mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 09:44:15 -05:00
- Now the kicking of gates will sync over the network - Needs review from Justin to verify this won't break other kickable items
129 lines
4.8 KiB
C#
129 lines
4.8 KiB
C#
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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public class KickController : NetworkBehaviour
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{
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private GameObject leg;
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private GameObject legHitbox;
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private bool isKicking = false;
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//slightly bad practice, when merging find a better work around
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private bool isDiveKicking = false;
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private CharacterController characterController;
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public PlayerMovement pMove;
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public PlayerStats pStats;
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private float legRotation = 0;
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void Start(){
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pStats = GetComponent<PlayerStats>();
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pMove = GetComponent<PlayerMovement>();
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characterController = this.gameObject.GetComponent<CharacterController>();
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leg = transform.Find("Leg").gameObject;
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legHitbox = leg.transform.Find("LegHitbox").gameObject;
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leg.SetActive(false);
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}
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void Update(){
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Kick();
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}
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void Kick(){
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if (!IsLocalPlayer) { return; }
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//Note: when we merge this into PlayerMovement, we may want to change isgrounded to our
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//custom is grounded
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//If F is pressed or gamepad right trigger is pulled
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if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isGrounded == false && pMove.isSliding==false)
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{
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Debug.Log("dive");
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// if kicking in air, kick until grounded (maybe add some foward momentum if needeD)
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isKicking = true;
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isDiveKicking = true;
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leg.SetActive(true);
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}
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//otherwise do ground kick for .3 seconds
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else if ((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && isKicking == false && pMove.isSliding==false){
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StartCoroutine(Kicking(1f));
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}
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//once dive kick touches ground, set back to normal state
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if (pMove.isGrounded == true && isDiveKicking == true)
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{
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isDiveKicking = false;
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isKicking = false;
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legRotation = 0;
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leg.transform.eulerAngles = new Vector3(legRotation, leg.transform.eulerAngles.y, leg.transform.eulerAngles.z);
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leg.SetActive(false);
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}
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if(isKicking){
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RotateLeg();
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characterController.Move(new Vector3(.0015f,0,0));
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}
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}
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private IEnumerator Kicking(float waitTime){
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isKicking = true;
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leg.SetActive(true);
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yield return new WaitForSeconds(waitTime);
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isKicking = false;
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legRotation = 0;
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leg.transform.eulerAngles = new Vector3(legRotation, leg.transform.eulerAngles.y, leg.transform.eulerAngles.z);
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legHitbox.GetComponent<Collider>().isTrigger = false;
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leg.SetActive(false);
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}
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private void OnCollisionEnter(Collision collision)
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{
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if (!IsLocalPlayer) { return; }
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Collider myCollider = collision.contacts[0].thisCollider;
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// Kickable items must be handled through the server since they need to modify the NetworkTransform
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if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()) {
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Vector3 direction = this.transform.forward;
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ulong prefabHash = collision.gameObject.GetComponent<NetworkObject>().PrefabHash;
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ApplyKickServerRPC(direction, prefabHash);
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}
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if (collision.transform.CompareTag("destroyable") && myCollider == legHitbox.GetComponent<Collider>()){
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collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
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}
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}
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private void RotateLeg(){
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if(legRotation > -90){
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leg.transform.eulerAngles = new Vector3(legRotation, leg.transform.eulerAngles.y, leg.transform.eulerAngles.z);
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legRotation -= 20;
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}
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else{
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legRotation = -90;
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}
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}
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[ServerRpc(RequireOwnership = false)]
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private void ApplyKickServerRPC(Vector3 direction, ulong prefabHash) {
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GameObject[] kickables = GameObject.FindGameObjectsWithTag("kickable");
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foreach (GameObject kickedItem in kickables) {
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// First check to make sure this is the item we kicked
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if (kickedItem.GetComponent<NetworkObject>() != null && kickedItem.GetComponent<NetworkObject>().PrefabHash == prefabHash) {
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// First turn off kinematic
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if (kickedItem.gameObject.GetComponent<Rigidbody>().isKinematic == true) {
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kickedItem.gameObject.GetComponent<Rigidbody>().isKinematic = false;
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}
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// Then apply the force
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kickedItem.gameObject.GetComponent<Rigidbody>().AddForce(direction * pStats.KickPow, ForceMode.Impulse);
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// Then return since we only kicked one item and don't need to check the remainder of the items
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return;
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}
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}
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}
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}
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