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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-11 11:55:16 -05:00
Weather Spawns for the players (doesn't yet despawn)
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8
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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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using UnityEngine.UI;
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using MLAPI;
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using MLAPI.Messaging;
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public class WeatherWheel : MonoBehaviour {
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public class WeatherWheel : NetworkBehaviour {
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private float wheelSpeed;
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private float subtractSpeed;
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public bool isSpinning = false;
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void Update() {
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if (isSpinning) {
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public GameObject pointer;
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void Start() {
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gameObject.GetComponent<Image>().enabled = false;
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pointer.SetActive(false);
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StartCoroutine(ShowWeatherWheel());
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}
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IEnumerator ShowWeatherWheel() {
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// Get the time to complete the intro camera fly through
|
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float cameraLerpTime = Camera.main.GetComponent<CPC_CameraPath>().playOnAwakeTime;
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// Wait for that many seconds - allows for time to complete the "cutscene"
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// Turn the wheel back on for the
|
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GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
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foreach (GameObject player in players) {
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ulong clientID = player.GetComponent<NetworkObject>().OwnerClientId;
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if (clientID == NetworkManager.Singleton.LocalClientId) {
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if (player.GetComponentInChildren<PlayerStats>() != null) {
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// Runner
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gameObject.SetActive(false);
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} else {
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// King
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gameObject.GetComponent<Image>().enabled = true;
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gameObject.GetComponent<Button>().interactable = true;
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pointer.SetActive(true);
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}
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}
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}
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}
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void Update()
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{
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if (isSpinning)
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{
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transform.Rotate(0, 0, wheelSpeed);
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wheelSpeed -= subtractSpeed;
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}
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// Check when stopped spinning
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if (isSpinning && wheelSpeed <= 0) {
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if (isSpinning && wheelSpeed <= 0)
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{
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wheelSpeed = 0;
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isSpinning = false;
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// Check the angle to see what won
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float finalAngle = transform.rotation.eulerAngles.z;
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if (finalAngle <= 45 || finalAngle > 315) {
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if (finalAngle <= 45 || finalAngle > 315)
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{
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// Snow
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// TODO: Trigger Snow
|
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Debug.Log("Snow");
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SpawnWeatherServerRPC(PlayerStats.Weather.Snow);
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// Set angle back to centered
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transform.localRotation = Quaternion.Euler(0, 0, 0);
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} else if (finalAngle > 45 && finalAngle <= 135) {
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}
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else if (finalAngle > 45 && finalAngle <= 135)
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{
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// Windy
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// TODO: Trigger Wind
|
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Debug.Log("Windy");
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// Calculate the wind direction
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Vector3 windDirection = new Vector3(Random.Range(-1f, 1f), 0f, Random.Range(-1f, 1f));
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SpawnWeatherServerRPC(PlayerStats.Weather.Wind, windDirection);
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// Set angle back to centered
|
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transform.localRotation = Quaternion.Euler(0, 0, 90);
|
||||
} else if (finalAngle > 135 && finalAngle <= 225) {
|
||||
}
|
||||
else if (finalAngle > 135 && finalAngle <= 225)
|
||||
{
|
||||
// Fog
|
||||
// TODO: Trigger Fog
|
||||
Debug.Log("Fog");
|
||||
SpawnWeatherServerRPC(PlayerStats.Weather.Fog);
|
||||
|
||||
// Set angle back to centered
|
||||
transform.localRotation = Quaternion.Euler(0, 0, 180);
|
||||
} else if (finalAngle > 225 && finalAngle <= 315) {
|
||||
}
|
||||
else if (finalAngle > 225 && finalAngle <= 315)
|
||||
{
|
||||
// Rain
|
||||
// TODO: Trigger Rain
|
||||
Debug.Log("Rain");
|
||||
SpawnWeatherServerRPC(PlayerStats.Weather.Rain);
|
||||
|
||||
// Set angle back to centered
|
||||
transform.localRotation = Quaternion.Euler(0, 0, 270);
|
||||
}
|
||||
|
||||
// Start an IEnum to turn off the weather
|
||||
//TODO: here
|
||||
}
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
private void SpawnWeatherServerRPC(PlayerStats.Weather weather, Vector3 windDir = default(Vector3)) {
|
||||
SpawnWeatherClientRPC(weather, windDir);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void SpawnWeatherClientRPC(PlayerStats.Weather weather, Vector3 windDir = default(Vector3)) {
|
||||
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
|
||||
|
||||
// Apply the weather affects to the player
|
||||
foreach (GameObject player in players) {
|
||||
if (player.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
|
||||
// This check makes it so the king isn't affected
|
||||
if (player.GetComponentInChildren<PlayerStats>() != null) {
|
||||
player.GetComponentInChildren<PlayerStats>().SetWeather(weather, windDir);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Turn on the weather particle systems
|
||||
switch (weather) {
|
||||
case PlayerStats.Weather.Rain:
|
||||
GameObject.FindGameObjectWithTag("RainSystem").GetComponent<ParticleSystem>().Play();
|
||||
break;
|
||||
case PlayerStats.Weather.Snow:
|
||||
GameObject.FindGameObjectWithTag("SnowSystem").GetComponent<ParticleSystem>().Play();
|
||||
break;
|
||||
case PlayerStats.Weather.Wind:
|
||||
GameObject.FindGameObjectWithTag("WindSystem").GetComponent<ParticleSystem>().Play();
|
||||
break;
|
||||
case PlayerStats.Weather.Fog:
|
||||
GameObject.FindGameObjectWithTag("FogSystem").GetComponent<ParticleSystem>().Play();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void SpinWheel() {
|
||||
|
||||
// Only spin if not spinning already
|
||||
if (isSpinning) { return; }
|
||||
|
||||
|
||||
Reference in New Issue
Block a user