This commit is contained in:
2021-12-13 14:14:53 -06:00
28 changed files with 2261 additions and 112 deletions

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View File

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1521
Assets/Scenes/Credits.unity Normal file

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View File

@@ -4,7 +4,7 @@ using UnityEngine;
public class BreakableBlock : MonoBehaviour
{
//kicking power 150 (250 for stornger kick)
//kicking power 500 (1000 for stornger kick)
public float health;
// Start is called before the first frame update
void Start(){
@@ -22,7 +22,7 @@ public class BreakableBlock : MonoBehaviour
}
public void damage(float kickPower){
int totalDamage = (int)(kickPower / 50.0);
int totalDamage = (int)(kickPower / 100.0);
health -= totalDamage;
Debug.Log(health);
//if item is at 0 health

View File

@@ -5,7 +5,7 @@ using UnityEngine;
public class dGrapplingHook : NetworkBehaviour
{
public float maxGrappleDistance = 25;
public float maxGrappleDistance = 25;
public bool isGrappled;
private int hookPointIndex;
@@ -19,6 +19,13 @@ public class dGrapplingHook : NetworkBehaviour
[SerializeField] private float ropeLength;
private float climbRate = 5;
Vector3 tensionDirection;
Vector3 pendulumSideDirection;
Vector3 tangentDirection;
float tensionForce;
public Vector3 forceDirection;
// Start is called before the first frame update
void Start()
{
@@ -56,6 +63,7 @@ public class dGrapplingHook : NetworkBehaviour
private void FixedUpdate()
{
//if (!IsLocalPlayer) { return; }
if (isGrappled)
{
Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line
@@ -82,9 +90,7 @@ public class dGrapplingHook : NetworkBehaviour
if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) > ropeLength )
{
//Impact Based
Debug.Log("y");
playerMovement.g = 2;
movementController.Move((hookPoint.transform.position - gameObject.transform.position) * Time.deltaTime);
forceDirection = calculateForceDirection(1, playerMovement.g, hookPoint.transform.position);
}
}
@@ -105,60 +111,20 @@ public class dGrapplingHook : NetworkBehaviour
}
return index;
}
///////////Hookshot Concept
// public float maxGrappleDistance = 25;
// public bool isGrappled;
// private Vector3 hookPoint;
// private float distance;
// public float propelPower = 100;
Vector3 calculateForceDirection(float mass, float g, Vector3 hPoint){
tensionDirection = (hPoint - transform.position).normalized;
Debug.Log(tensionDirection);
// private CharacterController movementController;
// private dPlayerMovement playerMovement;
// private PlayerStats pStats;
// private Camera cam;
// private Vector3 forwardHookLerp;
// private Vector3 upwardsHookLerp;
float inclinationAngle = Vector3.Angle(transform.position - hPoint, -transform.up);
// // Start is called before the first frame update
// void Start()
// {
// isGrappled = false;
// movementController = gameObject.GetComponent<CharacterController>();
// playerMovement = gameObject.GetComponent<dPlayerMovement>();
// pStats = gameObject.GetComponent<PlayerStats>();
// cam = playerMovement.cam;
// }
// private void FixedUpdate()
// {
// getGrapplePoint();
// //Debug.Log((hookPoint.transform.position - transform.position).normalized);
// if (isGrappled && !Input.GetKeyDown(KeyCode.E))
// {
// //playerMovement.AddImpact((hookPoint - transform.position), propelPower);
// forwardHookLerp = Vector3.Lerp(forwardHookLerp, transform.forward * 50, .03f);
// movementController.Move(forwardHookLerp * Time.deltaTime);
tensionForce = mass * -g * Mathf.Cos(Mathf.Deg2Rad * inclinationAngle);
Debug.Log(g);
// upwardsHookLerp = Vector3.Lerp(upwardsHookLerp, (hookPoint - transform.position).normalized * Vector3.Distance(transform.position, hookPoint) * propelPower, .03f);
// movementController.Move(upwardsHookLerp * Time.deltaTime);
// isGrappled = false;
// }
// }
// private void getGrapplePoint(){
// //if E or left face gamepad button is pressed is slightly pressed
// if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
// {
// if (!isGrappled) //If we are not grappling
// {
// if(Physics.Raycast(cam.transform.position, cam.transform.forward, out RaycastHit raycastHit)){
// if(raycastHit.collider.gameObject.transform.tag == "HookPoint"){
// isGrappled = true;
// hookPoint = new Vector3 (raycastHit.point.x,raycastHit.point.y,raycastHit.point.z);
// }
// }
// }
// }
// }
Vector3 fDirection = tensionDirection * tensionForce;
Debug.Log(fDirection);
return fDirection;
}
}

View File

@@ -59,6 +59,7 @@ public class dKickController : NetworkBehaviour
leg.SetActive(true);
yield return new WaitForSeconds(waitTime);
isKicking = false;
leg.GetComponent<Collider>().isTrigger = false;
leg.SetActive(false);
}
@@ -74,6 +75,7 @@ public class dKickController : NetworkBehaviour
Vector3 direction = this.transform.forward;
Debug.Log(direction);
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
leg.GetComponent<Collider>().isTrigger = true;
}
if (collision.transform.CompareTag("destroyable") && myCollider == leg.GetComponent<Collider>()){
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);

View File

@@ -212,9 +212,9 @@ public class dPlayerMovement : NetworkBehaviour
driftVel = Vector3.zero;
if(animator != null) animator.SetBool("isRunning", false);
}
//Move Player
moveController.Move(driftVel + (moveY * Time.deltaTime));
if(grapple.isGrappled) moveController.Move(grapple.forceDirection * Time.deltaTime);
}
@@ -270,7 +270,7 @@ public class dPlayerMovement : NetworkBehaviour
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 10f);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
g = pStats.JumpPow;
}
@@ -440,7 +440,7 @@ public class dPlayerMovement : NetworkBehaviour
}
//apply gravity if not grounded and coyote timer is less than 0
if(isGrounded == false && curCoyJumpTimer <= 0){
if((isGrounded == false && curCoyJumpTimer <= 0) || grapple.isGrappled){
g -= grav * Time.deltaTime;
}
//else don't apply gravity

View File

@@ -59,6 +59,7 @@ public class KickController : NetworkBehaviour
leg.SetActive(true);
yield return new WaitForSeconds(waitTime);
isKicking = false;
leg.GetComponent<Collider>().isTrigger = false;
leg.SetActive(false);
}
@@ -74,6 +75,7 @@ public class KickController : NetworkBehaviour
Vector3 direction = this.transform.forward;
Debug.Log(direction);
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
leg.GetComponent<Collider>().isTrigger = true;
}
if (collision.transform.CompareTag("destroyable") && myCollider == leg.GetComponent<Collider>()){
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);

View File

@@ -16,15 +16,32 @@ public class Dash : NetworkBehaviour {
float dashSpeed = 12;
CharacterController characterController;
PlayerMovement pMove;
void Start(){
characterController = this.gameObject.GetComponent<CharacterController>();
characterController = GetComponent<CharacterController>();
pMove = GetComponent<PlayerMovement>();
}
//UPDATE CHECK FOR MOVEMENT ONLY WHEN DASHING
void FixedUpdate(){
if (!IsLocalPlayer) { return; }
if(pMove.pStats.HasDash){
DashMovement();
}
}
private IEnumerator startCoolDown(){
Debug.Log("start corotine");
isOnCoolDown = true;
//driver.startUICooldown("Nitro");
yield return new WaitForSeconds(dashItem.cooldownM);
isOnCoolDown = false;
Debug.Log("end corotine");
}
private void DashMovement(){
if (Input.GetKeyDown(KeyCode.E) && isOnCoolDown == false)
{
currentDashTime = 0;
@@ -43,13 +60,4 @@ public class Dash : NetworkBehaviour {
//characterController.Move(moveDirection * Time.deltaTime * dashSpeed);
}
private IEnumerator startCoolDown(){
Debug.Log("start corotine");
isOnCoolDown = true;
//driver.startUICooldown("Nitro");
yield return new WaitForSeconds(dashItem.cooldownM);
isOnCoolDown = false;
Debug.Log("end corotine");
}
}

View File

@@ -33,23 +33,24 @@ public class GrapplingHook : NetworkBehaviour
void Update()
{
if (!IsLocalPlayer) { return; }
if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
{
if (!isGrappled) //If we are not grappling
if(pStats.HasGrapple){
if (Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) //If grapple button is hit
{
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
if (!isGrappled) //If we are not grappling
{
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
isGrappled = true; //toggle grappling state
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
ropeLength = Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) + 0.5f;
isGrappled = true; //toggle grappling state
}
}
else //Else we are grappling
{
//physics tear down?
isGrappled = false; //toggle grappling state to release
}
}
else //Else we are grappling
{
//physics tear down?
isGrappled = false; //toggle grappling state to release
}
}
}

View File

@@ -19,7 +19,7 @@ MonoBehaviour:
minVelM: 0
curVelM: 0
accM: 0
jumpPowM: 10
jumpPowM: 15
jumpNumM: 0
tractionM: 0
kickPowM: 0

View File

@@ -22,7 +22,7 @@ MonoBehaviour:
jumpPowM: 0
jumpNumM: 0
tractionM: 0
kickPowM: 100
kickPowM: 500
recovTimeM: 0
playerGravM: 0
costM: 3

View File

@@ -87,7 +87,6 @@ public class PlayerMovement : NetworkBehaviour
private Blink blink;
private GrapplingHook grapple;
//Animation controller
Animator animator;
@@ -269,7 +268,7 @@ public class PlayerMovement : NetworkBehaviour
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && !isSliding)
{
if(wallRun.IsWallRunning()){
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 10f);
AddImpact((wallRun.GetWallJumpDirection()), pStats.JumpPow * 8f);
g = pStats.JumpPow;
}

View File

@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Quit : MonoBehaviour
{
public void Exit(){
Application.Quit();
}
}

View File

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View File

@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ReturnToTitle : MonoBehaviour
{
public void backToTitle(){
SceneManager.LoadScene("TitleScene");
}
}

View File

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View File

@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class toCredits : MonoBehaviour
{
public void ToCredits(){
SceneManager.LoadScene("Credits");
}
}

View File

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@@ -20,5 +20,8 @@ EditorBuildSettings:
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path: Assets/Scenes/PostGame.unity
guid: f4ce64377389f094f87c07cfa7f940f4
- enabled: 1
path: Assets/Scenes/Credits.unity
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View File

@@ -23,6 +23,8 @@ TagManager:
- Floor
- Weather
- Grid
- Grappleable
-
-
-
-