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private LineRenderer beam; private Camera cam; public CharacterController controller; @@ -21,10 +20,6 @@ public class Blink : MonoBehaviour{ controller = GetComponent(); } void Start(){ - // Grabbed our laser. - beam = this.gameObject.AddComponent(); - beam.startWidth = 0.2f; - beam.endWidth = 0.2f; // Grab the main camera. cam = Camera.main; @@ -50,12 +45,6 @@ public class Blink : MonoBehaviour{ // If yes, then set endpoint to hit-point. endPoint = hit.point; } - - // Set end point of laser. - beam.SetPosition(0, origin); - beam.SetPosition(1, endPoint); - // Draw the laser! - beam.enabled = true; /*Ray ray = camera.ScreenPointToRay(Input.mousePosition); RaycastHit raycastHit; @@ -67,7 +56,6 @@ public class Blink : MonoBehaviour{ } if (Input.GetMouseButtonUp(1)){ - beam.enabled = false; //disable character controller for a brief second for teleportation //this.gameObject.GetComponent().enabled = false; //get diff --git a/Assets/Scripts/Dash.cs b/Assets/Scripts/Dash.cs new file mode 100644 index 0000000..7563fac --- /dev/null +++ b/Assets/Scripts/Dash.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class Dash : MonoBehaviour{ + public float dashTime = 0.5f; + private float _currentDashTime = 0f; + private bool _isDashing = false; + private Vector3 _dashStart, _dashEnd; + private float m_DashDist = 1.0f; + private CharacterController characterController; + void Start(){ + characterController = this.gameObject.GetComponent(); + } + + + void FixedUpdate(){ + Vector3 tdashStart = this.gameObject.transform.position; + Vector3 tdashEnd = tdashStart + (this.gameObject.transform.forward * m_DashDist); + Debug.DrawLine(tdashStart, tdashEnd); + if (Input.GetKeyDown(KeyCode.E)){ + if (_isDashing == false) { + // dash start + _isDashing = true; + _currentDashTime = 0; + _dashStart = this.gameObject.transform.position; + _dashEnd = _dashStart + (this.gameObject.transform.forward * m_DashDist); + } + } + if (_isDashing){ + // incrementing time + _currentDashTime += Time.deltaTime; + // a value between 0 and 1 + float perc = Mathf.Clamp01(_currentDashTime / dashTime); + // updating position + characterController.Move(Vector3.Lerp(_dashStart, _dashEnd, perc)); + if (_currentDashTime >= dashTime){ + // dash finished + _isDashing = false; + this.gameObject.transform.position = _dashEnd; + } + } + } + + + +} \ No newline at end of file diff --git a/Assets/Scripts/Dash.cs.meta b/Assets/Scripts/Dash.cs.meta new file mode 100644 index 0000000..64d2e29 --- /dev/null +++ b/Assets/Scripts/Dash.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 980b3f40ede2d8a4c96587100cf71d02 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Kick.cs b/Assets/Scripts/Kick.cs index 1fd7776..a72eba2 100644 --- a/Assets/Scripts/Kick.cs +++ b/Assets/Scripts/Kick.cs @@ -4,7 +4,7 @@ using UnityEngine; public class Kick : MonoBehaviour { - private float kickForce = 10f; + private float kickForce = 50f; // Start is called before the first frame update void Start(){ } diff --git a/Assets/Scripts/KickController.cs b/Assets/Scripts/KickController.cs index e3ce0d3..22d30d6 100644 --- a/Assets/Scripts/KickController.cs +++ b/Assets/Scripts/KickController.cs @@ -8,17 +8,42 @@ public class KickController : MonoBehaviour // so that the player doesn't teleport to their leg public GameObject leg; private bool isKicking = false; + //slightly bad practice, when merging find a better work around + private bool isDiveKicking = false; + private CharacterController characterController; + + void Start(){ + characterController = this.gameObject.GetComponent(); + + } void Update(){ - //if k is pressed enable leg for .3 seconds - if(Input.GetKeyDown(KeyCode.F) && isKicking==false){ + //Note: when we merge this into PlayerMovement, we may want to change isgrounded to our + //custom is grounded + if (Input.GetKeyDown(KeyCode.F) && isKicking == false && characterController.isGrounded == false) + { + Debug.Log("dive"); + // if kicking in air, kick until grounded (maybe add some foward momentum if needeD) + isKicking = true; + isDiveKicking = true; + leg.SetActive(true); + } + //otherwise do ground kick for .3 seconds + else if (Input.GetKeyDown(KeyCode.F) && isKicking == false){ + Debug.Log("kick"); StartCoroutine(Kicking(.3f)); } + + //once dive kick touches ground, set back to normal state + if(characterController.isGrounded == true && isDiveKicking == true){ + isDiveKicking = false; + isKicking = false; + leg.SetActive(false); + + } } - - private IEnumerator Kicking(float waitTime) - { + private IEnumerator Kicking(float waitTime){ isKicking = true; leg.SetActive(true); yield return new WaitForSeconds(waitTime); diff --git a/Assets/Scripts/Nitro.cs b/Assets/Scripts/Nitro.cs new file mode 100644 index 0000000..7e42c44 --- /dev/null +++ b/Assets/Scripts/Nitro.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Nitro : MonoBehaviour +{ + private PlayerStats playerStats; + // Start is called before the first frame update + void Start(){ + playerStats = this.gameObject.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)){ + playerStats.CurVel = playerStats.MaxVel; + } + } +} diff --git a/Assets/Scripts/Nitro.cs.meta b/Assets/Scripts/Nitro.cs.meta new file mode 100644 index 0000000..6c89e1d --- /dev/null +++ b/Assets/Scripts/Nitro.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a8c22589436d2449a89cf3a40b6d252 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/PlayerMovement.cs b/Assets/Scripts/PlayerScripts/PlayerMovement.cs index 598c7b1..52dd54b 100644 --- a/Assets/Scripts/PlayerScripts/PlayerMovement.cs +++ b/Assets/Scripts/PlayerScripts/PlayerMovement.cs @@ -69,9 +69,11 @@ public class PlayerMovement : MonoBehaviour Cursor.lockState = CursorLockMode.Locked; ignoreP = LayerMask.GetMask("Player"); + beam = gameObject.AddComponent(); beam.startWidth = 0.2f; beam.endWidth = 0.2f; + beam.enabled = false; //camera transform cam = Camera.main; @@ -326,10 +328,6 @@ public class PlayerMovement : MonoBehaviour else if(!Input.GetMouseButton(1) && beam.enabled == true){ beam.enabled = false; - //disable character controller for a brief second for teleportation - //gameObject.GetComponent().enabled = false; - //get - Vector3 bump = new Vector3(0, .5f, 0); //if teleporting due to hit to object, bump them a bit outside normal if(hit.point != null) { transform.position = endPoint + hit.normal * 1.25f; diff --git a/Assets/Scripts/Slide.cs b/Assets/Scripts/Slide.cs new file mode 100644 index 0000000..8cf40c4 --- /dev/null +++ b/Assets/Scripts/Slide.cs @@ -0,0 +1,74 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +//Mote: This should be refactored at some point +public class Slide : MonoBehaviour{ + //this may be deprecated at some poiint later in development if we start ussing a rigid bod + public Camera playerCam; + private bool isSliding = false; + private CharacterController charController; + private PlayerStats playerStats; + private float orignalTraction; + private RaycastHit ray; + private Vector3 up; + // Start is called before the first frame update + void Start(){ + + } + private void Awake(){ + charController = this.gameObject.GetComponentInParent(); + playerStats = this.gameObject.GetComponentInParent(); + up = this.gameObject.GetComponentInParent().up; + } + // Update is called once per frame + void Update(){ + //Debug.DrawRay(this.gameObject.transform.position, up, Color.red, 5.0f); + //NOTE:: + //if button is held down, start sliding + + if (Input.GetKey(KeyCode.Q)){ + if (isSliding == false){ + orignalTraction = playerStats.Traction; + this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z); + isSliding = true; + charController.height = 1.0f; + playerStats.Traction = 0.01f; + + } + } + //NOTE: potentialy change this to only allow player back up if there is nothing above them + if (Input.GetKeyUp(KeyCode.Q)) { + //if nothing is above the object, stop slidding + if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false) + { + this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 90, this.transform.eulerAngles.y, this.transform.eulerAngles.z); + isSliding = false; + charController.height = 2.0f; + playerStats.Traction = orignalTraction; + + } + else{ + Debug.Log("Object above you"); + + } + } + //if button is not held down, and still slidding (if they let go but something was above them) check to see if something is still above them, if not + else if (Input.GetKey(KeyCode.Q) == false && isSliding==true){ + //if nothing is above the object, stop slidding + if (Physics.Raycast(this.gameObject.transform.position, up, out ray, 5f) == false) + { + this.gameObject.transform.eulerAngles = new Vector3(this.transform.eulerAngles.x - 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