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+public class Boulder : MonoBehaviour +{ + private Rigidbody boulder; + + void Start() { + boulder = GetComponent();//Gets the rigidbody attached to the bolder + } + + void OnTriggerEnter(Collider other) { + if (other.tag == "Player") { + GameObject player = other.gameObject;//Turns the collider into a game object + Vector3 Dir = boulder.velocity;//Finds the bolder's velocity + float Power = boulder.velocity.magnitude * 250;//Finds the power of the boulder by using it's velocity and a scaler + Dir = Vector3.Normalize(Dir);//Normalizes the vector to be used as a knockback direction + player.GetComponent().AddImpact(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed + } + } + + //Coppied from player for easy Boulder Testing/Demonstration + void FixedUpdate() { + Respawn(); + } + + private void Respawn() + { + if (transform.position.y < -1) { + transform.position = new Vector3(74.67f, 34.68f, 7.15f); + } + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Boulder.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Boulder.cs.meta new file mode 100644 index 0000000..cdff8cd --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Boulder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 502e1c22be3238645a39762fd220d3b4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs new file mode 100644 index 0000000..75e145d --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Bumper : MonoBehaviour { + + // Is called whenever something collides with the bumper + void OnTriggerEnter(Collider other) { + //Debug.Log("Bump!"); + GameObject player = other.gameObject;//Turns the collider into a game object + Vector3 DirBump = player.GetComponent().vel * -1;//Inverts the Player Velocity + DirBump = Vector3.Normalize(DirBump);//Normalizes the vector to be used as a bump direction + player.GetComponent().AddImpact(DirBump, 200); //Launches tthe player directly away from the bumper + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta new file mode 100644 index 0000000..8908b25 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Bumper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 204dc1e4ca638924caabaa45df29d9d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Goo.cs b/Assets/Scripts/KingScripts/KingAbilities/Goo.cs new file mode 100644 index 0000000..87f3441 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Goo.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Goo : MonoBehaviour +{ + int Lifetime = 0; + + void FixedUpdate() { + Lifetime++; + if(Lifetime == 550) { + Destruction(); + } + } + + //Makes the player sliperly whenever they step on the goo + void OnTriggerEnter(Collider other) { + Debug.Log("Slippy!"); + GameObject player = other.gameObject;//Turns the collider into a game object + player.GetComponent().Traction = 1.5f;//Make it slippy + } + + void Destruction() { + Destroy(gameObject); + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Goo.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Goo.cs.meta new file mode 100644 index 0000000..35d2ba6 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Goo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b6c921b5d2c15a4cb9e536856c88cf6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Hail.cs b/Assets/Scripts/KingScripts/KingAbilities/Hail.cs new file mode 100644 index 0000000..debbacb --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Hail.cs @@ -0,0 +1,52 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Hail : MonoBehaviour +{ + private Rigidbody hail; + public GameObject shadow; + + private float ShadStSz = 0; + private float m; + private GameObject ShadTemp = null; + + + void Start() { + hail = GetComponent();//Gets the rigidbody attached to the bolder + + ShadTemp = Instantiate(shadow);//Creates the shadow + ShadTemp.transform.position = new Vector3(hail.transform.position.x, 0, hail.transform.position.z);//Sets it properly directly under the hail + ShadTemp.transform.localScale = new Vector3(ShadStSz, 0, ShadStSz);//Scales it to the proper start size + m = (hail.transform.localScale.x - ShadStSz) / 30;//Find the proper rate of growth + } + + void FixedUpdate() { + float y = m * (hail.transform.position.y-30) + ShadStSz;//Find the proper current size + ShadTemp.transform.localScale = new Vector3(y, 0, y);//Scales the shadow to that size + Destruction();//Sees if it needs to destroy both + } + + void OnTriggerEnter(Collider other) { + if (other.tag == "Player") { + GameObject player = other.gameObject;//Turns the collider into a game object + float Power = hail.velocity.magnitude * 100;//Finds the power of the hail by using it's velocity and a scaler + //Find the dirrection of launch by finding the direction between the two points of the player and the Hail + float px = player.transform.position.x; + float pz = player.transform.position.z; + float hx = hail.transform.position.x; + float hz = hail.transform.position.z; + //Direction pointing away from the center of the Hail + Vector3 Dir = new Vector3(px - hx, 0, pz - hz); + player.GetComponent().AddImpact(Dir, Power); //Ragdolls the player in the direction of the bolder depending on it's speed + } + } + + //Destroys the Hail and its shadow + void Destruction() { + if(hail.transform.position.y <= 0) { + Destroy(ShadTemp); + Destroy(gameObject); + } + } + } diff --git a/Assets/Scripts/KingScripts/KingAbilities/Hail.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Hail.cs.meta new file mode 100644 index 0000000..b413464 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Hail.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 06bf4238b8275414aa092a505249cb1a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs new file mode 100644 index 0000000..509fd32 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class HailArea : MonoBehaviour +{ + // Update is called once per frame + public float Xmax = 15f; + public float Xmin = -15f; + + public float Zmax = -85f; + public float Zmin = -115f; + + public GameObject Hail; + + int timer = 0; + // FixedUpdate is called once per .02 seconds (or 50 times a second) + void FixedUpdate() + { + if (timer == 50) { + timer = 0; + //Random diameter 4->8 + float diameter = Random.Range(4, 8); + float radius = diameter / 2.0f; + //Random pos X Xmax-radius -> Xmin+radius + //Random pos Z Zmax-radius -> Zmin+radius + Vector3 position = new Vector3(Random.Range(Xmin + radius, Xmax - radius), 30, Random.Range(Zmin + radius, Zmax - radius)); + + SpawnHail(diameter, position); + } + timer++; + } + + // Spawns a singular Hail piece + void SpawnHail(float size, Vector3 pos) + { + //Spawn HailBall and its shadow + GameObject HailTemp = null; + HailTemp = Instantiate(Hail); + HailTemp.transform.position = pos; + HailTemp.transform.localScale = new Vector3(size, size, size); + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta new file mode 100644 index 0000000..037894e --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/HailArea.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fd71374cb5b4801478a3035abe5bbaf5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Slime.cs b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs new file mode 100644 index 0000000..f7e7cf3 --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Slime : MonoBehaviour +{ + float MoveDir; + int GooTimer = 0; + Vector3 offset = new Vector3(0.0f, 0.4f, 0.0f); + public GameObject Goo; + public GameObject Folder; + public int StartPos = -29; + public int EndPos = -57; + // Start is called before the first frame update + void Start() + { + MoveDir = Time.deltaTime; + } + + // FixedUpdate is called once per .02 seconds (or 50 times a second) + void FixedUpdate() + { + //create goo underneath them slime + if (GooTimer == 6) { + GameObject GooTrail = null; + GooTrail = Instantiate(Goo, transform.position - offset, transform.rotation); + GooTrail.transform.parent = Folder.transform; + GooTimer = 0; + } + //attempt to move forward (Raycast for objects, how to make sure it didn't fall off a cliff?) + if (transform.position.z >= StartPos || transform.position.z <= EndPos) {//Rough way of keeping turning it around when it reaches an end + MoveDir = -MoveDir; + } + //if can't Turn around 180 degrees + //otherwise actually move forward + transform.Translate(0, 0, MoveDir); + GooTimer++; + } + + void OnTriggerStay(Collider other) { + //slow down player + GameObject player = other.gameObject;//Turns the collider into a game object + //Get the Player's speed + float CurVel = player.GetComponent().CurVel; + player.GetComponent().CurVel = CurVel - (CurVel/10); + //Cut it in half? + } + +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta new file mode 100644 index 0000000..d3edccd --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Slime.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 16272419deebd26418bee88aca87e679 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/KingScripts/KingAbilities/Wind.cs b/Assets/Scripts/KingScripts/KingAbilities/Wind.cs new file mode 100644 index 0000000..7ddc9ca --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Wind.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Wind : MonoBehaviour +{ + public Vector3 DirWind; + // Start is called before the first frame update + void Start() + { + DirWind = Vector3.forward; + } + + // Update is called once per frame + void OnTriggerStay(Collider other) + { + other.GetComponent().AddImpact(DirWind, 1); + } +} diff --git a/Assets/Scripts/KingScripts/KingAbilities/Wind.cs.meta b/Assets/Scripts/KingScripts/KingAbilities/Wind.cs.meta new file mode 100644 index 0000000..b99d72a --- /dev/null +++ b/Assets/Scripts/KingScripts/KingAbilities/Wind.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3cbfce7770492384d8edacf924191f0a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: 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Left arrow go left and the right arraow go right + transform.rotation = Quaternion.Euler(0, 0, 0); + } + else if (transform.position.z > 61) { + transform.position = new Vector3(-42, 30, 61);//Keeps them from going too far left + } + else if (transform.position.z < -80) {//Once they rech a certain point they begin to cirlce around the mountain (radius of 42, x^2+z^2=42^2) + transform.Rotate(0, -rotation, 0);// Rotates the player as they move along the circumfurance + float z = transform.position.z - 0.5f; + float x = Mathf.Sqrt((42 * 42) - ((z + 80) * (z + 80)));//Add something based off translation to X and calculate the corespondent Z Z = sqrt(42^2-x^2)-80 + newPos = new Vector3(-x, 30, z); // make a Vector3 out of the new X and Z + transform.position = newPos;//Sets the player's new position on the cirlce + } + else { + Debug.Log("Aw, Beans"); + transform.position = new Vector3(-42, 30, 0); + } + } +} diff --git a/Assets/Scripts/KingScripts/KingMove.cs.meta 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