>Added Mitch's Goo and Bumper to the game
>Added Kong's Blue Slime
>Make the sime's eyes properly move to the correct direction
This commit is contained in:
Katherine 2022-04-22 13:02:33 -05:00
parent 12055b97b2
commit f98bc54182
26 changed files with 1124 additions and 203 deletions

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@ -64824,6 +64824,7 @@ MonoBehaviour:
hasDash: 0
playerPoints: 15
isPaused: 0
isRespawning: 1
windOn: 0
windDirection: {x: 0, y: 0, z: 0}
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@ -32,6 +32,8 @@ public class KingPlace : NetworkBehaviour
private bool SlimePlacing = false;
private int SlimeDir;
private GameObject SlimeBody = null;
private int BoxSize = 20;
private Vector3 MontStr = new Vector3(-4000, 300, 495);
@ -45,7 +47,6 @@ public class KingPlace : NetworkBehaviour
private float[] MountxOffsets = { -50f, -73.4f, -100f, -127f, -134.7f, -130f, -34f, 14.5f, 91.2f, 129f, 129.5f };
private float[] MountzOffsets = { 130f, 120f, 97f, 56.6f, 32f, -50f, -135.5f, -138.5f, -105f, -52.5f, 50f };
//Is called when the King clicks on the Thunderstorm button
private int Energy = 100;
@ -143,11 +144,12 @@ public class KingPlace : NetworkBehaviour
Vector3 slimeLoc = PlaceTemp.transform.position;//Gets the Slime's position and rotation
Quaternion slimeRot = PlaceTemp.transform.rotation;
Quaternion slimeBodyRot = SlimeBody.transform.rotation;
Destroy(PlaceTemp);
// PLACE NETWORKED VERSION
SpawnSlimeServerRPC(slimeLoc, slimeRot, SlimeDir);
SpawnSlimeServerRPC(slimeLoc, slimeRot, slimeBodyRot, SlimeDir);
SlimePlacing = false;
MenuOff();
@ -349,8 +351,10 @@ public class KingPlace : NetworkBehaviour
}
}
private int DrawArrow() {
private int DrawArrow() { //TODO Fix how it determines where to point
Vector3 MosPos = new Vector3(0, 0, 0);
GameObject Arrow = null;
int DirNumber = 2;//Defaults to down, just in case
Ray Ray = KingCam.ScreenPointToRay(Input.mousePosition);//Raycast to find the point where the mouse cursor is
if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask)) {
MosPos = RayCastHit.point;
@ -359,26 +363,36 @@ public class KingPlace : NetworkBehaviour
if (child.gameObject.tag == "Arrow") { // Makes sure not to turn off the model
child.gameObject.SetActive(false);
}
}//y=x(PlaceTemp.y - PlaceTemp.x) y=-x(PlaceTemp.y - PlaceTemp.x)
else
{
SlimeBody = child.gameObject;
}
}
//Vector1 = Point1 - Placetemp.pos
//Vector2 = point2 - PlaceTemp.pos
//Take Cross products of Mouse Pas and the Vectors (-/+ = direction)
if (MosPos.x > PlaceTemp.transform.position.x && MosPos.z < PlaceTemp.transform.position.z) {//Temp function to change Slime's dir
PlaceTemp.transform.Find("ArrowUP").gameObject.SetActive(true);
return 0;//Up
Arrow = PlaceTemp.transform.Find("ArrowUP").gameObject;
DirNumber = 0;//Up
}
else if (MosPos.x < PlaceTemp.transform.position.x && MosPos.z < PlaceTemp.transform.position.z) {
PlaceTemp.transform.Find("ArrowRIGHT").gameObject.SetActive(true);
return 1;//Right
Arrow = PlaceTemp.transform.Find("ArrowRIGHT").gameObject;
DirNumber = 1;//Right
}
else if (MosPos.x < PlaceTemp.transform.position.x && MosPos.z > PlaceTemp.transform.position.z) {
PlaceTemp.transform.Find("ArrowDOWN").gameObject.SetActive(true);
return 2;//Down
Arrow = PlaceTemp.transform.Find("ArrowDOWN").gameObject;
DirNumber = 2;//Down
}
else if (MosPos.x > PlaceTemp.transform.position.x && MosPos.z > PlaceTemp.transform.position.z) {
PlaceTemp.transform.Find("ArrowLEFT").gameObject.SetActive(true);
return 3;//Left
}
else {
return 2;//Defaults to down, just in case
Arrow = PlaceTemp.transform.Find("ArrowLEFT").gameObject;
DirNumber = 3;//Left
}
Arrow.SetActive(true);
SlimeBody.transform.LookAt(Arrow.transform);
SlimeBody.transform.Rotate(0, -90, 0);
return DirNumber;
}
private void CooldownTimer() {// Function for tracking the individual cooldowns of the items. It's done in a two-teired system to allow the cooldowns to be eaisly converted as seconds
@ -419,9 +433,9 @@ public class KingPlace : NetworkBehaviour
}
[ServerRpc(RequireOwnership = false)]
private void SpawnSlimeServerRPC(Vector3 spawnLoc, Quaternion spawnRot, int SlimeDir) {
private void SpawnSlimeServerRPC(Vector3 spawnLoc, Quaternion spawnRot, Quaternion slimeBodyRot, int SlimeDir) {
placedObj = Instantiate(Slime, spawnLoc, spawnRot);
placedObj.transform.GetChild(0).rotation = slimeBodyRot;
placedObj.GetComponent<Slime>().GooStart(SlimeDir);
placedObj.GetComponent<NetworkObject>().Spawn(null, true);

View File

@ -11,7 +11,9 @@ public class Slime : NetworkBehaviour
int Lifetime = 0;
bool GooGo = false;
Vector3 GooOffset = new Vector3(0.0f, -0.1f, 0.0f);
Vector3 RayOffset = new Vector3(0.0f, -0.5f, 0.0f);
Vector3 ForwardOffset = new Vector3(0.0f, 0.5f, 0.0f);
bool ForwardRaycast = false;
bool DownRaycast = true;
Vector3 MoveDir = new Vector3(0, 0, 1);
RaycastHit hit;
public GameObject Goo;
@ -27,15 +29,27 @@ public class Slime : NetworkBehaviour
{
if (GooGo == true) {//Makes it make goo and move only if it's already placed
//create goo underneath them slime
if (GooTimer == 6) {
if (GooTimer == 35) {
GameObject GooTrail = null;
GooTrail = Instantiate(Goo, transform.position - GooOffset, transform.rotation);
if(MoveDir == Vector3.left || MoveDir == Vector3.right){
GooTrail.transform.Rotate(90, 90, 0);
}
else
{
GooTrail.transform.Rotate(90, 0, 0);
}
GooTrail.GetComponent<NetworkObject>().Spawn(null, true);
GooTimer = 0;
}
//attempt to move forward(Raycast infront for objects, and also raycast down, to make sure there's still ground underneath it)
if (Physics.Raycast(transform.position, transform.TransformDirection(MoveDir), out hit, 2f, LayerMask) || Physics.Raycast(transform.position + RayOffset, transform.TransformDirection(Vector3.down), out hit, 50f, LayerMask)) {//turns it around when it hits something or is going to go over a pit//TODO hit more than terrain
Debug.DrawRay(transform.position + ForwardOffset, transform.TransformDirection(MoveDir), Color.green, 20f);
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.down), Color.red, 50f);
ForwardRaycast = Physics.Raycast(transform.position + ForwardOffset, transform.TransformDirection(MoveDir), out hit, 20f, LayerMask);
DownRaycast = Physics.Raycast(transform.position, transform.TransformDirection(Vector3.down), out hit, 50f, LayerMask);
if (ForwardRaycast || !DownRaycast) {//turns it around when it hits something or is going to go over a pit
MoveDir = -MoveDir;
transform.GetChild(0).Rotate(0, 180, 0);
}
transform.Translate(MoveSpd*MoveDir);//moving forward
GooTimer++;

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