using System.Collections; using System.Collections.Generic; using MLAPI; using UnityEngine; public class KickController : NetworkBehaviour { //Important, may want to change blink code to only work for trigger collider // so that the player doesn't teleport to their leg private GameObject leg; private bool isKicking = false; //slightly bad practice, when merging find a better work around private bool isDiveKicking = false; private CharacterController characterController; public PlayerMovement pMove; public PlayerStats pStats; void Start(){ pStats = GetComponent(); pMove = GetComponent(); characterController = this.gameObject.GetComponent(); leg = transform.GetChild(0).gameObject; leg.SetActive(false); } void Update(){ if (!IsLocalPlayer) { return; } Kick(); } void Kick(){ if (!IsLocalPlayer) { return; } //Note: when we merge this into PlayerMovement, we may want to change isgrounded to our //custom is grounded //If F is pressed or gamepad right trigger is pulled if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isGrounded == false && pMove.isSliding==false) { Debug.Log("dive"); // if kicking in air, kick until grounded (maybe add some foward momentum if needeD) isKicking = true; isDiveKicking = true; leg.SetActive(true); } //otherwise do ground kick for .3 seconds else if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isSliding==false){ StartCoroutine(Kicking(.3f)); } //once dive kick touches ground, set back to normal state if (pMove.isGrounded == true && isDiveKicking == true) { isDiveKicking = false; isKicking = false; leg.SetActive(false); } } private IEnumerator Kicking(float waitTime){ isKicking = true; leg.SetActive(true); yield return new WaitForSeconds(waitTime); isKicking = false; leg.GetComponent().isTrigger = false; leg.SetActive(false); } private void OnCollisionEnter(Collision collision) { if (!IsLocalPlayer) { return; } Collider myCollider = collision.contacts[0].thisCollider; if (collision.transform.CompareTag("kickable") && myCollider == leg.GetComponent()){ if(collision.gameObject.GetComponent().isKinematic == true){ collision.gameObject.GetComponent().isKinematic = false; } Vector3 direction = this.transform.forward; Debug.Log(direction); collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse); leg.GetComponent().isTrigger = true; } if (collision.transform.CompareTag("destroyable") && myCollider == leg.GetComponent()){ collision.transform.gameObject.GetComponent().damage(pStats.KickPow); } } }