mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-04 08:04:50 -05:00
>Slime turns around when it gets to the end of ground >The slime is fully put together >It needs bugfixing and testing, but all the pieces are there
459 lines
20 KiB
C#
459 lines
20 KiB
C#
using System;
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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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using UnityEngine.SceneManagement;
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public class KingPlace : NetworkBehaviour
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{
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public GameObject Block;
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public GameObject BlockWithoutNetwork;
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public GameObject Slime;
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public GameObject SlimeWithoutNetwork;
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public GameObject Bumper;
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public GameObject BumperWithoutNetwork;
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public GameObject HailSprite;
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public GameObject HailObject;
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private GameObject Grid;
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private GameObject MountGrid;
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public GameObject Panel;
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private GameObject Place;
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private GameObject PlaceTemp = null;
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private GameObject HailCorner;
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public bool FirstPlacing = false;
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private bool HailPlacing = false;
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private bool SlimePlacing = false;
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private int SlimeDir;
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private GameObject SlimeBody = null;
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private int BoxSize = 20;
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private Vector3 MontStr = new Vector3(-4000, 300, 495);
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private KingAbility KABlock = new KingAbility(2, 5);
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private KingAbility KASlime = new KingAbility(3, 15);
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private KingAbility KAHail = new KingAbility(4, 15);
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private KingAbility KABump = new KingAbility(6, 10);
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private float[] MountPlats = { 303.41f, 315.5f, 330.5f, 345.5f, 360.5f, 400.5f, 415.5f, 430.5f, 470.5f, 485.5f, 500.5f };
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private float[] MountxOffsets = { -50f, -73.4f, -100f, -127f, -134.7f, -130f, -34f, 14.5f, 91.2f, 129f, 129.5f };
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private float[] MountzOffsets = { 130f, 120f, 97f, 56.6f, 32f, -50f, -135.5f, -138.5f, -105f, -52.5f, 50f };
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private int Energy = 100;
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private GameObject placedObj;
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void Start() {
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KABlock.KingButton(Panel.transform.GetChild(0).gameObject);//Grabs each button from the
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KASlime.KingButton(Panel.transform.GetChild(2).gameObject);
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KAHail.KingButton(Panel.transform.GetChild(1).gameObject);
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KABump.KingButton(Panel.transform.GetChild(3).gameObject);
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// Only try to grab references if we are actually in the game scene
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if (SceneManager.GetActiveScene().buildIndex == 3) {
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Grid = GameObject.FindGameObjectWithTag("KingGrid");
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MountGrid = GameObject.FindGameObjectWithTag("MountainGrid");
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try
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{
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Grid.GetComponent<GridReveal>().ToggleMountainGrid(false);
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} catch(NullReferenceException e)
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{
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Debug.LogError(e);
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}
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}
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}
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bool Avaliable;
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public void PlaceObject(int ID) { //Is called when trhe King clicks the Block,Hail,or Slime button
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//Switch statement, ID-0 = Block,ID-1 = Hail,ID-2 = Slime,ID-3 = Bumper
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Avaliable = false;
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switch (ID) {//Parses in the button clicked into the right object that the King is placing
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case 0:
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Place = BlockWithoutNetwork;
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Avaliable = KABlock.IsAvaliable();
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break;
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case 1:
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Place = HailSprite;
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Avaliable = KAHail.IsAvaliable();
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break;
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case 2:
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Place = SlimeWithoutNetwork;
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Avaliable = KASlime.IsAvaliable();
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break;
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case 3:
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Place = BumperWithoutNetwork;
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Avaliable = KABump.IsAvaliable();
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break;
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}
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if (Avaliable == true) {
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MenuOff();
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Panel.GetComponent<RadialMenu>().PlaceObj(ID);
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//Create the object that will follow the Mouse
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PlaceTemp = Instantiate(Place);
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//Layout the grid
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Grid.GetComponent<GridReveal>().GridSwitch(true);
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//The player can then see where the object will be placed, reletive to the Grid
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FirstPlacing = true;
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}
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}
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private void MenuOff() {
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Panel.GetComponent<RadialMenu>().MenuOff();
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}
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[SerializeField] private Camera KingCam;
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[SerializeField] private LayerMask LayerMask;
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private void Update() {
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if (FirstPlacing == true) {
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Ray Ray = KingCam.ScreenPointToRay(Input.mousePosition);//Raycast to find the point where the mouse cursor is
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if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask)) {
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PlaceTemp.transform.position = RayCastHit.point;
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}
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if (Input.GetMouseButtonDown(0)) {//Reads the player clicking the left mouse button
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FindGridBox();
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}
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if (Input.GetMouseButtonUp(1)) {//Reads the player pressing the right mouse button
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CancelPlacing();
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}
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}
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if (HailPlacing == true) {
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Ray Ray = KingCam.ScreenPointToRay(Input.mousePosition);//Raycast to find the point where the mouse cursor is
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if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask)) {
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HailCorner.transform.position = RayCastHit.point;
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HailCorner.GetComponent<LineRenderer>().SetPosition(1, new Vector3(HailCorner.transform.position.x, HailCorner.transform.position.y + 35, PlaceTemp.transform.position.z));
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HailCorner.GetComponent<LineRenderer>().SetPosition(2, new Vector3(HailCorner.transform.position.x, HailCorner.transform.position.y + 35, HailCorner.transform.position.z));
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HailCorner.GetComponent<LineRenderer>().SetPosition(3, new Vector3(PlaceTemp.transform.position.x, HailCorner.transform.position.y + 35, HailCorner.transform.position.z));
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}
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if (Input.GetMouseButtonUp(0)) {//Reads the player releasing the left mouse button
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CreateHail();
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MenuOff();
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KAHail.UseItem();
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}
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}
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if (SlimePlacing == true) {
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SlimeDir = DrawArrow();
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if (Input.GetMouseButtonUp(0)) {//Reads the player releasing the left mouse button
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Vector3 slimeLoc = PlaceTemp.transform.position;//Gets the Slime's position and rotation
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Quaternion slimeRot = PlaceTemp.transform.rotation;
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Quaternion slimeBodyRot = SlimeBody.transform.rotation;
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Destroy(PlaceTemp);
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// PLACE NETWORKED VERSION
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SpawnSlimeServerRPC(slimeLoc, slimeRot, slimeBodyRot, SlimeDir);
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SlimePlacing = false;
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MenuOff();
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KASlime.UseItem();
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}
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}
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}
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public void CancelPlacing() {//Allows the player to cancel out a button press
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Destroy(PlaceTemp);
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Grid.GetComponent<GridReveal>().GridSwitch(false);
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FirstPlacing = false;
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}
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private void FixedUpdate() {
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CooldownTimer();
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EnergyRefill();
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}
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int xOffset = 101;
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int zOffset = 906;
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int boxsize = 20;
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float MountxOffset = -50f;
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float MountzOffset = 130f;
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private GameObject Row;
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private GameObject Platform;
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Vector3 spawnLoc;
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Quaternion spawnRot = Quaternion.identity;
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private void FindGridBox() {
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int RowNumb = 0, Box = 0, x = 0, z = 0;
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if (PlaceTemp.transform.position.x < MontStr.x) {//King is trying to place on the mountain
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Platform = null;
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bool found = false;
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for(int i = 0; i < MountPlats.Length; i++) {
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if (MountPlats[i] == PlaceTemp.transform.position.y) {//Finds the platform by comparing y values
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Platform = MountGrid.transform.Find("Platform" + i).gameObject;//Sets the platform and offsets for that platform
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MountxOffset = MountxOffsets[i];
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MountzOffset = MountzOffsets[i];
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break;//Breaks out when it finds the platform
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}
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}
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if (Platform != null) {//Makes sure it found a platform, so there are no null refs
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foreach (Transform row in Platform.transform) { //Looks through every row on the platform
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foreach (Transform box in row) {//Looks at every Box in the row
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if (PlaceTemp.transform.position.x <= (box.transform.position.x-MountxOffset) + boxsize / 2 && PlaceTemp.transform.position.x >= (box.transform.position.x-MountxOffset) - boxsize / 2) {//Sees if the x fits within the box
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if (PlaceTemp.transform.position.z <= (box.transform.position.z-MountzOffset) + boxsize / 2 && PlaceTemp.transform.position.z >= (box.transform.position.z-MountzOffset) - boxsize / 2) {//Sees if the z fits within the box
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found = true;
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Vector3 rot = row.transform.rotation.eulerAngles;
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PlaceTemp.transform.Rotate(0, (rot.y-90), 0);//Sets the object's rotation to the rows rotation
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spawnRot = PlaceTemp.transform.rotation;
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spawnLoc = new Vector3(box.transform.position.x-MountxOffset, PlaceTemp.transform.position.y, box.transform.position.z-MountzOffset);//Sets the object's location
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break;//Breaks out from the loops when found
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}
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}
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}
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if (found == true) {//Stops it from going through all the rows
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Grid.GetComponent<GridReveal>().GridSwitch(false); //Switch off the grid
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FirstPlacing = false;
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break;
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}
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}
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}
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}
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else {
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float i = ((PlaceTemp.transform.position.x) - xOffset) / -BoxSize; //Finds the Row the cursor is in
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RowNumb = (int)i; //Rounds it down
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float y = ((PlaceTemp.transform.position.z) - zOffset) / -BoxSize; //Finds the Box in the Row the cursor is in
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Box = (int)y; //Rounds it down
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x = (RowNumb * -BoxSize) + xOffset;//Sets it's X to the X of the Row
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z = (Box * -BoxSize) + zOffset;//Sets its Z to the Z of the Box
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// Grid Check first for valid location
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GridCheck(RowNumb, Box, ref FirstPlacing);//Makes sure the Box is a valid position
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// Calculate the position to spawn at
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spawnLoc = new Vector3(x, PlaceTemp.transform.position.y, z);
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}
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// Instantiate a networked box at the position
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if (FirstPlacing == false) {
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PlaceTemp.transform.position = spawnLoc;
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if (Place == BlockWithoutNetwork) {
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// Have the server spawn the box
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SpawnBoxServerRPC(spawnLoc, spawnRot);
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// Remove the reference to PlaceTemp
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Destroy(PlaceTemp);
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MenuOff();
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KABlock.UseItem();
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}
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if (Place == BumperWithoutNetwork) {
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//Server spawn Bumper
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SpawnBumperServerRPC(spawnLoc, spawnRot);
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//Remove PlaceTemp
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Destroy(PlaceTemp);
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MenuOff();
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KABump.UseItem();
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}
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if (Place == SlimeWithoutNetwork) {//If Object is Hail or Slime set the respective Placing value to true so it can launch into the secondary placing function
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SlimePlacing = true;
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}
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else if (Place == HailSprite) {
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Grid.GetComponent<GridReveal>().GridSwitch(true);
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HailPlacing = true;
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HailCorner = Instantiate(Place);
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HailCorner.GetComponent<LineRenderer>().SetPosition(0, new Vector3(PlaceTemp.transform.position.x, PlaceTemp.transform.position.y + 35, PlaceTemp.transform.position.z));
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}
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}
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}
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[SerializeField] private LayerMask GroundMask;
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private void GridCheck(int Row, int Box, ref bool Placing) {//Makes it so items can only be placed in valid positions
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GameObject RowTrue;
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GameObject BoxTrue;
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try {
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RowTrue = Grid.transform.Find("Row" + Row).gameObject;
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} catch {
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RowTrue = null;
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}
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if (RowTrue != null) {
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try {
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BoxTrue = RowTrue.transform.Find("GridChunk" + Box).gameObject;
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} catch {
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BoxTrue = null;
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}
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if (BoxTrue != null) {
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//Check if there's something in the box, unless it's Hail, then it skips past
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if (Physics.CheckSphere(BoxTrue.transform.GetChild(0).transform.position, BoxSize-3f, GroundMask) == false || PlaceTemp == HailSprite || Placing == HailPlacing)
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{
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Grid.GetComponent<GridReveal>().GridSwitch(false); //Switch off the grid
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Placing = false;//Stop placing
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}
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}
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}
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}
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private void CreateHail() {
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if (PlaceTemp.transform.position.x < MontStr.x)
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{//King is trying to place on the mountain
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Platform = null;
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bool found = false;
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for (int i = 0; i < MountPlats.Length; i++)
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{
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if (MountPlats[i] == PlaceTemp.transform.position.y)
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{//Finds the platform by comparing y values
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Platform = MountGrid.transform.Find("Platform" + i).gameObject;//Sets the platform and offsets for that platform
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MountxOffset = MountxOffsets[i];
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MountzOffset = MountzOffsets[i];
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break;//Breaks out when it finds the platform
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}
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}
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if (Platform != null)
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{//Makes sure it found a platform, so there are no null refs
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foreach (Transform row in Platform.transform)
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{ //Looks through every row on the platform
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foreach (Transform box in row)
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{//Looks at every Box in the row
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if (HailCorner.transform.position.x <= (box.transform.position.x - MountxOffset) + boxsize / 2 && HailCorner.transform.position.x >= (box.transform.position.x - MountxOffset) - boxsize / 2)
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{//Sees if the x fits within the box
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if (HailCorner.transform.position.z <= (box.transform.position.z - MountzOffset) + boxsize / 2 && HailCorner.transform.position.z >= (box.transform.position.z - MountzOffset) - boxsize / 2)
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{//Sees if the z fits within the box
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found = true;
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HailCorner.transform.position = new Vector3(box.transform.position.x - MountxOffset, HailCorner.transform.position.y, box.transform.position.z - MountzOffset);//Sets the object's location
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break;//Breaks out from the loops when found
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}
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}
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}
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if (found == true)
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{//Stops it from going through all the rows
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Grid.GetComponent<GridReveal>().GridSwitch(false); //Switch off the grid
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HailPlacing = false;
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break;
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}
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}
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}
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}
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else
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{
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float i = ((HailCorner.transform.position.x) - xOffset) / -BoxSize; //Finds the Row the cursor is in
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int RowNumb = (int)i; //Rounds it down
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float y = ((HailCorner.transform.position.z) - zOffset) / -BoxSize; //Finds the Box in the Row the cursor is in
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int Box = (int)y; //Rounds it down
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int x = (RowNumb * -BoxSize) + xOffset;//Sets it's X to the X of the Row
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int z = (Box * -BoxSize) + zOffset;//Sets its Z to the Z of the Box
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HailCorner.transform.position = new Vector3(x, HailCorner.transform.position.y, z);//fully snaps it to the grid
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GridCheck(RowNumb, Box, ref HailPlacing);//Makes sure the Box is a valid position
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}
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//Instanciate HailArea based on PlaceTemp = Top Left and HailCorner = Bottom Right
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if (HailPlacing == false) {
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Vector4 spawnLoc = new Vector4(PlaceTemp.transform.position.x, HailCorner.transform.position.x, PlaceTemp.transform.position.z, HailCorner.transform.position.z);
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SpawnHailServerRPC(spawnLoc);
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Destroy(PlaceTemp);
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Destroy(HailCorner);
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}
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}
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private int DrawArrow() { //TODO Fix how it determines where to point
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Vector3 MosPos = new Vector3(0, 0, 0);
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GameObject Arrow = null;
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int DirNumber = 2;//Defaults to down, just in case
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Ray Ray = KingCam.ScreenPointToRay(Input.mousePosition);//Raycast to find the point where the mouse cursor is
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if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask)) {
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MosPos = RayCastHit.point;
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}
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foreach (Transform child in PlaceTemp.transform) {
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if (child.gameObject.tag == "Arrow") { // Makes sure not to turn off the model
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child.gameObject.SetActive(false);
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}
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else
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{
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SlimeBody = child.gameObject;
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}
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}
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Vector3 Dir = (MosPos - PlaceTemp.transform.position).normalized;//Finds the direction to the Mouse
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if (Dir.z <= -.8f) {//Set of If statements that determine the direction of the Slime, relative to the Mouse's Position
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Arrow = PlaceTemp.transform.Find("ArrowUP").gameObject;
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DirNumber = 0;//Up
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}
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else if (Dir.x <= -.8f) {
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Arrow = PlaceTemp.transform.Find("ArrowRIGHT").gameObject;
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DirNumber = 1;//Right
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}
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else if (Dir.z >= .8f) {
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Arrow = PlaceTemp.transform.Find("ArrowDOWN").gameObject;
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DirNumber = 2;//Down
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}
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else if (Dir.x >= .8f) {
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Arrow = PlaceTemp.transform.Find("ArrowLEFT").gameObject;
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DirNumber = 3;//Left
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}
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else {
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Arrow = PlaceTemp.transform.Find("ArrowDOWN").gameObject; //Defaults to down
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}
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Arrow.SetActive(true);
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SlimeBody.transform.LookAt(Arrow.transform);
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SlimeBody.transform.Rotate(0, -90, 0);
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return DirNumber;
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}
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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
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KABlock.Cooldown();
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KAHail.Cooldown();
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KASlime.Cooldown();
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KABump.Cooldown();
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}
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private bool SpendEnergy(KingAbility Ability) {
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if (Energy > Ability.Energy()) {
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Energy -= Ability.Energy();
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return true;
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}
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else {
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return false;
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}
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}
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private void EnergyRefill() {
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if(Energy < 100) {
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Energy++;
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}
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}
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//ServerRPCs for spawning the King's abilities
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[ServerRpc(RequireOwnership = false)]
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private void SpawnBoxServerRPC(Vector3 spawnLoc, Quaternion spawnRot) {
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placedObj = Instantiate(Block, spawnLoc, spawnRot);
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placedObj.GetComponent<NetworkObject>().Spawn(null, true);
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}
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[ServerRpc(RequireOwnership = false)]
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private void SpawnBumperServerRPC(Vector3 spawnLoc, Quaternion spawnRot) {
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placedObj = Instantiate(Bumper, spawnLoc, spawnRot);
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placedObj.GetComponent<NetworkObject>().Spawn(null, true);
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}
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[ServerRpc(RequireOwnership = false)]
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private void SpawnSlimeServerRPC(Vector3 spawnLoc, Quaternion spawnRot, Quaternion slimeBodyRot, int SlimeDir) {
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placedObj = Instantiate(Slime, spawnLoc, spawnRot);
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placedObj.transform.GetChild(0).rotation = slimeBodyRot;
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placedObj.GetComponent<Slime>().GooStart(SlimeDir);
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placedObj.GetComponent<NetworkObject>().Spawn(null, true);
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}
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[ServerRpc(RequireOwnership = false)]
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private void SpawnHailServerRPC(Vector4 spawnLoc) {
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placedObj = Instantiate(HailObject, Vector3.zero, Quaternion.identity);
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|
|
|
placedObj.GetComponent<HailArea>().SetArea(spawnLoc.x, spawnLoc.y, spawnLoc.z, spawnLoc.w);
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|
|
|
placedObj.GetComponent<NetworkObject>().Spawn(null, true);
|
|
}
|
|
}
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