mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 02:14:30 -05:00
Gate created and player tagged correctly
This commit is contained in:
102
Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Blink.cs
Normal file
102
Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Blink.cs
Normal file
@@ -0,0 +1,102 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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||||
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public class Blink : NetworkBehaviour {
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// Start is called before the first frame update
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private Camera cam;
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public CharacterController controller;
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//Blink Variables
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private LineRenderer beam;
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private Vector3 origin;
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private Vector3 endPoint;
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private Vector3 mousePos;
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private RaycastHit hit;
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LayerMask ignoreP;
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/////
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private void Awake()
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{
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beam = gameObject.AddComponent<LineRenderer>();
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beam.startWidth = 0.2f;
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beam.endWidth = 0.2f;
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beam.enabled = false;
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ignoreP = LayerMask.GetMask("Player");
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controller = GetComponent<CharacterController>();
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}
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void Start(){
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// Grab the main camera.
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//camera transform
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cam = GetComponentInChildren<Camera>();
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}
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//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
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//blinks the player forwards
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private void BlinkMove()
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{
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if (!IsLocalPlayer) { return; }
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if (Input.GetMouseButton(1))
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{
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// Finding the origin and end point of laser.
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origin = transform.position + transform.forward * transform.lossyScale.z;
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// Finding mouse pos in 3D space.
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mousePos = Input.mousePosition;
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mousePos.z = 20f;
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endPoint = cam.ScreenToWorldPoint(mousePos);
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// Find direction of beam.
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Vector3 dir = endPoint - origin;
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dir.Normalize();
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// Are we hitting any colliders?
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if (Physics.Raycast(origin, dir, out hit, 20f))
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{
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// If yes, then set endpoint to hit-point.
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endPoint = hit.point;
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}
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// Set end point of laser.
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beam.SetPosition(0, origin);
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beam.SetPosition(1, endPoint);
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// Draw the laser!
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beam.enabled = true;
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/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
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RaycastHit raycastHit;
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if (Physics.Raycast(ray, out raycastHit, 5.0f)){
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LineRenderer.SetPosition(1, raycastHit.point);
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}*/
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}
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else if (!Input.GetMouseButton(1) && beam.enabled == true)
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{
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beam.enabled = false;
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//if teleporting due to hit to object, bump them a bit outside normal
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if (hit.point != null)
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{
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transform.position = endPoint + hit.normal * 1.25f;
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}
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//if teleporting in the air or something, just spawn at endpoint
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else
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{
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transform.position = endPoint;
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}
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//reenable character controller
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}
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}
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}
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@@ -0,0 +1,11 @@
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||||
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||||
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||||
defaultReferences: []
|
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||||
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42
Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs
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42
Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs
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@@ -0,0 +1,42 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class Dash : NetworkBehaviour {
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public Vector3 moveDirection;
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public const float maxDashTime = 1.0f;
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public float dashDistance = 10;
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public float dashStoppingSpeed = 0.1f;
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float currentDashTime = maxDashTime;
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float dashSpeed = 12;
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CharacterController characterController;
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void Start(){
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characterController = this.gameObject.GetComponent<CharacterController>();
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}
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//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
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void FixedUpdate(){
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if (!IsLocalPlayer) { return; }
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||||
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||||
if (Input.GetKeyDown(KeyCode.E))
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||||
{
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||||
currentDashTime = 0;
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}
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if(currentDashTime < maxDashTime)
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||||
{
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moveDirection = transform.forward * dashDistance;
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currentDashTime += dashStoppingSpeed;
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}
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else
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{
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moveDirection = Vector3.zero;
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}
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characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
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}
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||||
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||||
}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
guid: 980b3f40ede2d8a4c96587100cf71d02
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MonoImporter:
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externalObjects: {}
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userData:
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@@ -0,0 +1,107 @@
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||||
using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using UnityEngine;
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public class GrapplingHook : NetworkBehaviour
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{
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public float maxGrappleDistance = 25;
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private bool isGrappled;
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private int hookPointIndex;
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private GameObject hookPoint;
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private GameObject[] hookPoints;
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private float distance;
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private CharacterController movementController;
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private PlayerMovement playerMovement;
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private PlayerStats pStats;
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private float ropeLength;
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private float climbRate = 5;
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// Start is called before the first frame update
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void Start()
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{
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isGrappled = false;
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hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
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movementController = gameObject.GetComponent<CharacterController>();
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playerMovement = gameObject.GetComponent<PlayerMovement>();
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pStats = gameObject.GetComponent<PlayerStats>();
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}
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||||
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// Update is called once per frame
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||||
void Update()
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||||
{
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||||
//if (!IsLocalPlayer) { return; }
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if (Input.GetKeyDown(KeyCode.E)) //If grapple button is hit
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||||
{
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if (!isGrappled) //If we are not grappling
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{
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hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
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if (hookPointIndex != -1) //If there is a hookpoint
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{
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hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
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ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
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isGrappled = true; //toggle grappling state
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||||
}
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||||
}
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else //Else we are grappling
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{
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//physics tear down?
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isGrappled = false; //toggle grappling state to release
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||||
}
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||||
}
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||||
}
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||||
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||||
private void FixedUpdate()
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||||
{
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||||
if (isGrappled)
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{
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Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
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if (Input.GetKey(KeyCode.LeftShift)) //Extend hook
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{
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ropeLength += climbRate * Time.deltaTime;
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if (ropeLength > maxGrappleDistance)
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||||
{
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ropeLength = maxGrappleDistance;
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}
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//Debug.Log(ropeLength.ToString());
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}
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if (Input.GetKey(KeyCode.RightShift)) // Retract Hook
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{
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ropeLength -= climbRate * Time.deltaTime;
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if (ropeLength < 5)
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{
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ropeLength = 5;
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}
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//Debug.Log(ropeLength.ToString());
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}
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//Do grappling physics based on hookPoint
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if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
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{
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//Impact Based
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playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
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//Character controller move?
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//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
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//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
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||||
}
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||||
}
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||||
}
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||||
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||||
int FindHookPoint()
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||||
{
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||||
float least = maxGrappleDistance;
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int index = -1;
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for(int i = 0; i<hookPoints.Length; i++)
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||||
{
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||||
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
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||||
if (distance <= least)
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||||
{
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||||
index = i;
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||||
}
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||||
}
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||||
return index;
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||||
}
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||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cee70ea30de57ec43a325c1ca6257526
|
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MonoImporter:
|
||||
externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
|
||||
public class Nitro : MonoBehaviour
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||||
{
|
||||
private PlayerStats playerStats;
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||||
private CoolDown driver;
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||||
private bool isOnCoolDown = false;
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||||
//this will need to be set from scritable object or something;
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||||
private float coolDown;
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||||
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||||
// Start is called before the first frame update
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||||
void Start(){
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||||
playerStats = GetComponent<PlayerStats>();
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||||
coolDown = 5.0f;
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||||
//retrieves
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||||
driver = FindObjectOfType<CoolDown>();
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||||
}
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||||
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||||
// Update is called once per frame
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||||
void Update(){
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||||
//once cooldowns are implemented, put this on one (a long one)
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||||
if (Input.GetKeyDown(KeyCode.LeftShift) && isOnCoolDown == false){
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||||
playerStats.CurVel = playerStats.MaxVel;
|
||||
StartCoroutine(startCoolDown());
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||||
}
|
||||
}
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||||
private IEnumerator startCoolDown(){
|
||||
Debug.Log("start corotine");
|
||||
isOnCoolDown = true;
|
||||
driver.startUICooldown("Nitro");
|
||||
yield return new WaitForSeconds(coolDown);
|
||||
isOnCoolDown = false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
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MonoImporter:
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202
Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs
Normal file
202
Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs
Normal file
@@ -0,0 +1,202 @@
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using MLAPI;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
[RequireComponent (typeof(PlayerMovement))]
|
||||
public class WallRun : NetworkBehaviour
|
||||
{
|
||||
|
||||
public float wallMaxDistance = 5;
|
||||
public float wallSpeedMultiplier = 1.2f;
|
||||
public float minimumHeight = .1f;
|
||||
public float maxAngleRoll = 20;
|
||||
[Range(0.0f, 1.0f)]
|
||||
public float normalizedAngleThreshold = 0.1f;
|
||||
|
||||
public float jumpDuration = .02f;
|
||||
public float wallBouncing = 3;
|
||||
public float cameraTransitionDuration = 1;
|
||||
|
||||
public float wallGravityDownForce = 5f;
|
||||
|
||||
[Space]
|
||||
PlayerMovement playerMovementController;
|
||||
|
||||
Vector3[] directions;
|
||||
RaycastHit[] hits;
|
||||
|
||||
bool isWallRunning = false;
|
||||
Vector3 lastWallPosition;
|
||||
Vector3 lastWallNormal;
|
||||
float elapsedTimeSinceJump = 0;
|
||||
float elapsedTimeSinceWallAttach = 0;
|
||||
float elapsedTimeSinceWallDetatch = 0;
|
||||
bool jumping;
|
||||
|
||||
bool isPlayergrounded() => playerMovementController.isGrounded;
|
||||
|
||||
public bool IsWallRunning() => isWallRunning;
|
||||
|
||||
bool CanWallRun()
|
||||
{
|
||||
float verticalAxis = Input.GetAxisRaw("Vertical");
|
||||
return !isPlayergrounded() && verticalAxis > 0 && VerticalCheck();
|
||||
}
|
||||
|
||||
bool VerticalCheck()
|
||||
{
|
||||
return !Physics.Raycast(transform.position, Vector3.down, minimumHeight);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
playerMovementController = GetComponent<PlayerMovement>();
|
||||
|
||||
directions = new Vector3[]{
|
||||
Vector3.right,
|
||||
Vector3.right + Vector3.forward,
|
||||
Vector3.forward,
|
||||
Vector3.left + Vector3.forward,
|
||||
Vector3.left
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
public void WallRunRoutine()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
isWallRunning = false;
|
||||
|
||||
hits = new RaycastHit[directions.Length];
|
||||
|
||||
if(playerMovementController.GetJumpPressed())
|
||||
{
|
||||
jumping = true;
|
||||
}
|
||||
|
||||
if(CanAttach())
|
||||
{
|
||||
for(int i=0; i<directions.Length; i++)
|
||||
{
|
||||
Vector3 dir = transform.TransformDirection(directions[i]);
|
||||
Physics.Raycast(transform.position, dir, out hits[i], wallMaxDistance);
|
||||
if(hits[i].collider != null)
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
|
||||
}
|
||||
}
|
||||
|
||||
if(CanWallRun())
|
||||
{
|
||||
hits = hits.ToList().Where(h => h.collider != null).OrderBy(h => h.distance).ToArray();
|
||||
if(hits.Length > 0)
|
||||
{
|
||||
if(hits[0].collider.tag == "WallRun")
|
||||
{
|
||||
OnWall(hits[0]);
|
||||
lastWallPosition = hits[0].point;
|
||||
lastWallNormal = hits[0].normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(isWallRunning)
|
||||
{
|
||||
elapsedTimeSinceWallDetatch = 0;
|
||||
elapsedTimeSinceWallAttach += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * wallGravityDownForce * Time.deltaTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
elapsedTimeSinceWallAttach = 0;
|
||||
elapsedTimeSinceWallDetatch += Time.deltaTime;
|
||||
playerMovementController.AddPlayerVelocity((Vector3.down * playerMovementController.pStats.PlayerGrav * Time.deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
bool CanAttach()
|
||||
{
|
||||
if(jumping)
|
||||
{
|
||||
elapsedTimeSinceJump += Time.deltaTime;
|
||||
if(elapsedTimeSinceJump > jumpDuration)
|
||||
{
|
||||
elapsedTimeSinceJump = 0;
|
||||
jumping = false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void OnWall(RaycastHit hit){
|
||||
float d = Vector3.Dot(hit.normal, Vector3.up);
|
||||
if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold)
|
||||
{
|
||||
Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up);
|
||||
float vertical = Input.GetAxisRaw("Vertical");
|
||||
//Vector3 alongWall = transform.TransformDirection(Vector3.forward);
|
||||
|
||||
// Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
|
||||
// Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
|
||||
|
||||
Vector3 moveToSet = alongWall * vertical * playerMovementController.PlayerSpeed() * Time.deltaTime;// * wallSpeedMultiplier;
|
||||
Vector3 velNorm = playerMovementController.vel;
|
||||
velNorm.Normalize();
|
||||
|
||||
moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z);
|
||||
|
||||
Vector3 moveToSetNorm = moveToSet;
|
||||
moveToSetNorm.Normalize();
|
||||
|
||||
if((moveToSetNorm.x < 0 && velNorm.x > 0)){
|
||||
moveToSet.x = (moveToSet.x * -velNorm.x);
|
||||
}
|
||||
else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
|
||||
moveToSet.x = (-moveToSet.x * -velNorm.x);
|
||||
}
|
||||
|
||||
if((moveToSetNorm.z < 0 && velNorm.z > 0)){
|
||||
moveToSet.z = (moveToSet.z * -velNorm.z);
|
||||
}
|
||||
else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
|
||||
moveToSet.z = (-moveToSet.z * -velNorm.z);
|
||||
}
|
||||
|
||||
moveToSet.y = 0;
|
||||
|
||||
|
||||
playerMovementController.SetPlayerVelocity(moveToSet);
|
||||
isWallRunning = true;
|
||||
if(playerMovementController.curJumpNum != 0){
|
||||
playerMovementController.curJumpNum = 0 ;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
float CalculateSide()
|
||||
{
|
||||
if(isWallRunning)
|
||||
{
|
||||
Vector3 heading = lastWallPosition - transform.position;
|
||||
Vector3 perp = Vector3.Cross(transform.forward, heading);
|
||||
float dir = Vector3.Dot(perp, transform.up);
|
||||
return dir;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
public Vector3 GetWallJumpDirection() //Add call in jump where if we are wallrunning and jump, the jump vector is multiplied by this
|
||||
{
|
||||
return lastWallNormal * wallBouncing + (transform.up);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 535009eaa735a4c4e95c6fc270e32741
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user