This commit is contained in:
Vincent Wheat
2022-02-28 14:11:26 -06:00
44 changed files with 17516 additions and 41744 deletions

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- target: {fileID: 7053551988629990270, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3}

View File

@@ -72763,7 +72763,7 @@ Camera:
m_Depth: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 255
m_Bits: 24831
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0

View File

@@ -15,6 +15,7 @@ public class GateDespawner : NetworkBehaviour {
// Only have the host start the timer
if (IsHost) {
StartCoroutine(DespawnTimer());
Physics.IgnoreLayerCollision(13,14);
}
}
}

View File

@@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
using MLAPI.Messaging;
public class ResetZonesGlobal : MonoBehaviour {
private bool cooldown = false;
[SerializeField]
private int RespawnZone;
private void OnTriggerEnter(Collider other) {
if (cooldown == false && other.transform.gameObject.tag == "PlayerTrigger" && other.gameObject.transform.root.gameObject.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
SetClientRespawnZoneServerRPC(other.gameObject.transform.root.gameObject.GetComponent<NetworkObject>().OwnerClientId, RespawnZone);
cooldown = true;
StartCoroutine(CoolItDown());
}
}
[ServerRpc(RequireOwnership = false)]
private void SetClientRespawnZoneServerRPC(ulong clientID, int RespawnZone) {
SetClientRespawnZoneClientRPC(clientID, RespawnZone);
}
[ClientRpc]
private void SetClientRespawnZoneClientRPC(ulong clientID, int RespawnZone) {
// Get all players in the scene
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
// Find our player first
foreach (GameObject character in playableCharacters) {
if (character.GetComponent<NetworkObject>().OwnerClientId == clientID) {
// Set their zone
character.GetComponent<ResetZones>().SetCurrentZone(RespawnZone);
}
}
}
IEnumerator CoolItDown() {
yield return new WaitForSecondsRealtime(1f);
cooldown = false;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6560db454bf09ef49bdb0240a370b8aa
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -7,7 +7,10 @@ public class GridReveal : MonoBehaviour
private GameObject[] Rows;
private float TempKingPos = 0;
private int Index = 0;
private int ROSCount = 130;
private int ROSCount = 100;
private int BoxSize = 20;
private int ValleyStr = -670;
private int MountainStr = -2960;
void Start() {
List<GameObject> RowsList = new List<GameObject>();
@@ -27,10 +30,10 @@ public class GridReveal : MonoBehaviour
//A function for enabling and disabalimg the Visability of the King's Grid as the King Moves
public void DynGridReveal(float KingPos, float MovDir) {
if(KingPos > -670 || KingPos < -2960) { //Cancels out the function if the King is in the valley or the mountain
if(KingPos > ValleyStr || KingPos < MountainStr) { //Cancels out the function if the King is in the valley or the mountain
return;
}
if(TempKingPos >= KingPos + 20 || TempKingPos <= KingPos - 20) { //Moves the Grid Everytime is King has moved 20 Units
if(TempKingPos >= KingPos + BoxSize || TempKingPos <= KingPos - BoxSize) { //Moves the Grid Everytime is King has moved 20 Units
TempKingPos = KingPos;
if (MovDir == 0) {
return;

View File

@@ -7,14 +7,16 @@ public class KingMove : MonoBehaviour
public float speed = 240.0f;
private Vector3 newPos;
private Vector3 MountCent = new Vector3(-4500, 620, 510);
private Vector3 KingStrPos = new Vector3(350, 625, 1130);
private Vector3 KingMontStr = new Vector3(-4500, 625, 1130);
private Vector3 MountCent = new Vector3(-4500, 820, 510);
private Vector3 KingStrPos = new Vector3(350, 825, 1130);
private Vector3 KingMontStr = new Vector3(-4500, 825, 1130);
private Vector3 KingMontEnd = new Vector3(-4500, 825, -110);
private GameObject Grid;
void Awake()
{
Grid = GameObject.FindGameObjectWithTag("KingGrid");
transform.position = KingStrPos;
}
void Start()
@@ -48,9 +50,9 @@ public class KingMove : MonoBehaviour
else if (transform.position.x < KingMontStr.x) {//Once they rech a certain point they begin to cirlce around the mountain (radius of 1050, (x+4500)^2+(z-510)^2=620^2)
float z = transform.position.z;
z -= translation; //Moves the player's X forward slightly
if (z > -110 && z <= KingMontStr.z) { //Stops this from breaking the circle's formula
float x = -Mathf.Sqrt((MountCent.y * MountCent.y) - ((z - MountCent.z) * (z - MountCent.z))) + MountCent.x; //Snaps the player onto a circle that is around the mountain, so the player orbits it smoothly
newPos = new Vector3(x, 625, z); //make a Vector3 out of the new X and Z
if (z > KingMontEnd.z && z <= KingMontStr.z) { //Stops this from breaking the circle's formula
float x = -Mathf.Sqrt((620 * 620) - ((z - MountCent.z) * (z - MountCent.z))) + MountCent.x; //Snaps the player onto a circle that is around the mountain, so the player orbits it smoothly
newPos = new Vector3(x, KingMontStr.y, 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
}

View File

@@ -25,11 +25,12 @@ public class KingPlace : NetworkBehaviour
private int SlimeDir;
private int BoxSize = 20;
private Vector3 MontStr = new Vector3(-4000, 300, 495);
private KingAbility KABlock = new KingAbility(1, 5);
private KingAbility KASlime = new KingAbility(1, 15);
private KingAbility KAHail = new KingAbility(1, 15);
private KingAbility KAThund = new KingAbility(1, 10);
private KingAbility KABlock = new KingAbility(2, 5);
private KingAbility KASlime = new KingAbility(2, 15);
private KingAbility KAHail = new KingAbility(2, 15);
private KingAbility KAThund = new KingAbility(2, 10);
public GameObject Thunderstorm;
//Is called when the King clicks on the Thunderstorm button
@@ -115,6 +116,9 @@ public class KingPlace : NetworkBehaviour
SlimeDir = DrawArrow();
if (Input.GetMouseButtonUp(0)) {//Reads the player releasing the left mouse button
PlaceTemp.GetComponent<Slime>().GooStart(SlimeDir);
foreach (Transform child in PlaceTemp.transform) {
child.gameObject.SetActive(false);
}
SlimePlacing = false;
KASlime.UseItem();
}
@@ -136,13 +140,18 @@ public class KingPlace : NetworkBehaviour
int zOffset = 906;
private GameObject Row;
private void FindGridBox() {
float i = ((PlaceTemp.transform.position.x) - xOffset) / -BoxSize; //Finds the Row the cursor is in
int RowNumb = (int)i; //Rounds it down
float y = ((PlaceTemp.transform.position.z) - zOffset) / -BoxSize; //Finds the Box in the Row the cursor is in
int Box = (int)y; //Rounds it down
int x = (RowNumb * -BoxSize) + xOffset;//Sets it's X to the X of the Row
int z = (Box * -BoxSize) + zOffset;//Sets its Z to the Z of the Box
int RowNumb = 0, Box = 0, x = 0, z = 0;
if (PlaceTemp.transform.position.x < MontStr.x) {//King is trying to place on the mountain
Debug.Log("Mount Place");
}
else {
float i = ((PlaceTemp.transform.position.x) - xOffset) / -BoxSize; //Finds the Row the cursor is in
RowNumb = (int)i; //Rounds it down
float y = ((PlaceTemp.transform.position.z) - zOffset) / -BoxSize; //Finds the Box in the Row the cursor is in
Box = (int)y; //Rounds it down
x = (RowNumb * -BoxSize) + xOffset;//Sets it's X to the X of the Row
z = (Box * -BoxSize) + zOffset;//Sets its Z to the Z of the Box
}
// Grid Check first for valid location
GridCheck(RowNumb, Box, ref FirstPlacing);//Makes sure the Box is a valid position
@@ -220,17 +229,23 @@ public class KingPlace : NetworkBehaviour
if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask)) {
MosPos = RayCastHit.point;
}
//TODO Draw arrow
if (MosPos.x > PlaceTemp.transform.position.x && MosPos.z < PlaceTemp.transform.position.z) {//Temp function to change Slime's dir //TODO convert mouse position to arrow direction. then return the int of what direction it is
foreach (Transform child in PlaceTemp.transform) {
child.gameObject.SetActive(false);
}//y=x(PlaceTemp.y - PlaceTemp.x) y=-x(PlaceTemp.y - PlaceTemp.x)
if (MosPos.x > PlaceTemp.transform.position.x && MosPos.z < PlaceTemp.transform.position.z) {//Temp function to change Slime's dir
PlaceTemp.transform.Find("ArrowUP").gameObject.SetActive(true);
return 0;//Up
}
else if (MosPos.x < PlaceTemp.transform.position.x && MosPos.z < PlaceTemp.transform.position.z) {
PlaceTemp.transform.Find("ArrowRIGHT").gameObject.SetActive(true);
return 1;//Right
}
else if (MosPos.x < PlaceTemp.transform.position.x && MosPos.z > PlaceTemp.transform.position.z) {
PlaceTemp.transform.Find("ArrowDOWN").gameObject.SetActive(true);
return 2;//Down
}
else if (MosPos.x > PlaceTemp.transform.position.x && MosPos.z > PlaceTemp.transform.position.z) {
PlaceTemp.transform.Find("ArrowLEFT").gameObject.SetActive(true);
return 3;//Left
}
else {

View File

@@ -13,6 +13,7 @@ public class dPlayCam : NetworkBehaviour
void Start ()
{
rad = (transform.position - player.transform.position);
}
void Update ()

View File

@@ -4,19 +4,17 @@ using UnityEngine;
public class dAerialGlidingState : dAerialBaseState
{
float tempTraction; // temp traction to store the actual player traction
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
//Modify base traction
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
aSM.pStats.CurTraction = 1.0f;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
//return traction to normal
aSM.pStats.Traction = tempTraction;
aSM.pStats.CurTraction = aSM.pStats.Traction;
}
public override void UpdateState(dAerialStateManager aSM){

View File

@@ -5,16 +5,14 @@ using UnityEngine;
public class dMoveSlideState : dMoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//Rotate player and adjust height and adjust traction
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
mSM.pStats.CurTraction = 0.01f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
//mSM.moveController.Move(new Vector3(0,-0.1f,0));
}
@@ -25,14 +23,14 @@ public class dMoveSlideState : dMoveBaseState
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.pStats.CurTraction = mSM.pStats.Traction;
mSM.moveController.height *= 2.0f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
}
//if state is crouch revert traction
else{
mSM.pStats.Traction = originalTraction;
mSM.pStats.CurTraction = mSM.pStats.Traction;
}
}

View File

@@ -60,7 +60,7 @@ public class dMoveStateManager : NetworkBehaviour
public Vector3 driftVel; // Lerped Movement Vector
public float calculatedCurVel; // calculated current vel using driftVel
public int layerMask; // LayerMask to exclude player
RaycastHit wallHitTop, wallHitBot; // Raycast for momentum loss on wall hit
RaycastHit wallHitTop, wallHitBot, wallExitTop, wallExitBot; // Raycast for momentum loss on wall hit
private Vector3 lastVel; // previous vel
private bool firstWallHit = false; // hit the wall for the first time
@@ -116,6 +116,8 @@ public class dMoveStateManager : NetworkBehaviour
//if (!IsLocalPlayer) { return; }
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
pStats.Traction = pStats.CurTraction;
pStats.CurAcc = pStats.Acc;
}
// Update is called once per frame
@@ -180,7 +182,7 @@ public class dMoveStateManager : NetworkBehaviour
// while the speed is below max speed slowly increase it
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
{
pStats.CurVel += pStats.Acc;
pStats.CurVel += pStats.CurAcc;
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
@@ -210,18 +212,19 @@ public class dMoveStateManager : NetworkBehaviour
Vector3 rayOffset = moveXZ - lastVel;
//Check if wall is in direction player is moving
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == true))) && !firstWallHit){
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .18f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .18f, layerMask) == true))) && !firstWallHit){
CancelMomentum();
Debug.Log("Collide");
firstWallHit = true;
}
else if((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == false) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == false))){
if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
firstWallHit = false;
}
Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + (rayOffset/2), moveXZ.normalized * 1f, Color.red);
Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * .2f, Color.red);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
if(currentState == GrappleAirState){
driftVel = Vector3.zero;
}
@@ -240,7 +243,7 @@ public class dMoveStateManager : NetworkBehaviour
//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);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
//need to have move controller involved for correct movement
if(currentState == CrouchState){

View File

@@ -7,19 +7,17 @@ public class dNitroNitroingState : dNitroBaseState
private float tempTimer; // temporary timer
private float actualMaxVel; // actual max velocity
private float actualAcc; // actual acceleration
public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
actualMaxVel = nSM.pStats.MaxVel; // saves previous max velocity
actualAcc = nSM.pStats.Acc; // saves previous max acc
nSM.pStats.Acc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.CurAcc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.MaxVel += nSM.nitroVelBoost; // increases max velocity
tempTimer = 5; // how long we will be sped up
}
public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
nSM.pStats.Acc = actualAcc; // reset acceleration
nSM.pStats.CurAcc = nSM.pStats.Acc; // reset acceleration
nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
}

View File

@@ -4,19 +4,17 @@ using UnityEngine;
public class AerialGlidingState : AerialBaseState
{
float tempTraction; // temp traction to store the actual player traction
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
//Modify base traction
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
aSM.pStats.CurTraction = 1.0f;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
//return traction to normal
aSM.pStats.Traction = tempTraction;
aSM.pStats.CurTraction = aSM.pStats.Traction;
}
public override void UpdateState(AerialStateManager aSM){

View File

@@ -114,6 +114,8 @@ public class MoveStateManager : NetworkBehaviour
if (!IsLocalPlayer) { return; }
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
pStats.CurTraction = pStats.Traction;
pStats.CurAcc = pStats.Acc;
}
// Update is called once per frame
@@ -178,7 +180,7 @@ public class MoveStateManager : NetworkBehaviour
// while the speed is below max speed slowly increase it
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
{
pStats.CurVel += pStats.Acc;
pStats.CurVel += pStats.CurAcc;
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
@@ -208,18 +210,18 @@ public class MoveStateManager : NetworkBehaviour
Vector3 rayOffset = moveXZ - lastVel;
//Check if wall is in direction player is moving
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == true))) && !firstWallHit){
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .2f, layerMask) == true))) && !firstWallHit){
CancelMomentum();
firstWallHit = true;
}
else if((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == false) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .5f, layerMask) == false))){
else if((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .2f, layerMask) == false) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .2f, layerMask) == false))){
firstWallHit = false;
}
Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
if(currentState == GrappleAirState){
driftVel = Vector3.zero;
}
@@ -238,7 +240,7 @@ public class MoveStateManager : NetworkBehaviour
//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);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
//Need to have movecontroller involved for correct movement
if(currentState == CrouchState){

View File

@@ -5,16 +5,14 @@ using UnityEngine;
public class MoveSlideState : MoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
//Rotate player and adjust height and adjust traction
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
mSM.pStats.CurTraction = 0.01f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
//mSM.moveController.Move(new Vector3(0,-0.1f,0));
}
@@ -25,14 +23,14 @@ public class MoveSlideState : MoveBaseState
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.pStats.CurTraction = mSM.pStats.Traction;
mSM.moveController.height *= 2.0f;
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
}
//if state is crouch revert traction
else{
mSM.pStats.Traction = originalTraction;
mSM.pStats.CurTraction = mSM.pStats.Traction;
}
}

View File

@@ -7,19 +7,18 @@ public class NitroNitroingState : NitroBaseState
private float tempTimer; // temporary timer
private float actualMaxVel; // actual max velocity
private float actualAcc; // actual acceleration
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
actualMaxVel = nSM.pStats.MaxVel; // saves previous max velocity
actualAcc = nSM.pStats.Acc; // saves previous max acc
nSM.pStats.Acc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.CurAcc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.MaxVel += nSM.nitroVelBoost; // increases max velocity
tempTimer = 5; // how long we will be sped up
}
public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
nSM.pStats.Acc = actualAcc; // reset acceleration
nSM.pStats.CurAcc = nSM.pStats.Acc; // reset acceleration
nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
}

View File

@@ -13,6 +13,7 @@ public class PlayerCam : NetworkBehaviour
void Start ()
{
rad = (transform.position - player.transform.position);
}
void Update ()

View File

@@ -5,6 +5,9 @@ using UnityEngine.Assertions;
public class PlayerStats : MonoBehaviour
{
public enum Weather {Rain, Snow, Wind, Fog};
//Soft cap max speed a player can achieve they can achieve this speed by running
[SerializeField] private float maxVel = 40.0f;
public float MaxVel{
@@ -40,6 +43,12 @@ public class PlayerStats : MonoBehaviour
set{ acc = value; }
}
[SerializeField] private float curAcc;
public float CurAcc{
get{ return curAcc; }
set{ curAcc = value;}
}
//Player Jump power
[SerializeField] private float jumpPow = 60.0f;
public float JumpPow{
@@ -61,6 +70,12 @@ public class PlayerStats : MonoBehaviour
set{ traction = value; }
}
[SerializeField] private float curTraction;
public float CurTraction{
get{ return curTraction; }
set{ curTraction = value; }
}
//Player Kick Power
[SerializeField] private float kickPow = 500.0f;
public float KickPow{
@@ -131,6 +146,87 @@ public class PlayerStats : MonoBehaviour
set{ playerPoints = value; }
}
[SerializeField] private bool windOn = false;
public bool WindOn{
get{ return windOn; }
}
private float tempTraction;
private float tempAcc;
private float accModification;
public void SetWeather(Weather weather){
switch(weather){
case Weather.Rain:{
Debug.Log("Rain");
tempTraction = traction;
tempAcc = acc;
traction -= 2;
if(curTraction - 2 > 0){
curTraction -= 2;
}
acc += 2;
curAcc += 2;
accModification = 2;
break;
}
case Weather.Snow:{
Debug.Log("Snow");
tempTraction = traction;
tempAcc = acc;
traction += 2;
if(curTraction > .01 && curTraction != 1){
curTraction += 2;
}
acc *= .5f;
curAcc *= .5f;
accModification = -acc;
break;
}
case Weather.Wind:{
Debug.Log("Wind");
windOn = true;
break;
}
case Weather.Fog:{
Debug.Log("Fog");
break;
}
default:{
Debug.Log("Incorrect thing passed in");
break;
}
}
}
public void ClearWeather(){
acc = tempAcc;
traction = tempTraction;
if(curTraction > .01 && curTraction != 1){
curTraction = traction;
}
curAcc -= accModification;
windOn = false;
}
void Update(){
VariableValidation();
}

View File

@@ -0,0 +1,162 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using MLAPI;
using MLAPI.Messaging;
using MLAPI.Exceptions;
using System.Linq;
public class ResetZones : MonoBehaviour {
private Transform ValleyRespawnPoint;
private Transform PlainsRespawnPoint;
private Transform FoothillsRespawnPoint;
private Transform MountainRespawnPoint;
public Transform runnerPrefab;
private GameObject _runner;
public enum Zone {
VALLEY,
PLAINS,
FOOTHILLS,
MOUNTAIN
}
private Zone currentZone;
void Start() {
// Make sure we are in the game scene
if (SceneManager.GetActiveScene().buildIndex == 3) {
ValleyRespawnPoint = GameObject.FindGameObjectWithTag("ValleyRespawnPoint").transform;
PlainsRespawnPoint = GameObject.FindGameObjectWithTag("PlainsRespawnPoint").transform;
FoothillsRespawnPoint = GameObject.FindGameObjectWithTag("FoothillsRespawnPoint").transform;
MountainRespawnPoint = GameObject.FindGameObjectWithTag("MountainRespawnPoint").transform;
}
// Starting zone is the valley
currentZone = Zone.VALLEY;
}
public void SetCurrentZone(int newZone) {
currentZone = (Zone)newZone;
}
private Vector3 GetRespawnPosition(Zone zone) {
switch(zone) {
case Zone.PLAINS:
return PlainsRespawnPoint.position;
case Zone.FOOTHILLS:
return FoothillsRespawnPoint.position;
case Zone.MOUNTAIN:
return MountainRespawnPoint.position;
default:
case Zone.VALLEY:
return ValleyRespawnPoint.position;
}
}
public void RespawnToCheckpoint() {
RespawnPlayerServerRPC(gameObject.transform.root.gameObject.GetComponent<NetworkObject>().OwnerClientId, GetRespawnPosition(currentZone));
}
[ServerRpc(RequireOwnership = false)]
private void RespawnPlayerServerRPC(ulong clientID, Vector3 respawnPos, ServerRpcParams serverRpcParams = default)
{
// Get all players in the scene
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
// Find our player first
foreach (GameObject character in playableCharacters) {
if (character.GetComponent<NetworkObject>().OwnerClientId == clientID) {
// Player found
// Despawn them
try {
character.GetComponent<NetworkObject>().Despawn(true);
} catch (SpawnStateException e) {
Debug.LogError("Spawn State Exception Exception:");
Debug.LogError(e);
return;
}
// Spawn the player
if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(clientID, out string clientGuid)) {
if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData)) {
// Spawn as player
_runner = Instantiate(runnerPrefab, respawnPos, Quaternion.Euler(0, -90, 0)).gameObject;
_runner.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientID, null, true);
// Handle Client Spawning Locally
string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
StartCoroutine(SpawnClient(clientID, itemsAsString));
}
}
}
}
}
// The client respawning needs a slight delay to allow for the spawn to properly sync up
IEnumerator SpawnClient(ulong clientID, string itemsAsString) {
// First notify the player they are respawning (so we display stuff on screen)
ClientRpcParams clientRpcParams = new ClientRpcParams {
Send = new ClientRpcSendParams {
TargetClientIds = new ulong[] { clientID }
}
};
UIRespawningClientRpc(clientID, clientRpcParams);
// 3 Second Respawn Delay
yield return new WaitForSecondsRealtime(3f);
// Now actually respawn the player
clientRpcParams = new ClientRpcParams {
Send = new ClientRpcSendParams {
TargetClientIds = new ulong[] { clientID }
}
};
SpawnPlayerClientRpc(clientID, itemsAsString, clientRpcParams);
}
[ClientRpc]
private void UIRespawningClientRpc(ulong clientId, ClientRpcParams clientRpcParams = default) {
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(true);
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = false;
}
// Spawn in each player
[ClientRpc]
public void SpawnPlayerClientRpc(ulong clientId, string itemsAsString, ClientRpcParams clientRpcParams = default) {
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject character in playableCharacters) {
if (character.GetComponent<NetworkObject>().OwnerClientId == clientId) {
// Rebuild inventory
List<string> itemList = itemsAsString.Split(',').ToList();
character.GetComponentInChildren<PlayerInventory>().UpdateEquips(itemList, this.gameObject.GetComponent<InventoryManager>().ItemDict);
GameHandler.FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<Camera>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<AudioListener>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
character.GetComponentInChildren<MoveStateManager>().enabled = true;
character.GetComponentInChildren<DashStateManager>().enabled = true;
character.GetComponentInChildren<NitroStateManager>().enabled = true;
character.GetComponentInChildren<AerialStateManager>().enabled = true;
character.GetComponentInChildren<OffenseStateManager>().enabled = true;
}
}
// Also turn off the respawning UI and back on the UI for the timer
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(false);
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = true;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4f942eeaa888c98468c9ad196fb88115
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -16,6 +16,9 @@ public class PauseMenu : MonoBehaviour {
[SerializeField]
private GameObject ConfirmationPanel;
[SerializeField]
private GameObject RespawnConfirmationPanel;
[SerializeField]
private TMP_Text ControlsHeader;
[SerializeField]
@@ -29,6 +32,7 @@ public class PauseMenu : MonoBehaviour {
PauseMenuPanel.SetActive(false);
ControlsPanel.SetActive(false);
ConfirmationPanel.SetActive(false);
RespawnConfirmationPanel.SetActive(false);
}
void Update() {
@@ -127,4 +131,24 @@ public class PauseMenu : MonoBehaviour {
ControlsText.text = "To-Do: Put the Runner's Controls here";
}
}
public void OnRespawnClicked() {
RespawnConfirmationPanel.SetActive(true);
}
public void RespawnDecline() {
RespawnConfirmationPanel.SetActive(false);
}
public void RespawnConfirmed() {
// Disable/Enable player controls
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject player in players) {
// Find the local player
if (player.GetComponent<NetworkObject>().IsLocalPlayer) {
player.GetComponent<ResetZones>().RespawnToCheckpoint();
}
}
}
}

View File

@@ -10,7 +10,7 @@ public class WeatherWheel : MonoBehaviour {
void Update() {
if (isSpinning) {
transform.Rotate(0, 0, wheelSpeed, Space.World);
transform.Rotate(0, 0, wheelSpeed);
wheelSpeed -= subtractSpeed;
}
@@ -28,28 +28,28 @@ public class WeatherWheel : MonoBehaviour {
Debug.Log("Snow");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 0);
transform.localRotation = Quaternion.Euler(0, 0, 0);
} else if (finalAngle > 45 && finalAngle <= 135) {
// Windy
// TODO: Trigger Wind
Debug.Log("Windy");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 90);
transform.localRotation = Quaternion.Euler(0, 0, 90);
} else if (finalAngle > 135 && finalAngle <= 225) {
// Fog
// TODO: Trigger Fog
Debug.Log("Fog");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 180);
transform.localRotation = Quaternion.Euler(0, 0, 180);
} else if (finalAngle > 225 && finalAngle <= 315) {
// Rain
// TODO: Trigger Rain
Debug.Log("Rain");
// Set angle back to centered
transform.rotation = Quaternion.Euler(0, 0, 270);
transform.localRotation = Quaternion.Euler(0, 0, 270);
}
}
}

View File

@@ -40,8 +40,8 @@ TagManager:
- King UI
- King
- WeatherWheelUI
-
-
- Door
- DoorFrame
-
-
-

View File

@@ -6,23 +6,23 @@ EditorUserSettings:
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