mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-07 09:55:24 -05:00
Modified the Gates and KickController to sync kicks and apply force
- Now the kicking of gates will sync over the network - Needs review from Justin to verify this won't break other kickable items
This commit is contained in:
@@ -1,117 +1,5 @@
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using System.Collections;
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using System.Collections.Generic;
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using MLAPI;
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using MLAPI.Messaging;
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||||
using UnityEngine;
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||||
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public class KickController : NetworkBehaviour
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@@ -29,7 +30,7 @@ public class KickController : NetworkBehaviour
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}
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void Kick(){
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//if (!IsLocalPlayer) { return; }
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if (!IsLocalPlayer) { return; }
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//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
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//custom is grounded
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//If F is pressed or gamepad right trigger is pulled
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private void OnCollisionEnter(Collision collision)
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{
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//if (!IsLocalPlayer) { return; }
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if (!IsLocalPlayer) { return; }
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Collider myCollider = collision.contacts[0].thisCollider;
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if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
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if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()) {
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Vector3 direction = this.transform.forward;
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Debug.Log(direction);
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collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
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ulong prefabHash = collision.gameObject.GetComponent<NetworkObject>().PrefabHash;
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ApplyKickServerRPC(direction, prefabHash);
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}
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if (collision.transform.CompareTag("destroyable") && myCollider == legHitbox.GetComponent<Collider>()){
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collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
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}
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@@ -99,9 +100,29 @@ public class KickController : NetworkBehaviour
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}
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else{
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legRotation = -90;
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Debug.Log("Kick Full Extension");
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}
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}
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[ServerRpc(RequireOwnership = false)]
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private void ApplyKickServerRPC(Vector3 direction, ulong prefabHash) {
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GameObject[] kickables = GameObject.FindGameObjectsWithTag("kickable");
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foreach (GameObject kickedItem in kickables) {
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// First check to make sure this is the item we kicked
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if (kickedItem.GetComponent<NetworkObject>() != null && kickedItem.GetComponent<NetworkObject>().PrefabHash == prefabHash) {
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// First turn off kinematic
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kickedItem.gameObject.GetComponent<Rigidbody>().isKinematic = false;
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}
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// Then apply the force
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kickedItem.gameObject.GetComponent<Rigidbody>().AddForce(direction * pStats.KickPow, ForceMode.Impulse);
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// Then return since we only kicked one item and don't need to check the remainder of the items
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return;
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}
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Reference in New Issue
Block a user