mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-08 18:35:18 -05:00
Merge branch 'main' of https://github.com/Lautha1/TheKingsRace
This commit is contained in:
99
Assets/AnimationManager.cs
Normal file
99
Assets/AnimationManager.cs
Normal file
@@ -0,0 +1,99 @@
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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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public class AnimationManager : MonoBehaviour
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{
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//current priority weight
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//priority 0: priority value of offense and aerial state when not active (should never be current priority)-- is grounded/ incapactiatated, None, and cooldown
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//priority 1: ground state (nothing else active)
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//priority 2: aerial state (nothing above it)
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//priority 3: offense state (nothing above it)
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//priority 4: dash state (nothing above it)
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//priority 5: incapacitated state
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//highest priority/currently active animations;
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private int currentPriority = 1;
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//declare references to all the state managers
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private dOffenseStateManager offenseState;
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private dNitroStateManager nitroState;
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private dMoveStateManager moveState;
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private dDashStateManager dashState;
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private dAerialStateManager aerialState;
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//declare reference to animator
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private Animator animator;
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//retrieve all state managers
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private void Awake()
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{
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//initialize all state managers references
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offenseState = GetComponent<dOffenseStateManager>();
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nitroState = GetComponent<dNitroStateManager>();
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moveState = GetComponent<dMoveStateManager>();
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dashState = GetComponent<dDashStateManager>();
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aerialState = GetComponent<dAerialStateManager>();
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animator = GetComponent<Animator>();
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}
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//this function will be called everytime a state is switched. If the new state change would change the current priority number,
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//then the current priorty will changed
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//Note: if we ever want to have this manager keep track of current animation state and not just a priorty number,
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//then this will need to be changed later (also if we want to add additional animations)
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public void updateCurrentPriority(){
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int highestPriority;
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//check if MoveStateManager's current state is incapcitated state
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if (moveState.currentState.GetType() == typeof(dMoveRagdollState) || moveState.currentState.GetType() == typeof(dMoveRecoveringState)){
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highestPriority = 5;
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}
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//if dash manager current state is dashing
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else if (dashState.currentState.GetType() == typeof(dDashDashingState)){
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highestPriority = 4;
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}
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//check to see if offense manager current state is any state that's doesn't have a weight of 0;
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else if (offenseState.currentState.GetType() != typeof(dOffenseIncapacitatedState) && offenseState.currentState.GetType() != typeof(dOffenseNoneState) && offenseState.currentState.GetType() != typeof(dOffenseCooldownState)){
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highestPriority = 3;
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}
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//if current state in aerialManager is not grounded
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else if (aerialState.currentState.GetType() != typeof(dAerialGroundedState)){
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highestPriority = 2;
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}
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//ground movement is the only state with a animation right now
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else{
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highestPriority = 1;
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}
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//if highest priorty does not equal current, then a state changed has resulted in a new higher priorty animation
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if(highestPriority != currentPriority){
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currentPriority = highestPriority;
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animator.SetInteger("currentPriority", currentPriority);
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}
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}
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//function will set the currentPriorty to the newPriority arguement.
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//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
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public void SetCurrentPriorityState(int newPriority){
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//set var to new prio
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currentPriority = newPriority;
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//set animator priority var
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animator.SetInteger("currentPriority", currentPriority);
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}
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//return priority of a given state (stubbed out for not as not needed for current implementation but may be desired later)
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public int GetCurrentPriortyValue(){
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return 0;
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}
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//retrieve highest priority value (current priorty should almost always be
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public int GetHighestPriorityValue(){
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return currentPriority;
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}
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}
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GameObject:
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private BoxCollider[] boxColliders;
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[SerializeField]
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public float crumbleTime = 0.25f;
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[SerializeField]
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{
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mesh = gameObject.GetComponent<MeshRenderer>();
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@@ -32,11 +37,11 @@ public class CrumblingPlatform : NetworkBehaviour
|
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IEnumerator DeleteCooldown()
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{
|
||||
//Debug.Log("Crumbling");
|
||||
yield return new WaitForSecondsRealtime(.25f);
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||||
yield return new WaitForSecondsRealtime(crumbleTime);
|
||||
ChangeCrublingPlatformsStateServerRPC(false);
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||||
|
||||
//Debug.Log("Crumbled");
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yield return new WaitForSecondsRealtime(2.0f);
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yield return new WaitForSecondsRealtime(respawnTime);
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ChangeCrublingPlatformsStateServerRPC(true);
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||||
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||||
@@ -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){
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,13 +6,13 @@ EditorUserSettings:
|
||||
serializedVersion: 4
|
||||
m_ConfigSettings:
|
||||
RecentlyUsedScenePath-0:
|
||||
value: 22424703114646680e0b0227036c7b151b180b65093e273e12190f3cf6ef2021f2e225a7f234362820
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||||
flags: 0
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RecentlyUsedScenePath-1:
|
||||
value: 22424703114646680e0b0227036c7b151b180b652b3a27292f260573f1e33136e7a923e7ee2e26
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||||
flags: 0
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||||
RecentlyUsedScenePath-1:
|
||||
value: 22424703114646680e0b0227036c6b19021b1d192f2d2835633c133af6f9
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||||
flags: 0
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RecentlyUsedScenePath-2:
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||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
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||||
value: 22424703114646680e0b0227036c731f1415016439262f2434
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||||
flags: 0
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||||
RecentlyUsedScenePath-3:
|
||||
value: 22424703114646680e0b0227036c731f1415016439262f2434
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||||
@@ -21,16 +21,16 @@ EditorUserSettings:
|
||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
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flags: 0
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RecentlyUsedScenePath-5:
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||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
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||||
flags: 0
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RecentlyUsedScenePath-6:
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||||
value: 22424703114646680e0b0227036c7b151b180b652b3a27292f260573f1e33136e7a923e7ee2e26
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||||
flags: 0
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RecentlyUsedScenePath-7:
|
||||
RecentlyUsedScenePath-6:
|
||||
value: 22424703114646680e0b0227036c7b151b180b650721283704240d14f0e12d3aedff78fce9332b25
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||||
flags: 0
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RecentlyUsedScenePath-7:
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||||
value: 22424703114646680e0b0227036c6b19021b1d192f2d2835633c133af6f9
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||||
flags: 0
|
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RecentlyUsedScenePath-8:
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||||
value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
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||||
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-9:
|
||||
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
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||||
|
||||
Reference in New Issue
Block a user