This commit is contained in:
Melbyj1125
2022-03-07 12:05:43 -06:00
32 changed files with 53888 additions and 1174 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimationManager : MonoBehaviour
{
//current priority weight
//priority 0: priority value of offense and aerial state when not active (should never be current priority)-- is grounded/ incapactiatated, None, and cooldown
//priority 1: ground state (nothing else active)
//priority 2: aerial state (nothing above it)
//priority 3: offense state (nothing above it)
//priority 4: dash state (nothing above it)
//priority 5: incapacitated state
//highest priority/currently active animations;
private int currentPriority = 1;
//declare references to all the state managers
private dOffenseStateManager offenseState;
private dNitroStateManager nitroState;
private dMoveStateManager moveState;
private dDashStateManager dashState;
private dAerialStateManager aerialState;
//declare reference to animator
private Animator animator;
//retrieve all state managers
private void Awake()
{
//initialize all state managers references
offenseState = GetComponent<dOffenseStateManager>();
nitroState = GetComponent<dNitroStateManager>();
moveState = GetComponent<dMoveStateManager>();
dashState = GetComponent<dDashStateManager>();
aerialState = GetComponent<dAerialStateManager>();
animator = GetComponent<Animator>();
}
//this function will be called everytime a state is switched. If the new state change would change the current priority number,
//then the current priorty will changed
//Note: if we ever want to have this manager keep track of current animation state and not just a priorty number,
//then this will need to be changed later (also if we want to add additional animations)
public void updateCurrentPriority(){
int highestPriority;
//check if MoveStateManager's current state is incapcitated state
if (moveState.currentState.GetType() == typeof(dMoveRagdollState) || moveState.currentState.GetType() == typeof(dMoveRecoveringState)){
highestPriority = 5;
}
//if dash manager current state is dashing
else if (dashState.currentState.GetType() == typeof(dDashDashingState)){
highestPriority = 4;
}
//check to see if offense manager current state is any state that's doesn't have a weight of 0;
else if (offenseState.currentState.GetType() != typeof(dOffenseIncapacitatedState) && offenseState.currentState.GetType() != typeof(dOffenseNoneState) && offenseState.currentState.GetType() != typeof(dOffenseCooldownState)){
highestPriority = 3;
}
//if current state in aerialManager is not grounded
else if (aerialState.currentState.GetType() != typeof(dAerialGroundedState)){
highestPriority = 2;
}
//ground movement is the only state with a animation right now
else{
highestPriority = 1;
}
//if highest priorty does not equal current, then a state changed has resulted in a new higher priorty animation
if(highestPriority != currentPriority){
currentPriority = highestPriority;
animator.SetInteger("currentPriority", currentPriority);
}
}
//function will set the currentPriorty to the newPriority arguement.
//Note: this function is mostly meant to exist if we need to force a new priorty for some reason, otherwise lgoci will be handled in check
public void SetCurrentPriorityState(int newPriority){
//set var to new prio
currentPriority = newPriority;
//set animator priority var
animator.SetInteger("currentPriority", currentPriority);
}
//return priority of a given state (stubbed out for not as not needed for current implementation but may be desired later)
public int GetCurrentPriortyValue(){
return 0;
}
//retrieve highest priority value (current priorty should almost always be
public int GetHighestPriorityValue(){
return currentPriority;
}
}

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View File

@@ -10,6 +10,11 @@ public class CrumblingPlatform : NetworkBehaviour
private MeshRenderer mesh;
private BoxCollider[] boxColliders;
[SerializeField]
public float crumbleTime = 0.25f;
[SerializeField]
public float respawnTime = 2.0f;
private void Start()
{
mesh = gameObject.GetComponent<MeshRenderer>();
@@ -32,11 +37,11 @@ public class CrumblingPlatform : NetworkBehaviour
IEnumerator DeleteCooldown()
{
//Debug.Log("Crumbling");
yield return new WaitForSecondsRealtime(.25f);
yield return new WaitForSecondsRealtime(crumbleTime);
ChangeCrublingPlatformsStateServerRPC(false);
//Debug.Log("Crumbled");
yield return new WaitForSecondsRealtime(2.0f);
yield return new WaitForSecondsRealtime(respawnTime);
ChangeCrublingPlatformsStateServerRPC(true);
//Debug.Log("Respawned Platform");

View File

@@ -8,7 +8,7 @@ public class dDashCooldownState : dDashBaseState
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
cooldown = false; // sets cooldown
dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
//dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
}
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){

View File

@@ -14,10 +14,12 @@ public class dDashDashingState : dDashBaseState
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
currentDashTime = 0; // resets dash time
dSM.GetComponent<Animator>().SetBool("isDashing", true);
}
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
moveDirection = Vector3.zero; // resets moveDirection
dSM.GetComponent<Animator>().SetBool("isDashing", false);
}
public override void UpdateState(dDashStateManager dSM){

View File

@@ -18,13 +18,15 @@ public class dDashStateManager : NetworkBehaviour
////Components Section
public CharacterController moveController; // Character Controller
Animator animator; // Animation Controller
public Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM; // movement state manager
public CoolDown driver; // cooldown driver
//// AnimatorManagerScript
private AnimationManager animationManager;
////
////Items Section
@@ -36,6 +38,7 @@ public class dDashStateManager : NetworkBehaviour
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
////
@@ -77,6 +80,8 @@ public class dDashStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
//update current animation priorty in animation manager
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}
}

View File

@@ -5,11 +5,13 @@ using UnityEngine;
public class dMoveIdleState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isIdle", true);
Debug.Log("Entered Idle");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isIdle", false);
Debug.Log("Exited Idle");
}
public override void UpdateState(dMoveStateManager mSM){

View File

@@ -5,11 +5,13 @@ using UnityEngine;
public class dMoveJogState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isJogging", true);
Debug.Log("Entered Jog");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isJogging", false);
Debug.Log("Exited Jog");
}
public override void UpdateState(dMoveStateManager mSM){

View File

@@ -5,11 +5,13 @@ using UnityEngine;
public class dMoveRunState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isRunning", true);
Debug.Log("Entered Run");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isRunning", false);
Debug.Log("Exit Run");
}
public override void UpdateState(dMoveStateManager mSM){

View File

@@ -4,12 +4,17 @@ using UnityEngine;
public class dMoveWalkState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//set reference to animator in mSM for each manager
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//get component is semi expensive--may want to ahve all statemanagers have a reference to animator
mSM.GetComponent<Animator>().SetBool("isWalking", true);
Debug.Log("Entered Walk");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isWalking", false);
Debug.Log("Exited Walk");
}
public override void UpdateState(dMoveStateManager mSM){

View File

@@ -37,12 +37,14 @@ public class dMoveStateManager : NetworkBehaviour
public CharacterController moveController; // Character Controller
public Rigidbody rB; // Players Rigidbody
public CapsuleCollider capCol; // Players Capsule Collider
private Animator animator; // Animation Controller
public Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dAerialStateManager aSM;
//// AnimatorManagerScript
private AnimationManager animationManager;
////
////State Transition Variables
@@ -89,6 +91,7 @@ public class dMoveStateManager : NetworkBehaviour
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
////
////Initialize Scripts
@@ -166,6 +169,8 @@ public class dMoveStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
//update current animation priorty in animation manager
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}

View File

@@ -24,13 +24,15 @@ public class dNitroStateManager : NetworkBehaviour
public CharacterController moveController; // Character Controller
Rigidbody rB; // Players Rigidbody
CapsuleCollider capCol; // Players Capsule Collider
Animator animator; // Animation Controller
public Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM; // move state manager
public CoolDown driver; // cooldown driver
//// AnimatorManagerScript
private AnimationManager animationManager;
////
////Items Section
@@ -41,6 +43,7 @@ public class dNitroStateManager : NetworkBehaviour
public float nitroVelBoost = 40;
public float nitroAccBoost = .4f;
void Awake(){
////Initialize Player Components
@@ -50,6 +53,7 @@ public class dNitroStateManager : NetworkBehaviour
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
////
@@ -91,6 +95,8 @@ public class dNitroStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
//update current animation priorty in animation manager
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}
}

View File

@@ -14,6 +14,7 @@ public class dOffenseKickState : dOffenseBaseState
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
oSM.animator.SetBool("IsKicking", true);
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
@@ -22,6 +23,7 @@ public class dOffenseKickState : dOffenseBaseState
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
oSM.animator.SetBool("IsKicking", false);
}
public override void UpdateState(dOffenseStateManager oSM){

View File

@@ -5,6 +5,7 @@ using MLAPI;
public class dOffenseStateManager : NetworkBehaviour
{
////Player States
public dOffenseBaseState currentState;
public dOffenseBaseState previousState;
@@ -31,14 +32,16 @@ public class dOffenseStateManager : NetworkBehaviour
public CharacterController moveController; // Character Controller
Rigidbody rB; // Players Rigidbody
CapsuleCollider capCol; // Players Capsule Collider
Animator animator; // Animation Controller
public Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM; // move state manager
public dAerialStateManager aSM; // aerial state manager
////
//// AnimatorManagerScript
private AnimationManager animationManager;
///
void Awake(){
@@ -48,6 +51,7 @@ public class dOffenseStateManager : NetworkBehaviour
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
////
////Initialize Player Objects
@@ -96,6 +100,8 @@ public class dOffenseStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
//update current animation priorty in animation manager
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}

View File

@@ -1,66 +1,203 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using MLAPI;
using MLAPI.Messaging;
public class WeatherWheel : MonoBehaviour {
public class WeatherWheel : NetworkBehaviour {
private float wheelSpeed;
private float subtractSpeed;
public bool isSpinning = false;
private bool onCooldown = false;
void Update() {
if (isSpinning) {
public GameObject pointer;
private float weatherDuration = 30f;
private float postWeatherCooldown = 15f;
void Start() {
gameObject.GetComponent<Image>().enabled = false;
pointer.SetActive(false);
StartCoroutine(ShowWeatherWheel());
}
IEnumerator ShowWeatherWheel() {
// Get the time to complete the intro camera fly through
float cameraLerpTime = Camera.main.GetComponent<CPC_CameraPath>().playOnAwakeTime;
// Wait for that many seconds - allows for time to complete the "cutscene"
yield return new WaitForSecondsRealtime(cameraLerpTime);
// Turn the wheel back on for the
GameObject[] players = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject player in players) {
ulong clientID = player.GetComponent<NetworkObject>().OwnerClientId;
if (clientID == NetworkManager.Singleton.LocalClientId) {
if (player.GetComponentInChildren<PlayerStats>() != null) {
// Runner
gameObject.SetActive(false);
} else {
// King
gameObject.GetComponent<Image>().enabled = true;
gameObject.GetComponent<Button>().interactable = true;
pointer.SetActive(true);
}
}
}
}
void Update()
{
if (isSpinning)
{
transform.Rotate(0, 0, wheelSpeed);
wheelSpeed -= subtractSpeed;
}
// Check when stopped spinning
if (isSpinning && wheelSpeed <= 0) {
if (isSpinning && wheelSpeed <= 0)
{
wheelSpeed = 0;
isSpinning = false;
// Check the angle to see what won
float finalAngle = transform.rotation.eulerAngles.z;
if (finalAngle <= 45 || finalAngle > 315) {
if (finalAngle <= 45 || finalAngle > 315)
{
// Snow
// TODO: Trigger Snow
Debug.Log("Snow");
SpawnWeatherServerRPC(PlayerStats.Weather.Snow);
// Set angle back to centered
transform.localRotation = Quaternion.Euler(0, 0, 0);
} else if (finalAngle > 45 && finalAngle <= 135) {
}
else if (finalAngle > 45 && finalAngle <= 135)
{
// Windy
// TODO: Trigger Wind
Debug.Log("Windy");
// Calculate the wind direction
Vector3 windDirection = new Vector3(Random.Range(-1f, 1f), 0f, Random.Range(-1f, 1f));
SpawnWeatherServerRPC(PlayerStats.Weather.Wind, windDirection);
// Set angle back to centered
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
StartCoroutine(StopWeatherCountdown());
}
}
IEnumerator StopWeatherCountdown() {
// Weather duration
for (int i = 0; i < weatherDuration; i++) {
yield return new WaitForSecondsRealtime(1f);
}
// Stop weather after duration
StopWeatherServerRPC();
// Post weather cool down
for (int i = 0; i < postWeatherCooldown; i++) {
yield return new WaitForSecondsRealtime(1f);
}
// Allow weather to be spun again
onCooldown = false;
}
[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;
}
}
[ServerRpc(RequireOwnership = false)]
private void StopWeatherServerRPC() {
StopWeatherClientRPC();
}
[ClientRpc]
private void StopWeatherClientRPC() {
// Stop the weather on the player
GameObject[] players = GameObject.FindGameObjectsWithTag("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>().ClearWeather();
}
}
}
// Turn off the weather particle systems
GameObject.FindGameObjectWithTag("RainSystem").GetComponent<ParticleSystem>().Stop();
GameObject.FindGameObjectWithTag("SnowSystem").GetComponent<ParticleSystem>().Stop();
GameObject.FindGameObjectWithTag("WindSystem").GetComponent<ParticleSystem>().Stop();
GameObject.FindGameObjectWithTag("FogSystem").GetComponent<ParticleSystem>().Stop();
}
public void SpinWheel() {
// Only spin if not spinning already
if (isSpinning) { return; }
// Only spin if not spinning already and not on cooldown
if (isSpinning && !onCooldown) { return; }
// Do the spin
wheelSpeed = Random.Range(4.000f, 5.000f);
subtractSpeed = Random.Range(0.003f, 0.009f);
isSpinning = true;
onCooldown = true;
}
}

View File

@@ -6,13 +6,13 @@ EditorUserSettings:
serializedVersion: 4
m_ConfigSettings:
RecentlyUsedScenePath-0:
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flags: 0
RecentlyUsedScenePath-1:
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flags: 0
RecentlyUsedScenePath-1:
value: 22424703114646680e0b0227036c6b19021b1d192f2d2835633c133af6f9
flags: 0
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flags: 0
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@@ -21,16 +21,16 @@ EditorUserSettings:
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flags: 0
RecentlyUsedScenePath-5:
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flags: 0
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flags: 0
RecentlyUsedScenePath-7:
RecentlyUsedScenePath-6:
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flags: 0
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