mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-30 12:57:06 -05:00
Merge branch 'main' into KingImp
This commit is contained in:
@@ -1,3 +1,4 @@
|
||||
using System.Diagnostics;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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||||
@@ -6,20 +7,25 @@ public class Archer : MonoBehaviour
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||||
{
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||||
//current target ponting at
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private Transform target;
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||||
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public float rotationSpeed = 10f;
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|
||||
//range of turrent
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||||
|
||||
[Header("Attributes")]
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||||
//range of turret
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public float range = 20.0f;
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//how fast and how much time before the next shot
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public float fireRate = 4.0f;
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private float shootingCooldown = 2.0f;
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private float shootingCooldown = 1.0f;
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||||
[Header("Unity Setup Fields")]
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||||
public string runnerTag = "Player"; //tags the player;
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||||
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||||
public Transform partToRotate;
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public float rotationSpeed = 10f;
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public GameObject ArrowPrefab;
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public Transform firePoint;
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[SerializeField] GameObject[] runners;
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// Start is called before the first frame update
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void Start()
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@@ -34,7 +40,7 @@ public class Archer : MonoBehaviour
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//cycles through all enemies within range, the closest one, and sets the target at.
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//not done every frame
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GameObject[] runners = GameObject.FindGameObjectsWithTag(runnerTag);
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runners = GameObject.FindGameObjectsWithTag(runnerTag);
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//temp variable for the shortest distance for an runner
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float shortestDistance = Mathf.Infinity;
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@@ -44,6 +50,8 @@ public class Archer : MonoBehaviour
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foreach(GameObject runner in runners)
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{
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//Debug.Log(runners.Length);
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float distanceToRunner = Vector3.Distance(transform.position, runner.transform.position);
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if(distanceToRunner < shortestDistance)
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@@ -55,7 +63,8 @@ public class Archer : MonoBehaviour
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if(nearestRunner != null && shortestDistance <= range)
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{
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target = nearestRunner.transform;
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target = nearestRunner.transform; //adding in the players rotation and momentum.
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//leads the shots here
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}
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else
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{
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@@ -77,8 +86,32 @@ public class Archer : MonoBehaviour
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Vector3 rotation = Quaternion.Lerp(partToRotate.rotation, lookRotation, Time.deltaTime *rotationSpeed).eulerAngles;
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partToRotate.rotation = Quaternion.Euler (0f, rotation.y, 0f);
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if (shootingCooldown <= 0f)
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{
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Shoot();
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shootingCooldown = 1f/ fireRate;
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}
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shootingCooldown -= Time.deltaTime;
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}
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void Shoot()
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{
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GameObject arrowGO = (GameObject)Instantiate (ArrowPrefab, firePoint.position, firePoint.rotation);
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Arrow arrow = arrowGO.GetComponent<Arrow>();
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if (arrow != null)
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{
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arrow.Seek(target.position);
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}
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||||
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}
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||||
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||||
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||||
|
||||
void OnDrawGizmosSelected()
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||||
{
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||||
|
||||
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||||
59
Assets/Scripts/Enemy scripts/Arrow.cs
Normal file
59
Assets/Scripts/Enemy scripts/Arrow.cs
Normal file
@@ -0,0 +1,59 @@
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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public class Arrow : MonoBehaviour
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{
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private UnityEngine.Vector3 target;
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private bool isLive=false;
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public float speed = 90f;
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//finds targed
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public void Seek(UnityEngine.Vector3 _target)
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{
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||||
//can also do effects, speed on the bullet, damage amount, etc.
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target = _target;
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||||
isLive = true;
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||||
}
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||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (target == null)
|
||||
{
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||||
//Destroy(gameObject);
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||||
return;
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||||
}
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||||
if (isLive)
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||||
{
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UnityEngine.Vector3 dir = target - transform.position;
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||||
//distance
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float distanceThisFrame = speed * Time.deltaTime;
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||||
|
||||
|
||||
//checking from current distance to current target
|
||||
if (dir.magnitude <= distanceThisFrame)
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||||
{
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||||
HitTarget();
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||||
return;
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||||
}
|
||||
|
||||
//move in the worldspace
|
||||
transform.Translate(dir.normalized * distanceThisFrame, Space.World);
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||||
|
||||
}
|
||||
}
|
||||
|
||||
//logic for hitting something
|
||||
void HitTarget()
|
||||
{
|
||||
isLive=false;
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
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11
Assets/Scripts/Enemy scripts/Arrow.cs.meta
Normal file
11
Assets/Scripts/Enemy scripts/Arrow.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 02284dc7b53e4b840931d425c06be734
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
37
Assets/Scripts/Environment/BreakableBlock.cs
Normal file
37
Assets/Scripts/Environment/BreakableBlock.cs
Normal file
@@ -0,0 +1,37 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
|
||||
public class BreakableBlock : MonoBehaviour
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{
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//kicking power 150 (250 for stornger kick)
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public float health;
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// Start is called before the first frame update
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void Start(){
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//if health is not set, default it to 1
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if(health == 0){
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|
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health = 3;
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||||
}
|
||||
}
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||||
|
||||
// Update is called once per frame
|
||||
void Update()
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||||
{
|
||||
|
||||
}
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||||
|
||||
public void damage(float kickPower){
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||||
int totalDamage = (int)(kickPower / 50.0);
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||||
health -= totalDamage;
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||||
Debug.Log(health);
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||||
//if item is at 0 health
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||||
if(health <= 0){
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||||
destroy();
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||||
}
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||||
}
|
||||
//called once health here is zero
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||||
public void destroy(){
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||||
Destroy(this.gameObject);
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||||
}
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||||
}
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11
Assets/Scripts/Environment/BreakableBlock.cs.meta
Normal file
11
Assets/Scripts/Environment/BreakableBlock.cs.meta
Normal file
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: 5fa71751031fd4542bb5ef0d2c9672cf
|
||||
MonoImporter:
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||||
externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
94
Assets/Scripts/Game/EndCollider.cs
Normal file
94
Assets/Scripts/Game/EndCollider.cs
Normal file
@@ -0,0 +1,94 @@
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using MLAPI;
|
||||
using MLAPI.Messaging;
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||||
using MLAPI.SceneManagement;
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
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||||
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||||
public class EndCollider : NetworkBehaviour {
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||||
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||||
// When player collides with the trigger for the end zone
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private void OnTriggerEnter(Collider other) {
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||||
if (other.gameObject.transform.parent.gameObject.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
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||||
RunnerFinishedMapServerRPC();
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||||
}
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||||
}
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||||
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||||
[ServerRpc(RequireOwnership = false)]
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||||
private void RunnerFinishedMapServerRPC(ServerRpcParams serverRpcParams = default) {
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||||
// Get all players in the scene
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||||
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
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||||
// Find our player first
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foreach (GameObject character in playableCharacters) {
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||||
if (character.GetComponent<NetworkObject>().OwnerClientId == serverRpcParams.Receive.SenderClientId) {
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||||
// Player found
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||||
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||||
// Despawn them
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||||
character.GetComponent<NetworkObject>().Despawn(true);
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||||
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// Update the player data such that Finished is true
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if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(serverRpcParams.Receive.SenderClientId, out string clientGuid)) {
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||||
ServerGameNetPortal.Instance.clientData[clientGuid] = new PlayerData(
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||||
ServerGameNetPortal.Instance.clientData[clientGuid].PlayerName,
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||||
ServerGameNetPortal.Instance.clientData[clientGuid].ClientId,
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||||
ServerGameNetPortal.Instance.clientData[clientGuid].IsKing,
|
||||
true
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//todo: Check if all runners are finished
|
||||
bool allFinished = true;
|
||||
foreach (PlayerData pData in ServerGameNetPortal.Instance.clientData.Values) {
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||||
// Make sure we don't check the king, since the value of Finished will always be false
|
||||
if (pData.IsKing != true) {
|
||||
// If one player isn't finished, then set allFinished to false
|
||||
if (pData.Finished != true) {
|
||||
allFinished = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (allFinished) {
|
||||
// Go to the post game screen
|
||||
NetworkSceneManager.SwitchScene("PostGame");
|
||||
} else {
|
||||
// Loop over all characters
|
||||
foreach (GameObject character in playableCharacters) {
|
||||
// Make sure we find the characters that aren't the one that just finished (subsequently calling the rpc)
|
||||
if (character.GetComponent<NetworkObject>().OwnerClientId != serverRpcParams.Receive.SenderClientId) {
|
||||
// Then grab their GUID
|
||||
if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(serverRpcParams.Receive.SenderClientId, out string clientGuid)) {
|
||||
// To verify they aren't the king
|
||||
if (ServerGameNetPortal.Instance.clientData[clientGuid].IsKing != true) {
|
||||
// Then call a client rpc to the finished player to enable the camera locally
|
||||
ClientRpcParams clientRpcParams = new ClientRpcParams {
|
||||
Send = new ClientRpcSendParams {
|
||||
TargetClientIds = new ulong[] { serverRpcParams.Receive.SenderClientId }
|
||||
}
|
||||
};
|
||||
|
||||
EnableSpectatorCameraClientRPC(character.GetComponent<NetworkObject>().OwnerClientId, clientRpcParams);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void EnableSpectatorCameraClientRPC(ulong otherRunnerClientID, ClientRpcParams clientRpcParams = default) {
|
||||
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
|
||||
|
||||
foreach (GameObject character in playableCharacters) {
|
||||
if (character.GetComponent<NetworkObject>().OwnerClientId == otherRunnerClientID) {
|
||||
GameHandler.FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<Camera>().enabled = true;
|
||||
GameHandler.FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<AudioListener>().enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().spectating_text.text = "SPECTATING";
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Game/EndCollider.cs.meta
Normal file
11
Assets/Scripts/Game/EndCollider.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 925d0476088cb6d4eba1571ae1d3ed00
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -11,31 +11,12 @@ public class PlayerHUD : NetworkBehaviour
|
||||
[SerializeField] private int raceTimer;
|
||||
public TMP_Text countdown_text;
|
||||
|
||||
public GameObject RunnerHUD;
|
||||
public GameObject KingHUD;
|
||||
public TMP_Text spectating_text;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start() {
|
||||
countdown_text.text = "Time Remaining: 00:00";
|
||||
StartCoroutine(RaceTimeCountdown());
|
||||
|
||||
// Get all players in the scene
|
||||
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
|
||||
|
||||
// Find our player and enable their hud respectively
|
||||
foreach (GameObject character in playableCharacters) {
|
||||
if (character.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
|
||||
if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(NetworkManager.Singleton.LocalClientId, out string clientGuid)) {
|
||||
if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData)) {
|
||||
if (playerData.IsKing) {
|
||||
KingHUD.SetActive(true);
|
||||
} else {
|
||||
RunnerHUD.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator RaceTimeCountdown() {
|
||||
|
||||
@@ -4,15 +4,17 @@ using UnityEngine;
|
||||
|
||||
public class Bumper : MonoBehaviour {
|
||||
|
||||
public float bumpPower = 30;
|
||||
|
||||
// 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<dPlayerMovement>().vel.x * -1;//Inverts the Player Velocity x
|
||||
float DirBumpZ = other.GetComponent<dPlayerMovement>().vel.z * -1;//Inverts the Player Velocity y
|
||||
Vector3 DirBump = new Vector3(DirBumpX, .01f, DirBumpZ);//Creates a direction to launch the player
|
||||
void OnTriggerEnter(Collider objectHit) {
|
||||
if (objectHit.tag == "Player") {//Checks if the other object is the player
|
||||
dPlayerMovement playerMovement = objectHit.GetComponent<dPlayerMovement>();
|
||||
float DirBumpX = playerMovement.vel.x * -1;//Inverts the Player Velocity x
|
||||
float DirBumpZ = playerMovement.vel.z * -1;//Inverts the Player Velocity y
|
||||
Vector3 DirBump = new Vector3(DirBumpX, .1f, DirBumpZ);//Creates a direction to launch the player
|
||||
DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction
|
||||
other.GetComponent<dPlayerMovement>().GetHit(DirBump, 50); //Launches tthe player directly away from the bumper
|
||||
playerMovement.GetHit(DirBump, bumpPower); //Launches tthe player directly away from the bumper
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,7 +35,10 @@ public class GameHandler : NetworkBehaviour
|
||||
foreach (GameObject character in playableCharacters) {
|
||||
if (character.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
|
||||
localPlayer = character;
|
||||
FindGameObjectInChildWithTag(character, "PlayerCam").SetActive(true);
|
||||
|
||||
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<Camera>().enabled = true;
|
||||
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<AudioListener>().enabled = true;
|
||||
FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,7 +66,7 @@ public class GameHandler : NetworkBehaviour
|
||||
}
|
||||
|
||||
// Only works for 1st generation children
|
||||
private static GameObject FindGameObjectInChildWithTag(GameObject parent, string tag) {
|
||||
public static GameObject FindGameObjectInChildWithTag(GameObject parent, string tag) {
|
||||
Transform t = parent.transform;
|
||||
|
||||
for (int i = 0; i < t.childCount; i++) {
|
||||
|
||||
@@ -5,11 +5,14 @@ public struct PlayerData {
|
||||
public bool IsKing { get; set; }
|
||||
public PlayerInventory pInv{get; set;}
|
||||
|
||||
public PlayerData(string playerName, ulong clientId, bool isKing = false)
|
||||
public bool Finished { get; set; }
|
||||
|
||||
public PlayerData(string playerName, ulong clientId, bool isKing = false, bool finished = false)
|
||||
{
|
||||
PlayerName = playerName;
|
||||
pInv = new PlayerInventory();
|
||||
ClientId = clientId;
|
||||
IsKing = isKing;
|
||||
Finished = finished;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,13 +16,19 @@ public class dDash : NetworkBehaviour{
|
||||
float dashSpeed = 12;
|
||||
|
||||
CharacterController characterController;
|
||||
dPlayerMovement pMove;
|
||||
|
||||
void Start(){
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
pMove = GetComponent<dPlayerMovement>();
|
||||
}
|
||||
|
||||
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
|
||||
void FixedUpdate(){
|
||||
if(pMove.pStats.HasDash) Dash();
|
||||
}
|
||||
|
||||
void Dash(){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if(characterController.enabled == true){
|
||||
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
|
||||
|
||||
@@ -84,9 +84,9 @@ public class dGrapplingHook : NetworkBehaviour
|
||||
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength)
|
||||
{
|
||||
//Impact Based
|
||||
playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav);
|
||||
//playerMovement.AddImpact((hookPoint.transform.position - gameObject.transform.position), pStats.PlayerGrav*2);
|
||||
//Character controller move?
|
||||
//movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength*Time.deltaTime);
|
||||
movementController.Move((hookPoint.transform.position - gameObject.transform.position).normalized * ropeLength * 10 *Time.deltaTime);
|
||||
//Lerp? or another smoother way? Better physics? Wait until refinement to deal with
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,12 +12,12 @@ public class dKickController : NetworkBehaviour
|
||||
//slightly bad practice, when merging find a better work around
|
||||
private bool isDiveKicking = false;
|
||||
private CharacterController characterController;
|
||||
|
||||
public dPlayerMovement pMove;
|
||||
public PlayerStats pStats;
|
||||
|
||||
void Start(){
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
|
||||
pMove = GetComponent<dPlayerMovement>();
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
leg = transform.GetChild(0).gameObject;
|
||||
leg.SetActive(false);
|
||||
@@ -31,7 +31,7 @@ public class dKickController : NetworkBehaviour
|
||||
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
|
||||
//custom is grounded
|
||||
//If F is pressed or gamepad right trigger is pulled
|
||||
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && characterController.isGrounded == false)
|
||||
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isGrounded == false)
|
||||
{
|
||||
Debug.Log("dive");
|
||||
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
|
||||
@@ -41,12 +41,11 @@ public class dKickController : NetworkBehaviour
|
||||
}
|
||||
//otherwise do ground kick for .3 seconds
|
||||
else if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false){
|
||||
Debug.Log("kick");
|
||||
StartCoroutine(Kicking(.3f));
|
||||
}
|
||||
|
||||
//once dive kick touches ground, set back to normal state
|
||||
if (characterController.isGrounded == true && isDiveKicking == true)
|
||||
if (pMove.isGrounded == true && isDiveKicking == true)
|
||||
{
|
||||
isDiveKicking = false;
|
||||
isKicking = false;
|
||||
@@ -76,6 +75,9 @@ public class dKickController : NetworkBehaviour
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
|
||||
}
|
||||
if (collision.transform.CompareTag("destroyable") && myCollider == leg.GetComponent<Collider>()){
|
||||
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -112,13 +112,11 @@ public class dWallRun : NetworkBehaviour
|
||||
{
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
private Vector3 moveZ;
|
||||
private Vector3 moveX;
|
||||
private Vector3 driftVel;
|
||||
private Vector3 lerpY;
|
||||
|
||||
//Player prefab
|
||||
private GameObject parentObj;
|
||||
@@ -26,12 +27,19 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
private CharacterController moveController;
|
||||
|
||||
//Jump value
|
||||
public int curJumpNum;
|
||||
private bool jumpPressed;
|
||||
public int curJumpNum; // current Jumps used
|
||||
private bool jumpHeld; // Is jump being held
|
||||
float coyJumpTimer = 0.1f; // Default Coyote Jump time
|
||||
float curCoyJumpTimer; // current Coyote Jump time
|
||||
public float lowJumpMultiplier; // Short jump multiplier
|
||||
public float fallMultiplier; // High Jump Multiplier
|
||||
private float g = 0; // the y velocity
|
||||
|
||||
//Glide Values
|
||||
bool tempSet = false;
|
||||
float tempTraction = 0.0f;
|
||||
|
||||
//Jump physics
|
||||
//Impact physics
|
||||
private float mass = 5.0F; // defines the character mass
|
||||
private Vector3 impact = Vector3.zero;
|
||||
private float distToGround;
|
||||
@@ -49,7 +57,6 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
private RaycastHit groundHit;
|
||||
|
||||
//Camera Variables
|
||||
private LayerMask ignoreP;
|
||||
private Vector3 camRotation;
|
||||
public Camera cam;
|
||||
|
||||
@@ -80,23 +87,31 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
|
||||
//Blink
|
||||
private dBlink blink;
|
||||
|
||||
|
||||
//Animation controller
|
||||
Animator animator;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
//Initialize Components
|
||||
moveController = GetComponent<CharacterController>();
|
||||
rB = GetComponent<Rigidbody>();
|
||||
capCol = GetComponent<CapsuleCollider>();
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
parentObj = transform.parent.gameObject;
|
||||
|
||||
//Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // Character Controller
|
||||
rB = GetComponent<Rigidbody>(); //Rigid Body
|
||||
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
|
||||
capCol.enabled = false;
|
||||
//Wallrun
|
||||
wallRun = gameObject.GetComponent<dWallRun>();
|
||||
parentObj = transform.parent.gameObject;
|
||||
animator = GetComponent<Animator>();
|
||||
|
||||
blink = gameObject.GetComponent<dBlink>();
|
||||
//Initialize Scripts
|
||||
pStats = GetComponent<PlayerStats>(); // PlayerStats
|
||||
wallRun = GetComponent<dWallRun>(); //Wallrun
|
||||
blink = GetComponent<dBlink>(); //Blink
|
||||
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
//Get parents up direction
|
||||
up = GetComponentInParent<Transform>().up;
|
||||
//
|
||||
//Coyote Timer Initialization
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
}
|
||||
|
||||
void Start()
|
||||
@@ -121,58 +136,34 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
// Otherwise we let the server handle moving us
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
|
||||
//Controls for camera
|
||||
if(cam.enabled){
|
||||
Rotation();
|
||||
}
|
||||
if(cam.enabled) Rotation();
|
||||
else Debug.Log("Cam Disabled");
|
||||
|
||||
|
||||
//Allow Movement when moveController is enabled
|
||||
if(moveController.enabled == true){
|
||||
|
||||
//input controls for movement
|
||||
InputController();
|
||||
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
|
||||
|
||||
// consumes the impact energy each cycle:
|
||||
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
|
||||
}
|
||||
else{
|
||||
|
||||
if (RagdollTimer() == 0){
|
||||
|
||||
//If Character controller is disabled use rigidbody calculations
|
||||
else{
|
||||
//if ragdoll timer is over disable ragdolling
|
||||
if (RagdollTimer() == 0){
|
||||
firstHit = false;
|
||||
DisableRagdoll();
|
||||
}
|
||||
|
||||
//Gravity without moveController
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,vel.y,0));
|
||||
|
||||
//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
|
||||
g -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,g,0));
|
||||
}
|
||||
|
||||
//TEMP FOR TESTING RAGDOLL
|
||||
//Right Click to ragdoll the player
|
||||
// if (Input.GetMouseButton(1) && heldDown == false){
|
||||
// getHit(new Vector3(vel.x, 0, vel.z), 30);
|
||||
// heldDown = true;
|
||||
// }
|
||||
// if(!Input.GetMouseButton(1)){
|
||||
// heldDown = false;
|
||||
// }
|
||||
|
||||
if(pStats.HasBlink == true){
|
||||
blink.BlinkMove();
|
||||
}
|
||||
|
||||
//TEMP FOR TESTING
|
||||
//Checks if player should respawn
|
||||
//Respawn();
|
||||
|
||||
}
|
||||
|
||||
@@ -185,7 +176,6 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
GroundCheck();
|
||||
|
||||
//Keyboard inputs
|
||||
|
||||
//Checks if movement keys have been pressed and calculates correct vector
|
||||
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
|
||||
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
|
||||
@@ -193,20 +183,34 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
//Adds vectors based on movement keys and other conditions to check what the
|
||||
//player vector should be under the circumstances
|
||||
vel = moveX + moveZ;
|
||||
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
|
||||
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Gravity
|
||||
Gravity();
|
||||
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Moving outside basic wasd
|
||||
//Jump Function
|
||||
//Gravity and Jump calculations
|
||||
UpdateGravity();
|
||||
Jump();
|
||||
Vector3 moveY = new Vector3(0,g,0);
|
||||
|
||||
//Slide Function
|
||||
Slide();
|
||||
|
||||
|
||||
|
||||
//move animation
|
||||
//if vel from input is greater than 0, start sprinting animation
|
||||
if (PlayerSpeed() > 0.1)
|
||||
{
|
||||
//Debug.Log(driftVel.magnitude);
|
||||
|
||||
if(animator != null) animator.SetBool("isRunning", true);
|
||||
}
|
||||
//if low enough movement from player (this will be still at this value) stop animation
|
||||
else if (driftVel.magnitude < .510f)
|
||||
{
|
||||
if(animator != null) animator.SetBool("isRunning", false);
|
||||
}
|
||||
|
||||
//Move Player
|
||||
moveController.Move(driftVel);
|
||||
moveController.Move(driftVel + (moveY * Time.deltaTime));
|
||||
}
|
||||
|
||||
|
||||
@@ -245,9 +249,9 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
//Apply Impact for when force needs to be applied without ragdolling
|
||||
public void AddImpact(Vector3 dir, float force)
|
||||
{
|
||||
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
//Normalize direction multiply by force and add it to the impact
|
||||
dir.Normalize();
|
||||
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
|
||||
impact += dir.normalized * force / mass;
|
||||
@@ -259,82 +263,102 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
private void Jump()
|
||||
{
|
||||
//If space/south gamepad button is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
else{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
curJumpNum++;
|
||||
jumpPressed = true;
|
||||
jumpHeld = true;
|
||||
}
|
||||
|
||||
//Last time Jumped
|
||||
lastTimeJumped = Time.time;
|
||||
|
||||
//If grounded no jumps have been used
|
||||
if(isGrounded){
|
||||
curJumpNum = 0;
|
||||
}
|
||||
//If grounded no jumps have been used and coyote Timer is refreshed
|
||||
if(isGrounded && g == 0){
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
//else start the coyote timer
|
||||
else curCoyJumpTimer -= Time.deltaTime;
|
||||
|
||||
//if jump is being held coyote timer is zero
|
||||
if(jumpHeld) curCoyJumpTimer = 0;
|
||||
|
||||
//If space/south face gamepad button isn't being pressed then jump is false
|
||||
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
|
||||
if (Input.GetAxis("Jump") == 0){
|
||||
jumpHeld = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//PlayerScript
|
||||
//Get and update PlayerValues for other scripts
|
||||
//Get jumpHeld
|
||||
public bool GetJumpPressed(){
|
||||
return jumpPressed;
|
||||
return jumpHeld;
|
||||
}
|
||||
|
||||
//Get player cam
|
||||
public Camera GetPlayerCamera()
|
||||
{
|
||||
return cam;
|
||||
}
|
||||
|
||||
//Update Player Velocity
|
||||
public void AddPlayerVelocity(Vector3 additiveVelocity)
|
||||
{
|
||||
vel += additiveVelocity;
|
||||
}
|
||||
|
||||
//Set Player Velocity
|
||||
public void SetPlayerVelocity(Vector3 newVelocity)
|
||||
{
|
||||
vel = newVelocity;
|
||||
}
|
||||
|
||||
//Reduce player Jump
|
||||
public void decrementCurrentJumpNumber()
|
||||
{
|
||||
curJumpNum--;
|
||||
}
|
||||
|
||||
|
||||
//Camera and Player Rotation
|
||||
|
||||
//Camera and player rotation
|
||||
private void Rotation()
|
||||
{
|
||||
//if input is received from Mouse X
|
||||
if (Input.GetAxis("Mouse X") != 0)
|
||||
{
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
}
|
||||
//if input is received from right analog stick (horizontal)
|
||||
else if (Input.GetAxis("HorizontalCam") != 0)
|
||||
{
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
|
||||
}
|
||||
//If moveController is enabled allow Camera control
|
||||
if(moveController.enabled){
|
||||
//if input is received from Mouse X
|
||||
if (Input.GetAxis("Mouse X") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
}
|
||||
|
||||
//if input is if input is received from Mouse Y
|
||||
if (Input.GetAxis("Mouse Y") != 0)
|
||||
{
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
//if input is received from right analog stick (vertical)
|
||||
else if (Input.GetAxis("VerticalTurn") != 0)
|
||||
{
|
||||
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
//if input is received from right analog stick (horizontal)
|
||||
else if(Input.GetAxis("HorizontalCam") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
|
||||
}
|
||||
|
||||
//if input is if input is received from Mouse Y
|
||||
if (Input.GetAxis("Mouse Y") != 0)
|
||||
{
|
||||
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (vertical)
|
||||
else if (Input.GetAxis("VerticalTurn") != 0){
|
||||
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -344,7 +368,7 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
//Respawns player if they fall below a certain point
|
||||
private void Respawn()
|
||||
{
|
||||
if (transform.position.y < -1)
|
||||
if (transform.position.y < -5)
|
||||
{
|
||||
transform.position = new Vector3(1f, 3f, 1f);
|
||||
}
|
||||
@@ -352,35 +376,71 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
|
||||
|
||||
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void Gravity(){
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void UpdateGravity(){
|
||||
|
||||
//Gliding
|
||||
if(jumpPressed && pStats.HasGlider){
|
||||
|
||||
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
|
||||
if(pStats.HasGlider && g < 0 && jumpHeld){
|
||||
//Gravity with glider
|
||||
GravityCalculation(10);
|
||||
|
||||
//Set temp values to put traction back to normal
|
||||
if(tempSet == false){
|
||||
tempTraction = pStats.Traction;
|
||||
pStats.Traction = 1.0f;
|
||||
tempSet = true;
|
||||
}
|
||||
}
|
||||
else if(!jumpPressed && pStats.HasGlider){
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) {
|
||||
//Run wall run script
|
||||
wallRun.WallRunRoutine();
|
||||
|
||||
//if wallrunning apply different gravity
|
||||
if(wallRun.IsWallRunning()){
|
||||
GravityCalculation(4);
|
||||
}
|
||||
|
||||
//Normal gravity if not wallrunning
|
||||
else{
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
//if temporary values have been set restore them back to the normal values
|
||||
if(tempSet == true){
|
||||
pStats.Traction = tempTraction;
|
||||
tempSet = false;
|
||||
}
|
||||
|
||||
//Normal Gravity
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
//Normal gravity
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
//Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops
|
||||
private void GravityCalculation(float grav){
|
||||
//apply slight upwards force for jump smoothing when g < 0
|
||||
if(g < 0){
|
||||
g += grav * (fallMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
//apply smaller upwards force if jump is released early when jumping creating a short jump
|
||||
else if (g > 0 && !Input.GetButton("Jump")){
|
||||
g += grav * (lowJumpMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//apply gravity if not grounded and coyote timer is less than 0
|
||||
if(isGrounded == false && curCoyJumpTimer <= 0){
|
||||
g -= grav * Time.deltaTime;
|
||||
}
|
||||
|
||||
//else don't apply gravity
|
||||
else{
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
g = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -390,10 +450,12 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
{
|
||||
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
|
||||
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
|
||||
|
||||
// reset values before the ground check
|
||||
isGrounded = false;
|
||||
groundRay = new Ray(moveController.transform.position, Vector3.down);
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance)) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpHeld ) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
{
|
||||
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
|
||||
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
|
||||
@@ -465,6 +527,7 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
pStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
pStats.Traction += .004f;
|
||||
}
|
||||
else{
|
||||
@@ -472,20 +535,40 @@ public class dPlayerMovement : NetworkBehaviour
|
||||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (qDown == false && isSliding == true) {
|
||||
//if nothing is above the object, stop slidding
|
||||
//if nothing is above the object, stop sliding
|
||||
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);
|
||||
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CancelMomentum()
|
||||
{
|
||||
pStats.CurVel = 0;
|
||||
vel = Vector3.zero;
|
||||
moveX = Vector3.zero;
|
||||
moveZ = Vector3.zero;
|
||||
moveController.enabled = false;
|
||||
}
|
||||
|
||||
private IEnumerator RespawnTimer()
|
||||
{
|
||||
float duration = 2f;
|
||||
float normalizedTime = 0;
|
||||
while (normalizedTime <= 1f)
|
||||
{
|
||||
normalizedTime += Time.deltaTime / duration;
|
||||
yield return null;
|
||||
}
|
||||
moveController.enabled = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -12,12 +12,12 @@ public class KickController : NetworkBehaviour
|
||||
//slightly bad practice, when merging find a better work around
|
||||
private bool isDiveKicking = false;
|
||||
private CharacterController characterController;
|
||||
|
||||
public PlayerMovement pMove;
|
||||
public PlayerStats pStats;
|
||||
|
||||
void Start(){
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
|
||||
pMove = GetComponent<PlayerMovement>();
|
||||
characterController = this.gameObject.GetComponent<CharacterController>();
|
||||
leg = transform.GetChild(0).gameObject;
|
||||
leg.SetActive(false);
|
||||
@@ -31,7 +31,7 @@ public class KickController : NetworkBehaviour
|
||||
//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
|
||||
//custom is grounded
|
||||
//If F is pressed or gamepad right trigger is pulled
|
||||
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && characterController.isGrounded == false)
|
||||
if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isGrounded == false)
|
||||
{
|
||||
Debug.Log("dive");
|
||||
// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
|
||||
@@ -40,13 +40,13 @@ public class KickController : NetworkBehaviour
|
||||
leg.SetActive(true);
|
||||
}
|
||||
//otherwise do ground kick for .3 seconds
|
||||
else if (( Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false){
|
||||
Debug.Log("kick");
|
||||
else if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false){
|
||||
StartCoroutine(Kicking(.3f));
|
||||
}
|
||||
|
||||
//once dive kick touches ground, set back to normal state
|
||||
if(characterController.isGrounded == true && isDiveKicking == true){
|
||||
if (pMove.isGrounded == true && isDiveKicking == true)
|
||||
{
|
||||
isDiveKicking = false;
|
||||
isKicking = false;
|
||||
leg.SetActive(false);
|
||||
@@ -63,7 +63,7 @@ public class KickController : NetworkBehaviour
|
||||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
Collider myCollider = collision.contacts[0].thisCollider;
|
||||
@@ -75,6 +75,9 @@ public class KickController : NetworkBehaviour
|
||||
Debug.Log(direction);
|
||||
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
|
||||
}
|
||||
if (collision.transform.CompareTag("destroyable") && myCollider == leg.GetComponent<Collider>()){
|
||||
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -32,7 +32,7 @@ public class GrapplingHook : NetworkBehaviour
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
|
||||
{
|
||||
|
||||
@@ -112,13 +112,11 @@ public class WallRun : NetworkBehaviour
|
||||
{
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@ MonoBehaviour:
|
||||
minVelM: 0
|
||||
curVelM: 0
|
||||
accM: 0
|
||||
jumpPowM: 100
|
||||
jumpPowM: 10
|
||||
jumpNumM: 0
|
||||
tractionM: 0
|
||||
kickPowM: 0
|
||||
|
||||
@@ -19,7 +19,7 @@ MonoBehaviour:
|
||||
minVelM: 0
|
||||
curVelM: 0
|
||||
accM: 0
|
||||
jumpPowM: -50
|
||||
jumpPowM: -5
|
||||
jumpNumM: 1
|
||||
tractionM: 0
|
||||
kickPowM: 0
|
||||
|
||||
@@ -18,6 +18,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
private Vector3 moveZ;
|
||||
private Vector3 moveX;
|
||||
private Vector3 driftVel;
|
||||
private Vector3 lerpY;
|
||||
|
||||
//Player prefab
|
||||
private GameObject parentObj;
|
||||
@@ -26,16 +27,24 @@ public class PlayerMovement : NetworkBehaviour
|
||||
private CharacterController moveController;
|
||||
|
||||
//Jump value
|
||||
public int curJumpNum;
|
||||
private bool jumpPressed;
|
||||
public int curJumpNum; // current Jumps used
|
||||
private bool jumpHeld; // Is jump being held
|
||||
float coyJumpTimer = 0.2f; // Default Coyote Jump time
|
||||
float curCoyJumpTimer; // current Coyote Jump time
|
||||
public float lowJumpMultiplier; // Short jump multiplier
|
||||
public float fallMultiplier; // High Jump Multiplier
|
||||
private float g = 0; // the y velocity
|
||||
|
||||
//Glide Values
|
||||
bool tempSet = false;
|
||||
float tempTraction = 0.0f;
|
||||
|
||||
//Jump physics
|
||||
//Impact physics
|
||||
private float mass = 5.0F; // defines the character mass
|
||||
private Vector3 impact = Vector3.zero;
|
||||
private float distToGround;
|
||||
|
||||
|
||||
//Wallrunning
|
||||
private WallRun wallRun;
|
||||
|
||||
@@ -49,7 +58,6 @@ public class PlayerMovement : NetworkBehaviour
|
||||
private RaycastHit groundHit;
|
||||
|
||||
//Camera Variables
|
||||
private LayerMask ignoreP;
|
||||
private Vector3 camRotation;
|
||||
public Camera cam;
|
||||
|
||||
@@ -78,25 +86,36 @@ public class PlayerMovement : NetworkBehaviour
|
||||
private Vector3 up;
|
||||
private bool qDown;
|
||||
|
||||
//Kick Variables
|
||||
//Blink
|
||||
private Blink blink;
|
||||
|
||||
//Animation controller
|
||||
Animator animator;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
//Initialize Components
|
||||
moveController = GetComponent<CharacterController>();
|
||||
rB = GetComponent<Rigidbody>();
|
||||
capCol = GetComponent<CapsuleCollider>();
|
||||
pStats = GetComponent<PlayerStats>();
|
||||
parentObj = transform.parent.gameObject;
|
||||
|
||||
|
||||
|
||||
//Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // Character Controller
|
||||
rB = GetComponent<Rigidbody>(); //Rigid Body
|
||||
capCol = GetComponent<CapsuleCollider>(); // Capsule Collider
|
||||
capCol.enabled = false;
|
||||
//Wallrun
|
||||
wallRun = gameObject.GetComponent<WallRun>();
|
||||
up = this.gameObject.GetComponentInParent<Transform>().up;
|
||||
parentObj = transform.parent.gameObject;
|
||||
animator = GetComponent<Animator>();
|
||||
|
||||
//Initialize Scripts
|
||||
pStats = GetComponent<PlayerStats>(); // PlayerStats
|
||||
wallRun = GetComponent<WallRun>(); //Wallrun
|
||||
blink = GetComponent<Blink>(); //Blink
|
||||
|
||||
//Get parents up direction
|
||||
up = GetComponentInParent<Transform>().up;
|
||||
|
||||
//Coyote Timer Initialization
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
distToGround = GetComponent<Collider>().bounds.extents.y;
|
||||
@@ -111,6 +130,8 @@ public class PlayerMovement : NetworkBehaviour
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
@@ -118,46 +139,42 @@ public class PlayerMovement : NetworkBehaviour
|
||||
// Otherwise we let the server handle moving us
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
|
||||
//Controls for camera
|
||||
if(cam.enabled){
|
||||
Rotation();
|
||||
}
|
||||
if(cam.enabled) Rotation();
|
||||
else Debug.Log("Cam Disabled");
|
||||
|
||||
|
||||
//Allow Movement when moveController is enabled
|
||||
if(moveController.enabled == true){
|
||||
|
||||
//input controls for movement
|
||||
InputController();
|
||||
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
//if suffiecient impact magnitude is applied then move player
|
||||
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
|
||||
|
||||
// consumes the impact energy each cycle:
|
||||
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
|
||||
}
|
||||
else{
|
||||
|
||||
if (RagdollTimer() == 0){
|
||||
|
||||
//If Character controller is disabled use rigidbody calculations
|
||||
else{
|
||||
//if ragdoll timer is over disable ragdolling
|
||||
if (RagdollTimer() == 0){
|
||||
firstHit = false;
|
||||
DisableRagdoll();
|
||||
}
|
||||
|
||||
//Gravity without moveController
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,vel.y,0));
|
||||
|
||||
//Debug.LogWarning("MoveController is either Disabled or wasn't retrieved correctly");
|
||||
g -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,g,0));
|
||||
}
|
||||
|
||||
//TEMP FOR TESTING
|
||||
//Checks if player should respawn
|
||||
Respawn();
|
||||
//Respawn();
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Reads inputs and moves player
|
||||
private void InputController()
|
||||
{
|
||||
@@ -165,7 +182,6 @@ public class PlayerMovement : NetworkBehaviour
|
||||
GroundCheck();
|
||||
|
||||
//Keyboard inputs
|
||||
|
||||
//Checks if movement keys have been pressed and calculates correct vector
|
||||
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
|
||||
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
|
||||
@@ -173,23 +189,37 @@ public class PlayerMovement : NetworkBehaviour
|
||||
//Adds vectors based on movement keys and other conditions to check what the
|
||||
//player vector should be under the circumstances
|
||||
vel = moveX + moveZ;
|
||||
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
|
||||
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Gravity
|
||||
Gravity();
|
||||
|
||||
//Adds persisting momentum to player
|
||||
driftVel = Vector3.Lerp(driftVel, vel, pStats.Traction * Time.deltaTime);
|
||||
|
||||
//Moving outside basic wasd
|
||||
//Jump Function
|
||||
//Gravity and Jump calculations
|
||||
UpdateGravity();
|
||||
Jump();
|
||||
Vector3 moveY = new Vector3(0,g,0);
|
||||
|
||||
//Slide Function
|
||||
Slide();
|
||||
|
||||
|
||||
//move animation
|
||||
//if vel from input is greater than 0, start sprinting animation
|
||||
if (PlayerSpeed() > 0.1)
|
||||
{
|
||||
//Debug.Log(driftVel.magnitude);
|
||||
|
||||
if(animator != null) animator.SetBool("isRunning", true);
|
||||
}
|
||||
//if low enough movement from player (this will be still at this value) stop animation
|
||||
else if (driftVel.magnitude < .510f)
|
||||
{
|
||||
if(animator != null) animator.SetBool("isRunning", false);
|
||||
}
|
||||
|
||||
//Move Player
|
||||
moveController.Move(driftVel);
|
||||
moveController.Move(driftVel + (moveY * Time.deltaTime));
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Calculates speed current player needs to be going
|
||||
public float PlayerSpeed()
|
||||
{
|
||||
@@ -199,18 +229,21 @@ public class PlayerMovement : NetworkBehaviour
|
||||
pStats.CurVel = 0.0f;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
|
||||
//If current speed is below min when pressed set to minimum speed
|
||||
else if (pStats.CurVel < pStats.MinVel)
|
||||
{
|
||||
pStats.CurVel = pStats.MinVel;
|
||||
return pStats.MinVel;
|
||||
}
|
||||
|
||||
// while the speed is below max speed slowly increase it
|
||||
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
|
||||
{
|
||||
pStats.CurVel += pStats.Acc;
|
||||
return pStats.CurVel;
|
||||
}
|
||||
|
||||
//If the players speed is above or equal to max speed set speed to max
|
||||
else
|
||||
{
|
||||
@@ -226,6 +259,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
{
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
//Normalize direction multiply by force and add it to the impact
|
||||
dir.Normalize();
|
||||
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
|
||||
impact += dir.normalized * force / mass;
|
||||
@@ -236,73 +270,86 @@ public class PlayerMovement : NetworkBehaviour
|
||||
//Jump Function
|
||||
private void Jump()
|
||||
{
|
||||
//If space is pressed apply an upwards force to the player
|
||||
if ((Input.GetAxis("Jump") != 0) && !jumpPressed && curJumpNum + 1 < pStats.JumpNum && !isSliding)
|
||||
//If space/south gamepad button is pressed apply an upwards force to the player
|
||||
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
|
||||
{
|
||||
if(wallRun.IsWallRunning()){
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 1.3f);
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 20f);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
else{
|
||||
AddImpact(transform.up, pStats.JumpPow);
|
||||
g = pStats.JumpPow;
|
||||
}
|
||||
|
||||
curJumpNum++;
|
||||
jumpPressed = true;
|
||||
jumpHeld = true;
|
||||
}
|
||||
|
||||
//Last time Jumped
|
||||
lastTimeJumped = Time.time;
|
||||
|
||||
//If grounded no jumps have been used
|
||||
//If grounded no jumps have been used and coyote Timer is refreshed
|
||||
if(isGrounded){
|
||||
curJumpNum = 0;
|
||||
}
|
||||
curCoyJumpTimer = coyJumpTimer;
|
||||
curJumpNum = 0;
|
||||
}
|
||||
//else start the coyote timer
|
||||
else curCoyJumpTimer -= Time.deltaTime;
|
||||
|
||||
//If space isn't being pressed then jump is false
|
||||
if (Input.GetAxis("Jump") == 0) jumpPressed = false;
|
||||
//if jump is being held coyote timer is zero
|
||||
if(jumpHeld) curCoyJumpTimer = 0;
|
||||
|
||||
//If space/south face gamepad button isn't being pressed then jump is false
|
||||
if (Input.GetAxis("Jump") == 0){
|
||||
jumpHeld = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//PlayerScript
|
||||
//Get and update PlayerValues for other scripts
|
||||
//Get jumpHeld
|
||||
public bool GetJumpPressed(){
|
||||
return jumpPressed;
|
||||
return jumpHeld;
|
||||
}
|
||||
|
||||
//Get player cam
|
||||
public Camera GetPlayerCamera()
|
||||
{
|
||||
return cam;
|
||||
}
|
||||
|
||||
//Update Player Velocity
|
||||
public void AddPlayerVelocity(Vector3 additiveVelocity)
|
||||
{
|
||||
vel += additiveVelocity;
|
||||
}
|
||||
|
||||
//Set Player Velocity
|
||||
public void SetPlayerVelocity(Vector3 newVelocity)
|
||||
{
|
||||
vel = newVelocity;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Camera and Player Rotation
|
||||
//Reduce player Jump
|
||||
public void decrementCurrentJumpNumber()
|
||||
{
|
||||
curJumpNum--;
|
||||
}
|
||||
|
||||
//Camera
|
||||
|
||||
|
||||
//Camera and player rotation
|
||||
private void Rotation()
|
||||
{
|
||||
Vector3 lastCamPos = new Vector3(0,0,0);
|
||||
Vector3 rotOffset = transform.localEulerAngles;
|
||||
//If moveController is enabled allow Camera control
|
||||
if(moveController.enabled){
|
||||
|
||||
|
||||
//if input is received from Mouse X
|
||||
if (Input.GetAxis("Mouse X") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (horizontal)
|
||||
else if(Input.GetAxis("HorizontalCam") != 0){
|
||||
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
|
||||
@@ -315,6 +362,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
|
||||
cam.transform.localEulerAngles = camRotation;
|
||||
}
|
||||
|
||||
//if input is received from right analog stick (vertical)
|
||||
else if (Input.GetAxis("VerticalTurn") != 0){
|
||||
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
|
||||
@@ -330,7 +378,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
//Respawns player if they fall below a certain point
|
||||
private void Respawn()
|
||||
{
|
||||
if (transform.position.y < -1)
|
||||
if (transform.position.y < -5)
|
||||
{
|
||||
transform.position = new Vector3(1f, 3f, 1f);
|
||||
}
|
||||
@@ -338,35 +386,71 @@ public class PlayerMovement : NetworkBehaviour
|
||||
|
||||
|
||||
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void Gravity(){
|
||||
//Gravity Function for adjusting y-vel due to wallrun/glide/etc
|
||||
private void UpdateGravity(){
|
||||
|
||||
//Gliding
|
||||
if(jumpPressed && pStats.HasGlider){
|
||||
|
||||
vel.y -= (pStats.PlayerGrav-18) * Time.deltaTime;
|
||||
if(pStats.HasGlider && g < 0 && jumpHeld){
|
||||
//Gravity with glider
|
||||
GravityCalculation(10);
|
||||
|
||||
//Set temp values to put traction back to normal
|
||||
if(tempSet == false){
|
||||
tempTraction = pStats.Traction;
|
||||
pStats.Traction = 1.0f;
|
||||
tempSet = true;
|
||||
}
|
||||
}
|
||||
else if(!jumpPressed && pStats.HasGlider){
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) {
|
||||
//Run wall run script
|
||||
wallRun.WallRunRoutine();
|
||||
|
||||
//if wallrunning apply different gravity
|
||||
if(wallRun.IsWallRunning()){
|
||||
GravityCalculation(4);
|
||||
}
|
||||
|
||||
//Normal gravity if not wallrunning
|
||||
else{
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
//if temporary values have been set restore them back to the normal values
|
||||
if(tempSet == true){
|
||||
pStats.Traction = tempTraction;
|
||||
tempSet = false;
|
||||
}
|
||||
|
||||
//Normal Gravity
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
//Normal gravity
|
||||
GravityCalculation(pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
||||
//Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops
|
||||
private void GravityCalculation(float grav){
|
||||
//apply slight upwards force for jump smoothing when g < 0
|
||||
if(g < 0){
|
||||
g += grav * (fallMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//Wallrunning
|
||||
else if (pStats.HasWallrun) { wallRun.WallRunRoutine(); } //adjusted later if we are wallrunning
|
||||
//apply smaller upwards force if jump is released early when jumping creating a short jump
|
||||
else if (g > 0 && !Input.GetButton("Jump")){
|
||||
g += grav * (lowJumpMultiplier - 1) * Time.deltaTime;
|
||||
}
|
||||
|
||||
//apply gravity if not grounded and coyote timer is less than 0
|
||||
if(isGrounded == false && curCoyJumpTimer <= 0){
|
||||
g -= grav * Time.deltaTime;
|
||||
}
|
||||
|
||||
//else don't apply gravity
|
||||
else{
|
||||
vel.y -= pStats.PlayerGrav * Time.deltaTime;
|
||||
g = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -376,10 +460,12 @@ public class PlayerMovement : NetworkBehaviour
|
||||
{
|
||||
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
|
||||
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
|
||||
|
||||
// reset values before the ground check
|
||||
isGrounded = false;
|
||||
groundRay = new Ray(moveController.transform.position, Vector3.down);
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance)) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
|
||||
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpHeld ) //&& Time.time >= lastTimeJumped + jumpGroundingPreventionTime) // only try to detect ground if it's been a short amount of time since last jump; otherwise we may snap to the ground instantly after we try jumping
|
||||
{
|
||||
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
|
||||
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
|
||||
@@ -440,7 +526,8 @@ public class PlayerMovement : NetworkBehaviour
|
||||
|
||||
//Slide Function
|
||||
private void Slide(){
|
||||
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)){
|
||||
//if the q button or the east face button on gamepad is held down
|
||||
if (Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) {
|
||||
qDown = true;
|
||||
if (isSliding == false){
|
||||
originalTraction = pStats.Traction;
|
||||
@@ -450,6 +537,7 @@ public class PlayerMovement : NetworkBehaviour
|
||||
pStats.Traction = 0.01f;
|
||||
|
||||
}
|
||||
transform.Rotate(Vector3.forward * -sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
pStats.Traction += .004f;
|
||||
}
|
||||
else{
|
||||
@@ -457,18 +545,17 @@ public class PlayerMovement : NetworkBehaviour
|
||||
}
|
||||
//NOTE: potentialy change this to only allow player back up if there is nothing above them
|
||||
if (qDown == false && isSliding == true) {
|
||||
//if nothing is above the object, stop slidding
|
||||
//if nothing is above the object, stop sliding
|
||||
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);
|
||||
this.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
isSliding = false;
|
||||
moveController.height = 2.0f;
|
||||
pStats.Traction = originalTraction;
|
||||
|
||||
}
|
||||
else{
|
||||
Debug.Log("Object above you");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,14 +6,14 @@ using UnityEngine.Assertions;
|
||||
public class PlayerStats : MonoBehaviour
|
||||
{
|
||||
//Maximum possible player speed
|
||||
[SerializeField] private float maxVel = 25.0f;
|
||||
[SerializeField] private float maxVel = 30.0f;
|
||||
public float MaxVel{
|
||||
get{ return maxVel; }
|
||||
set{ maxVel = value; }
|
||||
}
|
||||
|
||||
//Minimum possible player speed
|
||||
[SerializeField] private float minVel = 2.0f;
|
||||
[SerializeField] private float minVel = 5.0f;
|
||||
public float MinVel{
|
||||
get{ return minVel; }
|
||||
set{ minVel = value; }
|
||||
@@ -34,7 +34,7 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Player Jump power
|
||||
[SerializeField] private float jumpPow = 300.0f;
|
||||
[SerializeField] private float jumpPow = 63.0f;
|
||||
public float JumpPow{
|
||||
get{ return jumpPow; }
|
||||
set{ jumpPow = value; }
|
||||
@@ -69,7 +69,7 @@ public class PlayerStats : MonoBehaviour
|
||||
}
|
||||
|
||||
//Gravity Affecting the player
|
||||
[SerializeField] private float playerGrav = 20.0f;
|
||||
[SerializeField] private float playerGrav = 200.0f;
|
||||
public float PlayerGrav{
|
||||
get{ return playerGrav; }
|
||||
set{ playerGrav = value; }
|
||||
|
||||
@@ -10,11 +10,62 @@ public class PostGameUI : NetworkBehaviour {
|
||||
[SerializeField] private TMP_Text ReturnToLobbyText;
|
||||
[SerializeField] private int ReturnToLobbyTimer;
|
||||
|
||||
[SerializeField] private TMP_Text HeaderText;
|
||||
private string TEXT;
|
||||
|
||||
void Start() {
|
||||
ReturnToLobbyText.text = "Returning to the lobby in " + ReturnToLobbyTimer + " seconds...";
|
||||
StartCoroutine(BeginCountdown());
|
||||
|
||||
//todo: do logic to determine and update who won the round
|
||||
UpdateWinnerTextServerRPC();
|
||||
}
|
||||
|
||||
void Update() {
|
||||
HeaderText.text = TEXT;
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
private void UpdateWinnerTextServerRPC() {
|
||||
List<string> playerFinishedNames = new List<string>();
|
||||
string kingName = "";
|
||||
int winnerCount = 0;
|
||||
|
||||
string winText = "";
|
||||
|
||||
foreach (PlayerData pData in ServerGameNetPortal.Instance.clientData.Values) {
|
||||
if (pData.IsKing) {
|
||||
kingName = pData.PlayerName;
|
||||
} else {
|
||||
if (pData.Finished)
|
||||
{
|
||||
playerFinishedNames.Add(pData.PlayerName);
|
||||
winnerCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (winnerCount > 0) {
|
||||
// Runners win
|
||||
switch (winnerCount) {
|
||||
case 1:
|
||||
winText = "And the winner is the Runner " + playerFinishedNames[0] + "!";
|
||||
break;
|
||||
case 2:
|
||||
winText = "And the winners are the Runners " + playerFinishedNames[0] + " and " + playerFinishedNames[1] + "!";
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
// King wins
|
||||
winText = "And the winner is King " + kingName + "!";
|
||||
}
|
||||
|
||||
UpdateWinnerTextClientRPC(winText);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void UpdateWinnerTextClientRPC(string winnerText) {
|
||||
TEXT = winnerText;
|
||||
}
|
||||
|
||||
IEnumerator BeginCountdown() {
|
||||
|
||||
Reference in New Issue
Block a user