment/Archer/Arrow.prefab | 97 ++++++++ .../Environment/Archer/Arrow.prefab.meta | 7 + Assets/Prefabs/Player/PlayerPrefab.prefab | 2 +- Assets/Scenes/Preloader.unity | 2 + Assets/Scripts/Enemy scripts/Archer.cs | 73 +++--- ProjectSettings/TagManager.asset | 2 +- UserSettings/EditorUserSettings.asset | 6 +- 8 files changed, 276 insertions(+), 141 deletions(-) create mode 100644 Assets/Prefabs/Environment/Archer/Arrow.prefab create mode 100644 Assets/Prefabs/Environment/Archer/Arrow.prefab.meta diff --git a/Assets/Prefabs/Environment/Archer/Archer.prefab b/Assets/Prefabs/Environment/Archer/Archer.prefab index 27f1964..b2956e9 100644 --- a/Assets/Prefabs/Environment/Archer/Archer.prefab +++ b/Assets/Prefabs/Environment/Archer/Archer.prefab @@ -243,101 +243,6 @@ MeshRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_AdditionalVertexStreams: {fileID: 0} ---- !u!1 &4784627840501882964 -GameObject: - 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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 firePoint; - [SerializeField] GameObject[] runners; - // 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 +60,8 @@ 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 { @@ -73,20 +70,23 @@ 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); - + // Actually shoot it + // TODO: Network this part + /* if (shootingCooldown <= 0f) { Shoot(); @@ -94,30 +94,25 @@ public class Archer : MonoBehaviour } shootingCooldown -= Time.deltaTime; + */ } - void Shoot() - { + void Shoot() { - GameObject arrowGO = (GameObject)Instantiate (ArrowPrefab, firePoint.position, firePoint.rotation); + 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/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index c20aff0..37e0fa3 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,6 +13,7 @@ TagManager: - destroyable - RunnerHUD - GroundCheck + - ArcherTarget layers: - Default - TransparentFX @@ -46,7 +47,6 @@ TagManager: - - - - - m_SortingLayers: - name: UI_Backgrounds uniqueID: 378093239 diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 6f16979..13ef6bd 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,13 +9,13 @@ 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 + value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb flags: 0 vcSharedLogLevel: value: 0d5e400f0650 From 1d210a65bac21c0105f47558b2cc84c5f4cd21fe Mon Sep 17 00:00:00 2001 From: Evan Nydahl Date: Fri, 28 Jan 2022 14:06:47 -0600 Subject: [PATCH 10/14] Fixed hard cap vel --- Assets/Scenes/Demos/BreakableBlocks.unity | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/Assets/Scenes/Demos/BreakableBlocks.unity b/Assets/Scenes/Demos/BreakableBlocks.unity index 2ae4473..1df9abd 100644 --- a/Assets/Scenes/Demos/BreakableBlocks.unity +++ b/Assets/Scenes/Demos/BreakableBlocks.unity @@ -685,6 +685,18 @@ PrefabInstance: propertyPath: m_Name value: DebugPlayerPrefab 1 objectReference: {fileID: 0} + - 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hardCapMaxVel: 0 + hardCapMaxVel: 60 acc: 0.02 jumpPow: 60 jumpNum: 2 diff --git a/Assets/Prefabs/Player/PlayerPrefab 2.prefab b/Assets/Prefabs/Player/PlayerPrefab 2.prefab index 9903567..6555929 100644 --- a/Assets/Prefabs/Player/PlayerPrefab 2.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab 2.prefab @@ -357,7 +357,7 @@ MonoBehaviour: maxVel: 40 minVel: 20 curVel: 0 - hardCapMaxVel: 0 + hardCapMaxVel: 60 acc: 0.01 jumpPow: 60 jumpNum: 2 diff --git a/Assets/Prefabs/Player/PlayerPrefab.prefab b/Assets/Prefabs/Player/PlayerPrefab.prefab index 444f94e..aa3de58 100644 --- a/Assets/Prefabs/Player/PlayerPrefab.prefab +++ b/Assets/Prefabs/Player/PlayerPrefab.prefab @@ -111,7 +111,7 @@ MonoBehaviour: maxVel: 40 minVel: 20 curVel: 0 - hardCapMaxVel: 0 + hardCapMaxVel: 60 acc: 0.01 jumpPow: 60 jumpNum: 2 diff --git a/Assets/Scenes/Demos/MovementScene.unity b/Assets/Scenes/Demos/MovementScene.unity index e6a859e..3b5fce8 100644 --- a/Assets/Scenes/Demos/MovementScene.unity +++ b/Assets/Scenes/Demos/MovementScene.unity @@ -1207,7 +1207,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1181153597} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - 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Needs Hit Detection Revisions Waiting on Karl to fix major red flags before I continue this --- .../Prefabs/Environment/Archer/Archer.prefab | 5 +- .../Prefabs/Environment/Archer/Arrow.prefab | 67 +++++++++++++++++++ Assets/Scenes/Preloader.unity | 2 + Assets/Scripts/Enemy scripts/Archer.cs | 25 ++++--- Assets/Scripts/Enemy scripts/Arrow.cs | 59 ++++++++-------- Packages/manifest.json | 2 +- Packages/packages-lock.json | 2 +- 7 files changed, 116 insertions(+), 46 deletions(-) diff --git a/Assets/Prefabs/Environment/Archer/Archer.prefab b/Assets/Prefabs/Environment/Archer/Archer.prefab index b2956e9..7d9deaf 100644 --- a/Assets/Prefabs/Environment/Archer/Archer.prefab +++ b/Assets/Prefabs/Environment/Archer/Archer.prefab @@ -492,12 +492,9 @@ MonoBehaviour: m_EditorClassIdentifier: range: 250 fireRate: 4 - runnerTag: Player - partToRotate: {fileID: 6313754771726110875} rotationSpeed: 10 - ArrowPrefab: {fileID: 26604539265034264, guid: 0e61ec06fdabb014bb1868596534f8b7, type: 3} + ArrowPrefab: {fileID: 26604539265034267, guid: 0e61ec06fdabb014bb1868596534f8b7, type: 3} firePoint: {fileID: 4784627841241590487} - runners: [] --- !u!114 &8721692118063281005 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Prefabs/Environment/Archer/Arrow.prefab b/Assets/Prefabs/Environment/Archer/Arrow.prefab index ec31764..5b420cf 100644 --- a/Assets/Prefabs/Environment/Archer/Arrow.prefab +++ b/Assets/Prefabs/Environment/Archer/Arrow.prefab @@ -12,6 +12,8 @@ GameObject: - component: {fileID: 26604539265034268} - component: {fileID: 26604539265034269} - component: {fileID: 26604539265034266} + - component: {fileID: 2287528990630677962} + - component: {fileID: 54086400264625859} m_Layer: 0 m_Name: Arrow m_TagString: Untagged @@ -95,3 +97,68 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: speed: 35 +--- !u!114 &2287528990630677962 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 26604539265034264} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} + m_Name: + m_EditorClassIdentifier: + NetworkInstanceId: 0 + PrefabHash: 7761068546291200244 + PrefabHashGenerator: Arrow + AlwaysReplicateAsRoot: 0 + DontDestroyWithOwner: 0 +--- !u!114 &54086400264625859 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 26604539265034264} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: e96cb6065543e43c4a752faaa1468eb1, type: 3} + m_Name: + m_EditorClassIdentifier: + FixedSendsPerSecond: 20 + AssumeSyncedSends: 1 + InterpolatePosition: 1 + SnapDistance: 10 + InterpolateServer: 1 + MinMeters: 0.15 + MinDegrees: 1.5 + ExtrapolatePosition: 0 + MaxSendsToExtrapolate: 5 + Channel: + EnableRange: 0 + EnableNonProvokedResendChecks: 0 + DistanceSendrate: + serializedVersion: 2 + m_Curve: + - serializedVersion: 3 + time: 0 + value: 20 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + - serializedVersion: 3 + time: 500 + value: 20 + inSlope: 0 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 diff --git a/Assets/Scenes/Preloader.unity b/Assets/Scenes/Preloader.unity index d175fa9..855fdc7 100644 --- a/Assets/Scenes/Preloader.unity +++ b/Assets/Scenes/Preloader.unity @@ -300,6 +300,8 @@ MonoBehaviour: PlayerPrefab: 0 - Prefab: {fileID: 6689294808140859937, guid: 96c2075f01b997847922f482f584a6b0, type: 3} PlayerPrefab: 0 + - Prefab: {fileID: 26604539265034264, guid: 0e61ec06fdabb014bb1868596534f8b7, type: 3} + PlayerPrefab: 0 PlayerPrefabHash: id: 0 CreatePlayerPrefab: 0 diff --git a/Assets/Scripts/Enemy scripts/Archer.cs b/Assets/Scripts/Enemy scripts/Archer.cs index e6b7369..74db60b 100644 --- a/Assets/Scripts/Enemy scripts/Archer.cs +++ b/Assets/Scripts/Enemy scripts/Archer.cs @@ -1,4 +1,5 @@ using MLAPI; +using MLAPI.Messaging; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -20,9 +21,11 @@ public class Archer : NetworkBehaviour [Header("Unity Setup Fields")] public float rotationSpeed = 10f; - public GameObject ArrowPrefab; + public Transform ArrowPrefab; public Transform firePoint; + private GameObject arrowInScene; + // Start is called before the first frame update void Start() { // Only the host should update targetting @@ -85,27 +88,27 @@ public class Archer : NetworkBehaviour this.gameObject.transform.rotation = Quaternion.Euler (0f, rotation.y, 0f); // Actually shoot it - // TODO: Network this part - /* - if (shootingCooldown <= 0f) - { - Shoot(); + + if (shootingCooldown <= 0f) { + ShootArrowServerRPC(); shootingCooldown = 1f/ fireRate; } shootingCooldown -= Time.deltaTime; - */ } - - void Shoot() { - + [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) { arrow.Seek(target.position); - } + }*/ } diff --git a/Assets/Scripts/Enemy scripts/Arrow.cs b/Assets/Scripts/Enemy scripts/Arrow.cs index 7ebbdfb..adf882f 100644 --- a/Assets/Scripts/Enemy scripts/Arrow.cs +++ b/Assets/Scripts/Enemy scripts/Arrow.cs @@ -1,17 +1,15 @@ -using System.Numerics; -using System.Runtime.CompilerServices; +using MLAPI; +using MLAPI.Messaging; 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; //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; @@ -20,23 +18,25 @@ public class Arrow : MonoBehaviour // 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(); + // Checking from current distance to current target + if (dir.magnitude <= distanceThisFrame) { + // NOT SURE IF THIS CALC ^ WORKS AS INTENDED + HitTargetServerRPC(); return; } @@ -46,14 +46,15 @@ public class Arrow : MonoBehaviour } } - //logic for hitting something - void HitTarget() - { - isLive=false; - Destroy(gameObject); + // Arrow has connected with something + [ServerRpc] + private void HitTargetServerRPC() { + isLive = false; + + // Do the hit logic + + // Despawn the arrow + this.gameObject.GetComponent().Despawn(true); } - - - } 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": { From 8dcb4e11af8deb7c0c67f8988fc26ec909a05521 Mon Sep 17 00:00:00 2001 From: Julia Butenhoff Date: Sat, 29 Jan 2022 00:12:28 -0600 Subject: [PATCH 13/14] Adjusted Respawn Delay and Added Respawning Text - 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// 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/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 5b7ab09..75e4b07 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,19 +6,19 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: - value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb + value: 22424703114646680e0b0227036c731f1415016439262f2434 flags: 0 RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c731f1415016439262f2434 + value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 RecentlyUsedScenePath-2: value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb flags: 0 RecentlyUsedScenePath-3: - value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb + value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 flags: 0 RecentlyUsedScenePath-4: - value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26 + value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb flags: 0 vcSharedLogLevel: value: 0d5e400f0650 From c6f1ecbbec7a3f4b2e4ba327604ee35ffc720cc0 Mon Sep 17 00:00:00 2001 From: Julia Butenhoff Date: Mon, 31 Jan 2022 11:00:30 -0600 Subject: [PATCH 14/14] First Attempt at making the arrow apply contact to objects --- .../Prefabs/Environment/Archer/Arrow.prefab | 15 ++++++ Assets/Scripts/Enemy scripts/Arrow.cs | 53 +++++++++++++++---- 2 files changed, 57 insertions(+), 11 deletions(-) diff --git a/Assets/Prefabs/Environment/Archer/Arrow.prefab b/Assets/Prefabs/Environment/Archer/Arrow.prefab index 5b420cf..3053afe 100644 --- a/Assets/Prefabs/Environment/Archer/Arrow.prefab +++ b/Assets/Prefabs/Environment/Archer/Arrow.prefab @@ -14,6 +14,7 @@ GameObject: - component: {fileID: 26604539265034266} - component: {fileID: 2287528990630677962} - component: {fileID: 54086400264625859} + - component: {fileID: -7840242488604773719} m_Layer: 0 m_Name: Arrow m_TagString: Untagged @@ -162,3 +163,17 @@ MonoBehaviour: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 +--- !u!64 &-7840242488604773719 +MeshCollider: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 26604539265034264} + m_Material: {fileID: 0} + m_IsTrigger: 1 + m_Enabled: 1 + serializedVersion: 4 + m_Convex: 1 + m_CookingOptions: 30 + m_Mesh: {fileID: 8211372540250625004, guid: c93393c6eb5bb2b489536f1f078c73c0, type: 3} diff --git a/Assets/Scripts/Enemy scripts/Arrow.cs b/Assets/Scripts/Enemy scripts/Arrow.cs index adf882f..75649f0 100644 --- a/Assets/Scripts/Enemy scripts/Arrow.cs +++ b/Assets/Scripts/Enemy scripts/Arrow.cs @@ -1,5 +1,6 @@ using MLAPI; using MLAPI.Messaging; +using System.Collections; using UnityEngine; public class Arrow : NetworkBehaviour { @@ -8,11 +9,29 @@ public class Arrow : NetworkBehaviour { public float speed = 90f; + [SerializeField] private float bumpPower = 30; + //finds targed 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 @@ -32,29 +51,41 @@ public class Arrow : NetworkBehaviour { // Calculate distance float distanceThisFrame = speed * Time.deltaTime; - - // Checking from current distance to current target - if (dir.magnitude <= distanceThisFrame) { - // NOT SURE IF THIS CALC ^ WORKS AS INTENDED - HitTargetServerRPC(); - return; - } - //move in the worldspace transform.Translate(dir.normalized * distanceThisFrame, Space.World); } } + // 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; - // Do the hit logic - // Despawn the arrow this.gameObject.GetComponent().Despawn(true); } - }