Merge branch 'MomGrappleOther'

This commit is contained in:
Melbyj1125 2022-03-13 19:01:48 -05:00
commit 87c6095623
15 changed files with 4109 additions and 349 deletions

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@ -16,7 +16,6 @@ public class MoveRagdollState : MoveBaseState
mSM.capCol.enabled = true; // enable capsule collider
mSM.moveController.enabled = false; // disable move controller
mSM.rB.isKinematic = false; // disable kinematic
mSM.rB.detectCollisions = true; // detect collisions
//apply force
mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);

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@ -11,7 +11,6 @@ public class MoveRecoveringState : MoveBaseState
mSM.capCol.enabled = false; // disable capsule collider
mSM.moveController.enabled = true; // enable move controller
mSM.rB.isKinematic = true; // enable kinematic
mSM.rB.detectCollisions = false; // detect collisions false
mSM.CancelMomentum(); // reset player variables
mSM.moveController.Move(new Vector3(0,2,0));
}

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@ -0,0 +1,116 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class KingTooltips : MonoBehaviour
{
////Weather Wheel Variables
public GameObject curWeatherSpriteObj;
public Text curWeatherText;
public Image curWeatherImage;
float curSpriteRotation;
string rainExplanation = "Increases the players acceleration & decreases the players traction.";
string snowExplanation = "Increases the players traction & decreases the players acceleration.";
string windExplanation = "Pushes the player in a random direction altering their movement.";
string fogExplanation = "Obscures the players vision.";
string defaultWeatherExplanation;
public Sprite rain;
public Sprite snow;
public Sprite wind;
public Sprite fog;
////
////Placeables Variables
public GameObject curPlaceablesSpriteObj;
public Text curPlaceablesText;
public Image curPlaceablesImage;
string blockExplanation = "Place a block on the grid to obstruct a players movement.";
string thunderExplanation = "Places Thunder Above both players forcing them to the ground if they stay aerial for too long.";
string slimeExplanation = "Click and hold the mouse to place and then choose the direction the slowing slime goes.";
string hailExplanation = "Click and hold the mouse to adjust the hail size dropping papers";
string defaultPlaceablesExplanation;
public Sprite block;
public Sprite thunder;
public Sprite slime;
public Sprite hail;
void Start(){
defaultWeatherExplanation = curWeatherText.text;
defaultPlaceablesExplanation = curPlaceablesText.text;
curWeatherSpriteObj.SetActive(false);
curPlaceablesSpriteObj.SetActive(false);
}
////Weather Wheel Functions
public void OnEnterRain(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, 135);
curWeatherImage.sprite = rain;
curWeatherText.text = rainExplanation;
}
public void OnEnterSnow(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, -135);
curWeatherImage.sprite = snow;
curWeatherText.text = snowExplanation;
}
public void OnEnterWind(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, -45);
curWeatherImage.sprite = wind;
curWeatherText.text = windExplanation;
}
public void OnEnterFog(){
curWeatherSpriteObj.SetActive(true);
curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, 45);
curWeatherImage.sprite = fog;
curWeatherText.text = fogExplanation;
}
public void OnExitWeather(){
curWeatherSpriteObj.SetActive(false);
curWeatherText.text = defaultWeatherExplanation;
}
////
////Placeables Functions
public void OnEnterBlock(){
curPlaceablesSpriteObj.SetActive(true);
curPlaceablesImage.sprite = block;
curPlaceablesText.text = blockExplanation;
}
public void OnEnterThunder(){
curPlaceablesSpriteObj.SetActive(true);
curPlaceablesImage.sprite = thunder;
curPlaceablesText.text = thunderExplanation;
}
public void OnEnterSlime(){
curPlaceablesSpriteObj.SetActive(true);
curPlaceablesImage.sprite = slime;
curPlaceablesText.text = slimeExplanation;
}
public void OnEnterHail(){
curPlaceablesSpriteObj.SetActive(true);
curPlaceablesImage.sprite = hail;
curPlaceablesText.text = hailExplanation;
}
public void OnExitPlaceables(){
curPlaceablesSpriteObj.SetActive(false);
curPlaceablesText.text = defaultPlaceablesExplanation;
}
////
}

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LobbySwap : MonoBehaviour
{
public GameObject playerLobby;
public GameObject kingLobby;
public GameObject player;
public GameObject king;
// Start is called before the first frame update
void Start()
{
kingLobby.SetActive(false);
king.SetActive(false);
}
public void SwapLobby(){
if(playerLobby.active){
kingLobby.SetActive(true);
king.SetActive(true);
playerLobby.SetActive(false);
player.SetActive(false);
}
else{
playerLobby.SetActive(true);
player.SetActive(true);
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king.SetActive(false);
}
}
}

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@ -14,11 +14,11 @@ public class Tooltip : MonoBehaviour
}
public void ShowTooltip(string curTooltip){
gameObject.SetActive(true);
this.gameObject.SetActive(true);
tooltipText.text = curTooltip;
}
public void HideTooltip(){
gameObject.SetActive(false);
this.gameObject.SetActive(false);
}
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