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player.GetComponent().AddImpact(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/KingAbilities/Boulder.cs.meta b/Assets/Scripts/KingAbilities/Boulder.cs.meta similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Boulder.cs.meta rename to Assets/Scripts/KingAbilities/Boulder.cs.meta diff --git a/Assets/Scripts/KingAbilities/Bumper.cs b/Assets/Scripts/KingAbilities/Bumper.cs new file mode 100644 index 0000000..b60c5e0 --- /dev/null +++ b/Assets/Scripts/KingAbilities/Bumper.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bumper : MonoBehaviour { + + // Is called whenever something collides with the bumper + void OnTriggerEnter(Collider other) { + Debug.Log("Bump!"); + if (other.tag == "Player") {//Checks if the other object is the player + float DirBumpX = other.GetComponent().vel.x * -1;//Inverts the Player Velocity x + float DirBumpZ = other.GetComponent().vel.z * -1;//Inverts the Player Velocity y + Vector3 DirBump = new Vector3(DirBumpX, .01f, DirBumpZ);//Creates a direction to launch the player + DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction + other.GetComponent().getHit(DirBump, 50); //Launches tthe player directly away from the bumper + } + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta b/Assets/Scripts/KingAbilities/Bumper.cs.meta similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta rename to Assets/Scripts/KingAbilities/Bumper.cs.meta diff --git a/Assets/Scripts/KingScripts/KingAbilities/Goo.cs b/Assets/Scripts/KingAbilities/Goo.cs similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Goo.cs rename to Assets/Scripts/KingAbilities/Goo.cs diff --git a/Assets/Scripts/KingScripts/KingAbilities/Goo.cs.meta b/Assets/Scripts/KingAbilities/Goo.cs.meta similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Goo.cs.meta rename to Assets/Scripts/KingAbilities/Goo.cs.meta diff --git a/Assets/Scripts/KingScripts/KingAbilities/Hail.cs b/Assets/Scripts/KingAbilities/Hail.cs similarity index 87% rename from Assets/Scripts/KingScripts/KingAbilities/Hail.cs rename to Assets/Scripts/KingAbilities/Hail.cs index debbacb..ff043b8 100644 --- a/Assets/Scripts/KingScripts/KingAbilities/Hail.cs +++ b/Assets/Scripts/KingAbilities/Hail.cs @@ -30,7 +30,7 @@ public class Hail : MonoBehaviour void OnTriggerEnter(Collider other) { if (other.tag == "Player") { GameObject player = other.gameObject;//Turns the collider into a game object - float Power = hail.velocity.magnitude * 100;//Finds the power of the hail by using it's velocity and a scaler + float Power = hail.velocity.magnitude * 10;//Finds the power of the hail by using it's velocity and a scaler //Find the dirrection of launch by finding the direction between the two points of the player and the Hail float px = player.transform.position.x; float pz = player.transform.position.z; @@ -38,7 +38,7 @@ public class Hail : MonoBehaviour float hz = hail.transform.position.z; //Direction pointing away from the center of the Hail Vector3 Dir = new Vector3(px - hx, 0, pz - hz); - player.GetComponent().AddImpact(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/KingAbilities/Hail.cs.meta b/Assets/Scripts/KingAbilities/Hail.cs.meta similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Hail.cs.meta rename to Assets/Scripts/KingAbilities/Hail.cs.meta diff --git a/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs b/Assets/Scripts/KingAbilities/HailArea.cs similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/HailArea.cs rename to Assets/Scripts/KingAbilities/HailArea.cs diff --git a/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta b/Assets/Scripts/KingAbilities/HailArea.cs.meta similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta rename to Assets/Scripts/KingAbilities/HailArea.cs.meta diff --git a/Assets/Scripts/KingScripts/KingAbilities/Slime.cs b/Assets/Scripts/KingAbilities/Slime.cs similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Slime.cs rename to Assets/Scripts/KingAbilities/Slime.cs diff --git a/Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta b/Assets/Scripts/KingAbilities/Slime.cs.meta similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta rename to Assets/Scripts/KingAbilities/Slime.cs.meta diff --git a/Assets/Scripts/KingScripts/KingAbilities/Wind.cs b/Assets/Scripts/KingAbilities/Wind.cs similarity index 83% rename from Assets/Scripts/KingScripts/KingAbilities/Wind.cs rename to Assets/Scripts/KingAbilities/Wind.cs index 7ddc9ca..363cb94 100644 --- a/Assets/Scripts/KingScripts/KingAbilities/Wind.cs +++ b/Assets/Scripts/KingAbilities/Wind.cs @@ -14,6 +14,6 @@ public class Wind : MonoBehaviour // Update is called once per frame void OnTriggerStay(Collider other) { - other.GetComponent().AddImpact(DirWind, 1); + other.GetComponent().AddImpact(DirWind, 1); } } diff --git a/Assets/Scripts/KingScripts/KingAbilities/Wind.cs.meta b/Assets/Scripts/KingAbilities/Wind.cs.meta similarity index 100% rename from Assets/Scripts/KingScripts/KingAbilities/Wind.cs.meta rename to Assets/Scripts/KingAbilities/Wind.cs.meta diff --git a/Assets/Scripts/KingScripts/KingAbilities.meta b/Assets/Scripts/KingScripts/KingAbilities.meta deleted file mode 100644 index af519db..0000000 --- a/Assets/Scripts/KingScripts/KingAbilities.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 14595e0094b28384c8078f76053166e3 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs deleted file mode 100644 index 75e145d..0000000 --- a/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs +++ /dev/null @@ -1,15 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Bumper : MonoBehaviour { - - // Is called whenever something collides with the bumper - void OnTriggerEnter(Collider other) { - //Debug.Log("Bump!"); - GameObject player = other.gameObject;//Turns the collider into a game object - Vector3 DirBump = player.GetComponent().vel * -1;//Inverts the Player Velocity - DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction - player.GetComponent().AddImpact(DirBump, 200); //Launches tthe player directly away from the bumper - } -} diff --git a/Assets/Scripts/KingScripts/KingMove.cs b/Assets/Scripts/KingScripts/KingMove.cs index 47277b2..2958da5 100644 --- a/Assets/Scripts/KingScripts/KingMove.cs +++ b/Assets/Scripts/KingScripts/KingMove.cs @@ -5,34 +5,43 @@ using UnityEngine; public class KingMove : MonoBehaviour { public float speed = 30.0f; - public float rotSpeed = 30.0f; private Vector3 newPos; + private Vector3 MountCent = new Vector3(0, 30, -80); + private bool RotStr = false; // Update is called once per frame void Update() { float translation = Input.GetAxis("HorizontalCam") * speed; - float rotation = Input.GetAxis("HorizontalCam") * rotSpeed; // Make it move 10 meters per second instead of 10 meters per frame... translation *= Time.deltaTime; - rotation *= Time.deltaTime; // Move translation along the object's z-axis if (transform.position.z <= 61 && transform.position.z >= -80) { - transform.Translate(0, 0, -translation);//Is negated to make the Left arrow go left and the right arraow go right - transform.rotation = Quaternion.Euler(0, 0, 0); + transform.Translate(translation, 0, 0);//Is negated to make the Left arrow go left and the right arraow go right + //transform.position = new Vector3(-42, 30, transform.position.z); + transform.rotation = Quaternion.Euler(0, 90, 0); + RotStr = false; } else if (transform.position.z > 61) { transform.position = new Vector3(-42, 30, 61);//Keeps them from going too far left } - else if (transform.position.z < -80) {//Once they rech a certain point they begin to cirlce around the mountain (radius of 42, x^2+z^2=42^2) - transform.Rotate(0, -rotation, 0);// Rotates the player as they move along the circumfurance - float z = transform.position.z - 0.5f; - float x = Mathf.Sqrt((42 * 42) - ((z + 80) * (z + 80)));//Add something based off translation to X and calculate the corespondent Z Z = sqrt(42^2-x^2)-80 - newPos = new Vector3(-x, 30, z); // make a Vector3 out of the new X and Z + else if (transform.position.z < -80) {//Once they rech a certain point they begin to cirlce around the mountain (radius of 42, x^2+(z+80)^2=42^2) + float x = transform.position.x; + x += translation; //Moves the player's X forward slightly + float z = -Mathf.Sqrt((42 * 42) - (x * x)) - 80; //Snaps the player onto a circle that is around the mountain, so the player orbits it smoothly + newPos = new Vector3(x, 30, z); //make a Vector3 out of the new X and Z transform.position = newPos;//Sets the player's new position on the cirlce + transform.LookAt(MountCent);//Rotates the player as they move along the circumfurance + /*if (RotStr == false) {//Rotates the player by 90 degrees once, to make LookAt work properly + transform.Rotate(0f, -90f, 0f); + RotStr = true; + }*/ + if (x < -42) {//Snaps the player back onto the horizontal track + transform.position = new Vector3(-42, 30, -80); + } } - else { + else {//If somehow the player disappears into the void, resets them Debug.Log("Aw, Beans"); transform.position = new Vector3(-42, 30, 0); } diff --git a/Assets/Scripts/KingScripts/KingPlace.cs b/Assets/Scripts/KingScripts/KingPlace.cs new file mode 100644 index 0000000..dd5408c --- /dev/null +++ b/Assets/Scripts/KingScripts/KingPlace.cs @@ -0,0 +1,64 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class KingPlace : MonoBehaviour +{ + //Is called when the King clicks on the Block button + public void OnBlockClicked() { + PlaceObject(0); + } + + //Is called when the King clicks on the Hail button + public void OnHailClicked() { + PlaceObject(1); + } + + //Is called when the King clicks on the Slime button + public void OnSlimeClicked() { + PlaceObject(2); + } + + public GameObject Thunderstorm; + //Is called when the King clicks on the Thunderstorm button + public void OnThundClicked() { + + } + + + public GameObject Block; + public GameObject Hail; + public GameObject Slime; + + private void PlaceObject(int ID) { + //Switch statement, ID-0 = Block,ID-1 = Hail,ID-2 = Slime + GameObject Place; + switch (ID) {//Parses in the button clicked into the right object that the King is placing + case 0: + Debug.Log("B"); + Place = Block; + break; + case 1: + Debug.Log("H"); + Place = Hail; + break; + case 2: + Debug.Log("S"); + Place = Slime; + break; + } + //Layout the grid + /* Have grid always existing? and Enable it for the King to see? + * Draw the grid dynamically based on the King's Camera? + * Draw it/Have it show up around the mouse cursor? + */ + + //The player selects where on the grid they want to place the object + /* Center anchored + * Should be "simple" to snap the cursor poistion onto the grid. + */ + + //The object is placed there + //Energy is spent + } +} diff --git a/Assets/Scripts/KingScripts/KingPlace.cs.meta b/Assets/Scripts/KingScripts/KingPlace.cs.meta new file mode 100644 index 0000000..57dfa4f --- /dev/null +++ b/Assets/Scripts/KingScripts/KingPlace.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1b197075b52c7e644a525bf0ff3f69a7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs index 00d515a..e89c2c4 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs @@ -18,19 +18,19 @@ public class Nitro : MonoBehaviour driver = FindObjectOfType(); } - // 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.CurVel = playerStats.MaxVel; - StartCoroutine(startCoolDown()); - } - } - private IEnumerator startCoolDown(){ - Debug.Log("start corotine"); - isOnCoolDown = true; - driver.startUICooldown("Nitro"); - yield return new WaitForSeconds(coolDown); - isOnCoolDown = false; - } + //// 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.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/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index 4bca3a0..bd0c832 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,37 +6,34 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: - 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