mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 01:34:22 -05:00
102 lines
3.5 KiB
C#
102 lines
3.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MLAPI;
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using MLAPI.Messaging;
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public class Hail : NetworkBehaviour
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{
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private Rigidbody hail;
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public GameObject shadow;
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private float ShadStSz = 0;
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private float m;
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private GameObject ShadTemp = null;
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ulong shadowID = 0;
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void Start() {
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if (!IsServer) { return; }
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hail = GetComponent<Rigidbody>();//Gets the rigidbody attached to the bolder
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m = hail.transform.localScale.x / 99.9f;//Find the proper rate of growth
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SpawnShadowServerRPC();
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}
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[ServerRpc(RequireOwnership = false)]
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private void SpawnShadowServerRPC() {
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ShadTemp = Instantiate(shadow, new Vector3(hail.transform.position.x, hail.transform.position.y - 99.9f, hail.transform.position.z), Quaternion.identity);
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ShadTemp.transform.localScale = new Vector3(ShadStSz, 0, ShadStSz);//Scales it to the proper start size
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ShadTemp.GetComponent<NetworkObject>().Spawn(null, true);
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shadowID = ShadTemp.GetComponent<NetworkObject>().NetworkObjectId;
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}
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void FixedUpdate() {
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ScaleShadowServerRPC();//Scales the shadow to that size
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DespawnMyselfServerRPC(shadowID);//Sees if it needs to destroy both
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}
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[ServerRpc(RequireOwnership = false)]
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private void ScaleShadowServerRPC() {
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if(ShadTemp == null || hail == null)
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{
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return;
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}
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float y = -m * (hail.transform.position.y - ShadTemp.transform.position.y) + hail.transform.localScale.x;//Find the proper current size
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ScaleShadowClientRPC(shadowID, y);
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}
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[ClientRpc]
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private void ScaleShadowClientRPC(ulong sID, float size) {
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if (ShadTemp == null || hail == null)
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{
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return;
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}
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GameObject[] shadows = GameObject.FindGameObjectsWithTag("Shadows");
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foreach (GameObject shad in shadows) {
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if (shad.GetComponent<NetworkObject>().NetworkObjectId == sID) {
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shad.transform.localScale = new Vector3(size, 0, size);
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}
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}
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}
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void OnTriggerEnter(Collider other) {
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if (other.tag == "ArcherTarget") {
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GameObject player = other.gameObject;//Turns the collider into a game object
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float Power = 50;//Finds the power of the hail by using it's velocity and a scaler
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//Find the dirrection of launch by finding the direction between the two points of the player and the Hail
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float px = player.transform.position.x;
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float pz = player.transform.position.z;
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float hx = gameObject.transform.position.x;
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float hz = gameObject.transform.position.z;
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//Direction pointing away from the center of the Hail
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Vector3 Dir = new Vector3(px - hx, 0, pz - hz);
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other.GetComponent<MoveStateManager>().GetHit(Dir, Power);
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}
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}
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[ServerRpc(RequireOwnership = false)]
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private void DespawnMyselfServerRPC(ulong sID) {
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if (ShadTemp == null || hail == null)
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{
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return;
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}
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GameObject[] shadows = GameObject.FindGameObjectsWithTag("Shadows");
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foreach (GameObject shad in shadows) {
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if (shad.GetComponent<NetworkObject>().NetworkObjectId == sID) {
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if (hail.transform.position.y <= shad.transform.position.y) {
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shad.GetComponent<NetworkObject>().Despawn(true);
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this.gameObject.GetComponent<NetworkObject>().Despawn(true);
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}
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}
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}
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}
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}
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