mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-26 02:00:54 -05:00
Merge branch 'KingGrid'
This commit is contained in:
commit
212a17ad7e
71
Assets/Prefabs/King/Block2Inch_Wood_King Variant.prefab
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71
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Assets/Prefabs/King/HailArea.prefab
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7
Assets/Prefabs/King/HailArea.prefab.meta
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Assets/Prefabs/King/HailArea.prefab.meta
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@ -38,18 +38,24 @@ public class GridReveal : MonoBehaviour
|
|||
}
|
||||
else if (MovDir >= 0) { //Moving Right
|
||||
Rows[Index].SetActive(false);//Deactivates Leftmost
|
||||
if (Index != (Rows.Length - 1) - ROSCount) {//Prevents OfB error
|
||||
if (Index <= (Rows.Length - 1) - ROSCount) {//Prevents OfB error
|
||||
Rows[Index + ROSCount].SetActive(true);//Activates Rightmost
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Index++;
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}
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}
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else if (MovDir <= 0) { //Moving Left
|
||||
Rows[Index].SetActive(true);//Activates Rightmost
|
||||
if (Index != 0) {//Prevents OfB error
|
||||
Rows[Index + ROSCount].SetActive(false);//Deactivates Leftmost
|
||||
Rows[Index].SetActive(true);//Activates Leftmost
|
||||
if (Index >= 0) {//Prevents OfB error
|
||||
Rows[Index + ROSCount].SetActive(false);//Deactivates Rightmost
|
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Index--;
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}
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}
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if(Index > ((Rows.Length - 1) - ROSCount)) {
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Index = (Rows.Length - 1) - ROSCount;
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}
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if(Index < 0) {
|
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Index = 0;
|
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}
|
||||
}
|
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//Mov Dir tells if the King is moving left (-1) right (1) or not at all (0)
|
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|
|
|
|||
|
|
@ -16,13 +16,13 @@ public class Hail : MonoBehaviour
|
|||
hail = GetComponent<Rigidbody>();//Gets the rigidbody attached to the bolder
|
||||
|
||||
ShadTemp = Instantiate(shadow);//Creates the shadow
|
||||
ShadTemp.transform.position = new Vector3(hail.transform.position.x, 0, hail.transform.position.z);//Sets it properly directly under the hail
|
||||
ShadTemp.transform.position = new Vector3(hail.transform.position.x, 0, hail.transform.position.z);//Sets it properly directly under the hail //TODO find ground and set it's y ocordingly
|
||||
ShadTemp.transform.localScale = new Vector3(ShadStSz, 0, ShadStSz);//Scales it to the proper start size
|
||||
m = (hail.transform.localScale.x - ShadStSz) / 30;//Find the proper rate of growth
|
||||
m = (hail.transform.localScale.x - ShadStSz) / 100;//Find the proper rate of growth
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
float y = m * (hail.transform.position.y-30) + ShadStSz;//Find the proper current size
|
||||
float y = m * (hail.transform.position.y-100) + ShadStSz;//Find the proper current size
|
||||
ShadTemp.transform.localScale = new Vector3(y, 0, y);//Scales the shadow to that size
|
||||
Destruction();//Sees if it needs to destroy both
|
||||
}
|
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|
|
|
|||
|
|
@ -5,11 +5,11 @@ using UnityEngine;
|
|||
public class HailArea : MonoBehaviour
|
||||
{
|
||||
// Update is called once per frame
|
||||
public float Xmax = 15f;
|
||||
public float Xmin = -15f;
|
||||
private float Xmax = 15f;
|
||||
private float Xmin = -15f;
|
||||
|
||||
public float Zmax = -85f;
|
||||
public float Zmin = -115f;
|
||||
private float Zmax = -85f;
|
||||
private float Zmin = -115f;
|
||||
|
||||
public GameObject Hail;
|
||||
|
||||
|
|
@ -24,7 +24,7 @@ public class HailArea : MonoBehaviour
|
|||
float radius = diameter / 2.0f;
|
||||
//Random pos X Xmax-radius -> Xmin+radius
|
||||
//Random pos Z Zmax-radius -> Zmin+radius
|
||||
Vector3 position = new Vector3(Random.Range(Xmin + radius, Xmax - radius), 30, Random.Range(Zmin + radius, Zmax - radius));
|
||||
Vector3 position = new Vector3(Random.Range(Xmin + radius, Xmax - radius), 100, Random.Range(Zmin + radius, Zmax - radius)); //TODO find ground and set y occordingly
|
||||
|
||||
SpawnHail(diameter, position);
|
||||
}
|
||||
|
|
@ -40,4 +40,11 @@ public class HailArea : MonoBehaviour
|
|||
HailTemp.transform.position = pos;
|
||||
HailTemp.transform.localScale = new Vector3(size, size, size);
|
||||
}
|
||||
|
||||
public void SetArea(float LeftBound, float RightBound, float TopBound, float BottomBound) {
|
||||
Xmin = LeftBound;
|
||||
Xmax = RightBound;
|
||||
Zmax = TopBound;
|
||||
Zmin = BottomBound;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ public class KingMove : MonoBehaviour
|
|||
public GameObject Grid;
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
float translation = Input.GetAxis("HorizontalCam") * speed;
|
||||
float translation = Input.GetAxis("KingMove") * speed;
|
||||
|
||||
// Make it move 10 meters per second instead of 10 meters per frame...
|
||||
translation *= Time.deltaTime;
|
||||
|
|
|
|||
|
|
@ -23,19 +23,23 @@ public class KingPlace : MonoBehaviour
|
|||
public GameObject Thunderstorm;
|
||||
//Is called when the King clicks on the Thunderstorm button
|
||||
public void OnThundClicked() {
|
||||
|
||||
//TODO Spawn thunderstorms on the players
|
||||
}
|
||||
|
||||
|
||||
public GameObject Block;
|
||||
public GameObject Hail;
|
||||
public GameObject HailSprite;
|
||||
public GameObject HailObject;
|
||||
public GameObject Slime;
|
||||
public GameObject Grid;
|
||||
private GameObject Place;
|
||||
private GameObject PlaceTemp;
|
||||
private bool Placing = false;
|
||||
private GameObject HailCorner;
|
||||
private GameObject SlimeDir;
|
||||
private bool FirstPlacing = false;
|
||||
private bool HailPlacing = false;
|
||||
private bool SlimePlacing = false;
|
||||
private int BoxSize = 20;
|
||||
|
||||
private void PlaceObject(int ID) {
|
||||
//Switch statement, ID-0 = Block,ID-1 = Hail,ID-2 = Slime
|
||||
|
|
@ -44,7 +48,7 @@ public class KingPlace : MonoBehaviour
|
|||
Place = Block;
|
||||
break;
|
||||
case 1:
|
||||
Place = Hail;
|
||||
Place = HailSprite;
|
||||
break;
|
||||
case 2:
|
||||
Place = Slime;
|
||||
|
|
@ -56,55 +60,64 @@ public class KingPlace : MonoBehaviour
|
|||
Grid.GetComponent<GridReveal>().GridSwitch(true);
|
||||
|
||||
//The player can then see where the object will be placed, reletive to the Grid
|
||||
Placing = true;
|
||||
FirstPlacing = true;
|
||||
}
|
||||
|
||||
[SerializeField] private Camera KingCam;
|
||||
[SerializeField] private LayerMask LayerMask;
|
||||
|
||||
private void FixedUpdate() {
|
||||
if (Placing == true) {
|
||||
private void FixedUpdate() { //TODO Canceling out an input
|
||||
if (FirstPlacing == true) {
|
||||
Ray Ray = KingCam.ScreenPointToRay(Input.mousePosition);//Raycast to find the point where the mouse cursor is
|
||||
if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask)) {
|
||||
PlaceTemp.transform.position = RayCastHit.point;
|
||||
}
|
||||
if (Input.GetMouseButtonDown(0)) {//Reads the player clicking the left mouse button again
|
||||
if (Input.GetMouseButtonDown(0)) {//Reads the player clicking the left mouse button
|
||||
FindGridBox();
|
||||
}
|
||||
}
|
||||
if (HailPlacing == true) {
|
||||
|
||||
Ray Ray = KingCam.ScreenPointToRay(Input.mousePosition);//Raycast to find the point where the mouse cursor is
|
||||
if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask))
|
||||
{
|
||||
HailCorner.transform.position = RayCastHit.point;
|
||||
}
|
||||
if (Input.GetMouseButtonUp(0)) {//Reads the player clicking the left mouse button again
|
||||
CreateHail();
|
||||
}
|
||||
}
|
||||
if (SlimePlacing == true) {
|
||||
|
||||
//TODO draw arrow in direction of slime move
|
||||
//TODO CreateSlime function?
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject Row;
|
||||
private void FindGridBox() {
|
||||
int BoxSize = 20;
|
||||
float i = ((PlaceTemp.transform.position.x) - 101) / -BoxSize; //Finds the Row the cursor is in
|
||||
int RowNumb = (int)i; //Rounds it down
|
||||
float y = ((PlaceTemp.transform.position.z) - 626) / -BoxSize; //Finds the Box in the Row the cursor is in
|
||||
float y = ((PlaceTemp.transform.position.z) - 906) / -BoxSize; //Finds the Box in the Row the cursor is in
|
||||
int Box = (int)y; //Rounds it down
|
||||
int x = (RowNumb * -BoxSize) + 101;//Sets it's X to the X of the Row
|
||||
int z = (Box * -BoxSize) + 626;//Sets its Z to the Z of the Box
|
||||
int z = (Box * -BoxSize) + 906;//Sets its Z to the Z of the Box
|
||||
PlaceTemp.transform.position = new Vector3(x, PlaceTemp.transform.position.y, z);//fully snaps it to the grid
|
||||
GridCheck(RowNumb, Box);//Makes sure the Box is a valid position
|
||||
if (Place == Slime && SlimePlacing == false) {//If Object is Hail or Slime launch into other functions
|
||||
SlimePlc();
|
||||
GridCheck(RowNumb, Box, ref FirstPlacing);//Makes sure the Box is a valid position
|
||||
if (Place == Slime) {//If Object is Hail or Slime set the respective Placing value to true so it can launch into the secondary placing function
|
||||
SlimePlacing = true;
|
||||
}
|
||||
else if (Place == Hail && HailPlacing == false) {
|
||||
HailPlc();
|
||||
else if (Place == HailSprite) {
|
||||
Grid.GetComponent<GridReveal>().GridSwitch(true);
|
||||
HailPlacing = true;
|
||||
HailCorner = Instantiate(Place);
|
||||
}
|
||||
}
|
||||
|
||||
private void GridCheck(int Row, int Box) {
|
||||
private void GridCheck(int Row, int Box, ref bool Placing) {
|
||||
GameObject RowTrue;
|
||||
GameObject BoxTrue;
|
||||
RowTrue = Grid.transform.Find("Row" + Row).gameObject;
|
||||
if(RowTrue != null) {
|
||||
BoxTrue = RowTrue.transform.Find("GridChunk(0," + Box + ")").gameObject;
|
||||
BoxTrue = RowTrue.transform.Find("GridChunk" + Box).gameObject;
|
||||
if(BoxTrue != null) {
|
||||
Grid.GetComponent<GridReveal>().GridSwitch(false); //Switch off the grid
|
||||
Placing = false;//Stop placing
|
||||
|
|
@ -112,14 +125,21 @@ public class KingPlace : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private void SlimePlc() {
|
||||
Grid.GetComponent<GridReveal>().GridSwitch(true);
|
||||
SlimePlacing = true;
|
||||
}
|
||||
|
||||
private void HailPlc() {
|
||||
Grid.GetComponent<GridReveal>().GridSwitch(true);
|
||||
SlimePlacing = true;
|
||||
private void CreateHail() {//TODO make sure it makes a box/actually make the Hail Area
|
||||
float i = ((HailCorner.transform.position.x) - 101) / -BoxSize; //Finds the Row the cursor is in
|
||||
int RowNumb = (int)i; //Rounds it down
|
||||
float y = ((HailCorner.transform.position.z) - 906) / -BoxSize; //Finds the Box in the Row the cursor is in
|
||||
int Box = (int)y; //Rounds it down
|
||||
int x = (RowNumb * -BoxSize) + 101;//Sets it's X to the X of the Row
|
||||
int z = (Box * -BoxSize) + 906;//Sets its Z to the Z of the Box
|
||||
HailCorner.transform.position = new Vector3(x, HailCorner.transform.position.y, z);//fully snaps it to the grid
|
||||
GridCheck(RowNumb, Box, ref HailPlacing);//Makes sure the Box is a valid position
|
||||
//Instanciate HailArea based on PlaceTemp = Top Left and HailCorner = Bottom Right
|
||||
if (HailPlacing == false) {
|
||||
GameObject Temp;
|
||||
Temp = Instantiate(HailObject);
|
||||
Temp.GetComponent<HailArea>().SetArea(PlaceTemp.transform.position.x, HailCorner.transform.position.x, PlaceTemp.transform.position.z, HailCorner.transform.position.z);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ public class Slime : MonoBehaviour
|
|||
GooTrail.transform.parent = Folder.transform;
|
||||
GooTimer = 0;
|
||||
}
|
||||
//attempt to move forward (Raycast for objects, how to make sure it didn't fall off a cliff?)
|
||||
//attempt to move forward(Raycast for objects, how to make sure it didn't fall off a cliff?)
|
||||
if (transform.position.z >= StartPos || transform.position.z <= EndPos) {//Rough way of keeping turning it around when it reaches an end
|
||||
MoveDir = -MoveDir;
|
||||
}
|
||||
|
|
|
|||
30
Assets/Scripts/RenameChildren.cs
Normal file
30
Assets/Scripts/RenameChildren.cs
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
public class RenameChildren : EditorWindow
|
||||
{
|
||||
private static readonly Vector2Int size = new Vector2Int(250, 100);
|
||||
private string childrenPrefix;
|
||||
private int startIndex;
|
||||
[MenuItem("GameObject/Rename children")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
EditorWindow window = GetWindow<RenameChildren>();
|
||||
window.minSize = size;
|
||||
window.maxSize = size;
|
||||
}
|
||||
private void OnGUI()
|
||||
{
|
||||
childrenPrefix = EditorGUILayout.TextField("Children prefix", childrenPrefix);
|
||||
startIndex = EditorGUILayout.IntField("Start index", startIndex);
|
||||
if (GUILayout.Button("Rename children"))
|
||||
{
|
||||
GameObject[] selectedObjects = Selection.gameObjects;
|
||||
for (int objectI = 0; objectI < selectedObjects.Length; objectI++)
|
||||
{
|
||||
Transform selectedObjectT = selectedObjects[objectI].transform;
|
||||
for (int childI = 0, i = startIndex; childI < selectedObjectT.childCount; childI++) selectedObjectT.GetChild(childI).name = $"{childrenPrefix}{i++}";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/RenameChildren.cs.meta
Normal file
11
Assets/Scripts/RenameChildren.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a8434936019ab2641ac090dafefbeb3d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -150,13 +150,13 @@ InputManager:
|
|||
axis: 2
|
||||
joyNum: 0
|
||||
- serializedVersion: 3
|
||||
m_Name: HorizontalCam
|
||||
m_Name: KingMove
|
||||
descriptiveName:
|
||||
descriptiveNegativeName:
|
||||
negativeButton: left
|
||||
positiveButton: right
|
||||
altNegativeButton:
|
||||
altPositiveButton:
|
||||
negativeButton: a
|
||||
positiveButton: d
|
||||
altNegativeButton: left
|
||||
altPositiveButton: right
|
||||
gravity: 3
|
||||
dead: 0.001
|
||||
sensitivity: 3
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user