Merge branch 'Dev' into Ragdoll

This commit is contained in:
Guillaume Langlois 2022-10-24 02:56:16 -04:00
commit 65835ffdfa
21 changed files with 6235 additions and 497 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rotator : MonoBehaviour
{
[SerializeField]
private float rotSpeed;
private Vector3 EulerRot;
[SerializeField]
private List<Rigidbody> bodies;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
bodies.AddRange(GetComponentsInChildren<Rigidbody>());
rb = GetComponent<Rigidbody>();
EulerRot = new Vector3(0, 0, rotSpeed);
}
// Update is called once per frame
void FixedUpdate()
{
rb.MoveRotation(rb.rotation * Quaternion.Euler(EulerRot * Time.fixedDeltaTime));
}
}

11
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@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlowZone : MonoBehaviour
{
private Rigidbody playerRb;
private ParticleSystem particles;
[SerializeField]
private Vector3 dir;
[SerializeField]
private float force;
// Start is called before the first frame update
void Start()
{
particles = GetComponent<ParticleSystem>();
var mainPart = particles.main;
mainPart.startSpeedMultiplier = force/3;
}
private void OnTriggerStay(Collider other) {
if(other.tag.Equals("Player")){
if(playerRb == null){
playerRb = other.gameObject.GetComponent<Rigidbody>();
}
playerRb.AddForce(transform.forward * force);
}
}
}

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@ -56,7 +56,6 @@ public class CharacterMovement : MonoBehaviour
}
if (canWalk || canJump)
{
Debug.Log("test");
//The walk is actually handled here
if (!stopWalk)
{

View File

@ -42,6 +42,8 @@ public class GrappleHook : MonoBehaviour
private bool grappled = false, grappling = false, boosted = false, changingLength = false, isStunned = false;
float changingLengthDir = 0;
private Vector3 currGrappleEndPos;
private GameObject hookedTo; // The obj we are hooked to
public GameObject HookedTo{get => hookedTo; set => hookedTo = value;}
#region private methods
void Start()
@ -60,7 +62,7 @@ public class GrappleHook : MonoBehaviour
}
if(grappled){
DrawRope(Time.deltaTime);
UpdateRope(Time.deltaTime);
if(boosted){
joint.maxDistance -= grappleBoostSpeed * Time.deltaTime;
@ -92,20 +94,21 @@ public class GrappleHook : MonoBehaviour
}
}
private void DrawRope(float deltaTime){
private void UpdateRope(float deltaTime){
// TODO animate a wiggle on the rope
if(!grappled)return;
lr.SetPosition(0, gunPos.position);
Vector3 endPoint;
if(hit.rigidbody != null){
endPoint = hit.transform.TransformPoint(hitPosLocal);
}else{
endPoint = hit.point;
}
endPoint = hookedTo.transform.TransformPoint(hitPosLocal);
currGrappleEndPos = Vector3.Lerp(currGrappleEndPos, endPoint, deltaTime * grappleDrawingSpeed);
lr.SetPosition(1, currGrappleEndPos);
if(!lr.enabled)lr.enabled = true;
if(hit.rigidbody != null){
joint.connectedAnchor = hitPosLocal;
}else{
joint.connectedAnchor = endPoint;
}
}
private void StartGrapple(RaycastHit hit){
@ -120,12 +123,13 @@ public class GrappleHook : MonoBehaviour
joint.anchor = transform.InverseTransformPoint(gunPos.position);
joint.autoConfigureConnectedAnchor = false;
joint.maxDistance = hit.distance * 0.9f;
hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
if(hit.rigidbody != null){
Rigidbody hitRb = hit.rigidbody;
joint.connectedBody = hitRb;
joint.connectedAnchor = hit.transform.InverseTransformPoint(hit.point);
joint.connectedAnchor = hitPosLocal;
joint.enableCollision = true;
hitPosLocal = hit.transform.InverseTransformPoint(hit.point);
}else{
joint.connectedAnchor = hit.point;
}
@ -133,6 +137,10 @@ public class GrappleHook : MonoBehaviour
joint.damper = grappleDamper;
joint.massScale = 4.5f;
if(hit.transform.tag.Equals("Vanishing")){
hit.transform.gameObject.GetComponent<Vanisher>().Begin(this);
}
hookedTo = hit.transform.gameObject;
currGrappleEndPos = transform.position;
}
@ -142,6 +150,7 @@ public class GrappleHook : MonoBehaviour
lr.enabled = false;
boosted = false;
Destroy(joint);
hookedTo = this.gameObject;
}
private Vector2 WorldToUI(Vector3 point){
@ -169,6 +178,11 @@ public void Stun(float duration){
EndGrapple();
Invoke("UnStun", duration);
}
public void Unhook(GameObject hookedObj){
if(hookedObj.Equals(hookedTo))
EndGrapple();
}
#endregion
#region InputActions

View File

@ -7,7 +7,6 @@ public class PathTracer : MonoBehaviour
[SerializeField]
private List<Transform> path;
private Vector3 currTargetPos;
[SerializeField]
private int currTargetIndex;
[SerializeField]
private float speed;

View File

@ -10,7 +10,6 @@ public class TriggerZone : MonoBehaviour
private bool onEnter = true, onStay = false, OnExit = false;
// Start is called before the first frame update
private void OnTriggerEnter(Collider other) {
Debug.Log("Enter");
if(!onEnter)return;
if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent();
@ -25,7 +24,6 @@ public class TriggerZone : MonoBehaviour
}
private void OnTriggerExit(Collider other) {
Debug.Log("Exit");
if(!OnExit)return;
if(other.gameObject.tag.Equals("Player")){
linkedObj.TriggerEvent();

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@ -0,0 +1,67 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Vanisher : MonoBehaviour
{
[SerializeField]
private float timeToVanish;
[SerializeField]
private float timeToAppear;
[SerializeField]
private float magnitude;
private float timer = 0;
private GrappleHook grapple;
private bool isVanishing = false;
private Vector3 originalPos;
//TODO represent obj is breaking
private void Start() {
originalPos = transform.localPosition;
}
private void Update() {
timer += Time.deltaTime;
if(isVanishing){//Shake
float speed = timer / timeToVanish;
float x = Random.Range(-.5f, .5f) * speed * magnitude/100;
float y = Random.Range(-.5f, .5f) * speed * magnitude/100;
transform.localPosition += new Vector3(x, y, originalPos.z);
}
}
public void Begin(GrappleHook grapple){
this.grapple = grapple;
if(isVanishing)return;
Invoke("Vanish", timeToVanish);
isVanishing = true;
originalPos = transform.localPosition;
timer = 0;
}
private void Vanish(){
grapple?.Unhook(this.gameObject);
gameObject.SetActive(false);
Invoke("Appear", timeToAppear);
isVanishing = false;
timer = 0;
transform.localPosition = originalPos;
}
private void Appear(){
gameObject.SetActive(true);
}
private void OnCollisionEnter(Collision other) {
if(other.gameObject.tag.Equals("Player")){
Begin(other.gameObject.GetComponent<GrappleHook>());
}
}
private void OnCollisionExit(Collision other) {
if(other.gameObject.tag.Equals("Player")){
if(!grapple.HookedTo.Equals(this.gameObject)){
grapple = null;
}
}
}
}

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