Merge branch 'master' of https://github.com/conjureets/pillowfight
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public Transform GetTarget(Vector3 lookingAngle)
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{
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return GetTarget(lookingAngle, 2000, minAngleRange);
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}
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public Transform GetTarget(Vector3 lookingAngle, float range, float minAngle)
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{
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return GetTarget(lookingAngle, 2000, minAngleRange);
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}
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public Transform GetTarget(Vector3 lookingAngle, float range, float minAngle)
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{
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Transform closest = null;
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float rangeSq = range * range;
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float rangeSq = range * range;
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//Debug.Log("looking direction:" + lookingAngle);
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Debug.DrawRay(transform.position, lookingAngle * 2);
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@ -61,12 +61,12 @@ public class AutoTarget : MonoBehaviour
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foreach (Transform t in targets)
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{
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if (t == null) continue;
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if (t == null) continue;
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Vector3 targetDirection = t.transform.position - transform.position;
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Debug.Log(targetDirection.magnitude);
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if (targetDirection.sqrMagnitude > rangeSq)
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continue;
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Debug.Log(targetDirection.magnitude);
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if (targetDirection.sqrMagnitude > rangeSq)
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continue;
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float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
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@ -1,254 +1,254 @@
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using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(Rigidbody))]
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public class Child : MonoBehaviour
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{
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public float Speed = 10f;
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public float JumpForce = 10f;
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public float MaxInvulnerableTime = 2f;
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using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(Rigidbody))]
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public class Child : MonoBehaviour
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{
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public float Speed = 10f;
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public float JumpForce = 10f;
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public float MaxInvulnerableTime = 2f;
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public float ThrowForce = 30f;
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public float HitForce = 3f;
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public float hitPushBackForce = 250f;
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public float yAngleVector = 9f;
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public GameObject GroundCheck;
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public Pillow pillow;
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public MomBehavior Mom;
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public PlayerAvatar Avatar;
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public Animator Animator;
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public GameObject AnimationPillow;
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private Rigidbody _rb;
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private bool _isGrounded = false;
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private float _xValue;
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private float _zValue;
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private bool _isSleeping;
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private float _invulnerableTime;
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private Bed _currentBed;
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private bool _isInLava;
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private int _index;
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private bool _isPushed = false;
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private bool _wasPushed = false;
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private Vector3 _pushedDir;
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private float _stunTime;
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private int _numZ = 0;
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public int NumZ
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{
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get { return _numZ; }
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set
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{
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_numZ = value;
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Avatar.NumZ = _numZ;
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if (_numZ == 3) Die();
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}
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}
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private AutoTarget _autoTarget;
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public int Index
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{
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get { return _index; }
|
||||
set { _index = value; }
|
||||
}
|
||||
|
||||
|
||||
public bool IsSleeping
|
||||
{
|
||||
get { return _isSleeping; }
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_rb = GetComponent<Rigidbody>();
|
||||
AnimationPillow.SetActive(false);
|
||||
|
||||
_autoTarget = GetComponent<AutoTarget>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Avatar.PlayerNum = Index + 1;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Animator.SetBool("IsOnBed", GetBed());
|
||||
|
||||
_isGrounded = IsGrounded();
|
||||
|
||||
|
||||
// We move the child depending on the camera orientation
|
||||
|
||||
if (_stunTime >= Time.deltaTime * 3f && _wasPushed && _rb.velocity == Vector3.zero)
|
||||
{
|
||||
_wasPushed = false;
|
||||
}
|
||||
|
||||
if (_isPushed)
|
||||
{
|
||||
_stunTime += Time.deltaTime;
|
||||
|
||||
if (_stunTime >= Time.deltaTime * 3f && _rb.velocity == Vector3.zero)
|
||||
{
|
||||
_isPushed = false;
|
||||
_wasPushed = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_stunTime = 0f;
|
||||
Vector3 forwardDir = Camera.main.transform.forward;
|
||||
Vector3 rightDir = Camera.main.transform.right;
|
||||
|
||||
forwardDir.y = 0f;
|
||||
forwardDir = forwardDir.normalized * _zValue * Speed;
|
||||
|
||||
rightDir.y = 0f;
|
||||
rightDir = rightDir.normalized * _xValue * Speed;
|
||||
|
||||
Vector3 movement = forwardDir + rightDir;
|
||||
movement.y = _rb.velocity.y;
|
||||
|
||||
_rb.velocity = movement;
|
||||
}
|
||||
}
|
||||
|
||||
public void ThrowMecanimPillow()
|
||||
{
|
||||
if (pillow == null) return;
|
||||
|
||||
Transform target = _autoTarget.GetTarget(transform.forward);
|
||||
|
||||
Vector3 direction;
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
direction = target.transform.position - pillow.transform.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
direction = transform.forward;
|
||||
}
|
||||
|
||||
direction = direction.normalized;
|
||||
|
||||
pillow.gameObject.SetActive(true);
|
||||
pillow.transform.localPosition = new Vector3(0.109f, -0.407f, 0.389f);
|
||||
pillow.transform.localEulerAngles = new Vector3(0f, 204.46f, 310.0002f);
|
||||
|
||||
AnimationPillow.SetActive(false);
|
||||
|
||||
pillow.Throw(direction * ThrowForce);
|
||||
|
||||
pillow.IsOwned = false;
|
||||
|
||||
target = null;
|
||||
|
||||
pillow = null;
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
if (other.tag == "Pillow"){
|
||||
|
||||
Pillow incomingPillow = other.GetComponent<Pillow>();
|
||||
|
||||
// getting hit by a pillow
|
||||
if (incomingPillow.IsThrown) {
|
||||
Debug.Log("abc");
|
||||
if (incomingPillow.Owner != this)
|
||||
{
|
||||
//player is hit
|
||||
Debug.Log("Child is hit by a pillow");
|
||||
|
||||
Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
|
||||
Destroy(other.gameObject);
|
||||
}
|
||||
}
|
||||
// picking up a pillow
|
||||
else if (this.pillow == null && incomingPillow.IsPickable) {
|
||||
Debug.Log("def");
|
||||
pillow = incomingPillow;
|
||||
|
||||
pillow.transform.parent = transform; // make the pillow a child of Child
|
||||
pillow.gameObject.SetActive(false);
|
||||
pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
|
||||
pillow.IsOwned = true;
|
||||
pillow.Owner = this;
|
||||
AnimationPillow.SetActive(true);
|
||||
|
||||
// TODO: place the pillow correctly or animate or something...
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsGrounded()
|
||||
{
|
||||
int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
|
||||
|
||||
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
|
||||
|
||||
return colliders.Length > 0;
|
||||
}
|
||||
|
||||
public void Move(float xValue, float zValue)
|
||||
{
|
||||
_xValue = xValue;
|
||||
_zValue = zValue;
|
||||
}
|
||||
|
||||
public void Jump()
|
||||
{
|
||||
if (_isGrounded)
|
||||
{
|
||||
_isGrounded = false;
|
||||
|
||||
_rb.AddForce(new Vector3(0f, JumpForce, 0f));
|
||||
|
||||
Animator.SetTrigger("jump");
|
||||
}
|
||||
}
|
||||
|
||||
public bool Sleep()
|
||||
{
|
||||
Bed bed = GetBed();
|
||||
|
||||
if (bed != null && !bed.IsTaken)
|
||||
{
|
||||
_currentBed = bed;
|
||||
bed.Take();
|
||||
_isSleeping = true;
|
||||
Animator.SetBool("IsSleeping", true);
|
||||
}
|
||||
|
||||
return _isSleeping;
|
||||
}
|
||||
|
||||
public void WakeUp()
|
||||
{
|
||||
_isSleeping = false;
|
||||
Animator.SetBool("IsSleeping", false);
|
||||
|
||||
_currentBed.Leave();
|
||||
|
||||
_currentBed = null;
|
||||
}
|
||||
|
||||
public Bed GetBed()
|
||||
{
|
||||
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Bed"));
|
||||
|
||||
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
|
||||
}
|
||||
|
||||
public void Throw() {
|
||||
if (_isInLava) return;
|
||||
|
||||
if (pillow != null) {
|
||||
Animator.SetTrigger("StartAttack");
|
||||
}
|
||||
public float HitForce = 3f;
|
||||
public float hitPushBackForce = 250f;
|
||||
public float yAngleVector = 9f;
|
||||
|
||||
public GameObject GroundCheck;
|
||||
public Pillow pillow;
|
||||
public MomBehavior Mom;
|
||||
public PlayerAvatar Avatar;
|
||||
public Animator Animator;
|
||||
public GameObject AnimationPillow;
|
||||
|
||||
private Rigidbody _rb;
|
||||
private bool _isGrounded = false;
|
||||
private float _xValue;
|
||||
private float _zValue;
|
||||
private bool _isSleeping;
|
||||
private float _invulnerableTime;
|
||||
private Bed _currentBed;
|
||||
private bool _isInLava;
|
||||
|
||||
private int _index;
|
||||
private bool _isPushed = false;
|
||||
private bool _wasPushed = false;
|
||||
private Vector3 _pushedDir;
|
||||
|
||||
private float _stunTime;
|
||||
|
||||
private int _numZ = 0;
|
||||
public int NumZ
|
||||
{
|
||||
get { return _numZ; }
|
||||
set
|
||||
{
|
||||
_numZ = value;
|
||||
Avatar.NumZ = _numZ;
|
||||
if (_numZ == 3) Die();
|
||||
}
|
||||
}
|
||||
private AutoTarget _autoTarget;
|
||||
|
||||
public int Index
|
||||
{
|
||||
get { return _index; }
|
||||
set { _index = value; }
|
||||
}
|
||||
|
||||
|
||||
public bool IsSleeping
|
||||
{
|
||||
get { return _isSleeping; }
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_rb = GetComponent<Rigidbody>();
|
||||
AnimationPillow.SetActive(false);
|
||||
|
||||
_autoTarget = GetComponent<AutoTarget>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
Avatar.PlayerNum = Index + 1;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Animator.SetBool("IsOnBed", GetBed());
|
||||
|
||||
_isGrounded = IsGrounded();
|
||||
|
||||
|
||||
// We move the child depending on the camera orientation
|
||||
|
||||
if (_stunTime >= Time.deltaTime * 3f && _wasPushed && _rb.velocity == Vector3.zero)
|
||||
{
|
||||
_wasPushed = false;
|
||||
}
|
||||
|
||||
if (_isPushed)
|
||||
{
|
||||
_stunTime += Time.deltaTime;
|
||||
|
||||
if (_stunTime >= Time.deltaTime * 3f && _rb.velocity == Vector3.zero)
|
||||
{
|
||||
_isPushed = false;
|
||||
_wasPushed = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_stunTime = 0f;
|
||||
Vector3 forwardDir = Camera.main.transform.forward;
|
||||
Vector3 rightDir = Camera.main.transform.right;
|
||||
|
||||
forwardDir.y = 0f;
|
||||
forwardDir = forwardDir.normalized * _zValue * Speed;
|
||||
|
||||
rightDir.y = 0f;
|
||||
rightDir = rightDir.normalized * _xValue * Speed;
|
||||
|
||||
Vector3 movement = forwardDir + rightDir;
|
||||
movement.y = _rb.velocity.y;
|
||||
|
||||
_rb.velocity = movement;
|
||||
}
|
||||
}
|
||||
|
||||
public void ThrowMecanimPillow()
|
||||
{
|
||||
if (pillow == null) return;
|
||||
|
||||
Transform target = _autoTarget.GetTarget(transform.forward);
|
||||
|
||||
Vector3 direction;
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
direction = target.transform.position - pillow.transform.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
direction = transform.forward;
|
||||
}
|
||||
|
||||
direction = direction.normalized;
|
||||
|
||||
pillow.gameObject.SetActive(true);
|
||||
pillow.transform.localPosition = new Vector3(0.109f, -0.407f, 0.389f);
|
||||
pillow.transform.localEulerAngles = new Vector3(0f, 204.46f, 310.0002f);
|
||||
|
||||
AnimationPillow.SetActive(false);
|
||||
|
||||
pillow.Throw(direction * ThrowForce);
|
||||
|
||||
pillow.IsOwned = false;
|
||||
|
||||
target = null;
|
||||
|
||||
pillow = null;
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
if (other.tag == "Pillow"){
|
||||
|
||||
Pillow incomingPillow = other.GetComponent<Pillow>();
|
||||
|
||||
// getting hit by a pillow
|
||||
if (incomingPillow.IsThrown) {
|
||||
Debug.Log("abc");
|
||||
if (incomingPillow.Owner != this)
|
||||
{
|
||||
//player is hit
|
||||
Debug.Log("Child is hit by a pillow");
|
||||
|
||||
Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
|
||||
Destroy(other.gameObject);
|
||||
}
|
||||
}
|
||||
// picking up a pillow
|
||||
else if (this.pillow == null && incomingPillow.IsPickable) {
|
||||
Debug.Log("def");
|
||||
pillow = incomingPillow;
|
||||
|
||||
pillow.transform.parent = transform; // make the pillow a child of Child
|
||||
pillow.gameObject.SetActive(false);
|
||||
pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
|
||||
pillow.IsOwned = true;
|
||||
pillow.Owner = this;
|
||||
AnimationPillow.SetActive(true);
|
||||
|
||||
// TODO: place the pillow correctly or animate or something...
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsGrounded()
|
||||
{
|
||||
int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
|
||||
|
||||
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
|
||||
|
||||
return colliders.Length > 0;
|
||||
}
|
||||
|
||||
public void Move(float xValue, float zValue)
|
||||
{
|
||||
_xValue = xValue;
|
||||
_zValue = zValue;
|
||||
}
|
||||
|
||||
public void Jump()
|
||||
{
|
||||
if (_isGrounded)
|
||||
{
|
||||
_isGrounded = false;
|
||||
|
||||
_rb.AddForce(new Vector3(0f, JumpForce, 0f));
|
||||
|
||||
Animator.SetTrigger("jump");
|
||||
}
|
||||
}
|
||||
|
||||
public bool Sleep()
|
||||
{
|
||||
Bed bed = GetBed();
|
||||
|
||||
if (bed != null && !bed.IsTaken)
|
||||
{
|
||||
_currentBed = bed;
|
||||
bed.Take();
|
||||
_isSleeping = true;
|
||||
Animator.SetBool("IsSleeping", true);
|
||||
}
|
||||
|
||||
return _isSleeping;
|
||||
}
|
||||
|
||||
public void WakeUp()
|
||||
{
|
||||
_isSleeping = false;
|
||||
Animator.SetBool("IsSleeping", false);
|
||||
|
||||
_currentBed.Leave();
|
||||
|
||||
_currentBed = null;
|
||||
}
|
||||
|
||||
public Bed GetBed()
|
||||
{
|
||||
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Bed"));
|
||||
|
||||
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
|
||||
}
|
||||
|
||||
public void Throw() {
|
||||
if (_isInLava) return;
|
||||
|
||||
if (pillow != null) {
|
||||
Animator.SetTrigger("StartAttack");
|
||||
}
|
||||
}
|
||||
|
||||
public void Swing()
|
||||
@ -267,102 +267,105 @@ public class Child : MonoBehaviour
|
||||
direction = direction.normalized;
|
||||
|
||||
t.gameObject.GetComponent<Child>().Push(direction * HitForce);
|
||||
}
|
||||
|
||||
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Lava")
|
||||
{
|
||||
Debug.Log("Player " + _index + " entered lava. Lose one life.");
|
||||
TakeLavaDamage();
|
||||
ActivateVibration(true);
|
||||
Animator.SetBool("IsOnLava", true);
|
||||
_isInLava = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Setup for the next time the player falls on the lava
|
||||
//_invulnerableTime = MaxInvulnerableTime;
|
||||
|
||||
if (collision.gameObject.tag == "Floor")
|
||||
{
|
||||
ActivateVibration(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnCollisionExit(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Lava" || collision.gameObject.tag == "Floor")
|
||||
{
|
||||
ActivateVibration(false);
|
||||
Animator.SetBool("IsOnLava", false);
|
||||
_isInLava = false;
|
||||
}
|
||||
}
|
||||
|
||||
void OnCollisionStay(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Lava")
|
||||
{
|
||||
_invulnerableTime += Time.deltaTime;
|
||||
|
||||
if (_invulnerableTime >= MaxInvulnerableTime)
|
||||
{
|
||||
Debug.Log("Player " + _index + " is still standing on lava. Lose one life.");
|
||||
TakeLavaDamage();
|
||||
}
|
||||
|
||||
ActivateVibration(true);
|
||||
}
|
||||
else if (collision.gameObject.tag == "Floor")
|
||||
{
|
||||
ActivateVibration(false);
|
||||
}
|
||||
else if (_wasPushed && collision.gameObject.tag == "Walls")
|
||||
{
|
||||
/*
|
||||
_wasPushed = false;
|
||||
|
||||
Push(Vector3.Reflect(_pushedDir.normalized, collision.contacts[0].normal) * _pushedDir.magnitude);*/
|
||||
}
|
||||
}
|
||||
|
||||
public void Push(Vector3 force)
|
||||
{
|
||||
_isPushed = true;
|
||||
|
||||
Debug.Log(force);
|
||||
|
||||
force.y = yAngleVector;
|
||||
|
||||
_rb.AddForce(force, ForceMode.Impulse);
|
||||
|
||||
_pushedDir = force;
|
||||
}
|
||||
|
||||
private void ActivateVibration(bool activate)
|
||||
{
|
||||
float intensity = activate ? 0.3f : 0f;
|
||||
|
||||
XInputDotNetPure.GamePad.SetVibration((XInputDotNetPure.PlayerIndex)_index, intensity, intensity);
|
||||
}
|
||||
|
||||
private void TakeLavaDamage()
|
||||
{
|
||||
NumZ += 1;
|
||||
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds
|
||||
_invulnerableTime = 0f;
|
||||
}
|
||||
|
||||
void Die()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
ActivateVibration(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Lava")
|
||||
{
|
||||
Debug.Log("Player " + _index + " entered lava. Lose one life.");
|
||||
TakeLavaDamage();
|
||||
ActivateVibration(true);
|
||||
Animator.SetBool("IsOnLava", true);
|
||||
_isInLava = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Setup for the next time the player falls on the lava
|
||||
//_invulnerableTime = MaxInvulnerableTime;
|
||||
|
||||
if (collision.gameObject.tag == "Floor")
|
||||
{
|
||||
ActivateVibration(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnCollisionExit(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Lava" || collision.gameObject.tag == "Floor")
|
||||
{
|
||||
ActivateVibration(false);
|
||||
Animator.SetBool("IsOnLava", false);
|
||||
_isInLava = false;
|
||||
}
|
||||
}
|
||||
|
||||
void OnCollisionStay(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.tag == "Lava")
|
||||
{
|
||||
_invulnerableTime += Time.deltaTime;
|
||||
|
||||
if (_invulnerableTime >= MaxInvulnerableTime)
|
||||
{
|
||||
Debug.Log("Player " + _index + " is still standing on lava. Lose one life.");
|
||||
TakeLavaDamage();
|
||||
}
|
||||
|
||||
ActivateVibration(true);
|
||||
}
|
||||
else if (collision.gameObject.tag == "Floor")
|
||||
{
|
||||
ActivateVibration(false);
|
||||
}
|
||||
else if (_wasPushed && collision.gameObject.tag == "Walls")
|
||||
{
|
||||
/*
|
||||
_wasPushed = false;
|
||||
|
||||
Push(Vector3.Reflect(_pushedDir.normalized, collision.contacts[0].normal) * _pushedDir.magnitude);*/
|
||||
}
|
||||
}
|
||||
|
||||
public void Push(Vector3 force)
|
||||
{
|
||||
_isPushed = true;
|
||||
|
||||
Debug.Log(force);
|
||||
|
||||
force.y = yAngleVector;
|
||||
|
||||
_rb.AddForce(force, ForceMode.Impulse);
|
||||
|
||||
_pushedDir = force;
|
||||
}
|
||||
|
||||
private void ActivateVibration(bool activate)
|
||||
{
|
||||
float intensity = activate ? 0.3f : 0f;
|
||||
|
||||
XInputDotNetPure.GamePad.SetVibration((XInputDotNetPure.PlayerIndex)_index, intensity, intensity);
|
||||
}
|
||||
|
||||
private void TakeLavaDamage()
|
||||
{
|
||||
NumZ += 1;
|
||||
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds
|
||||
_invulnerableTime = 0f;
|
||||
}
|
||||
|
||||
void Die()
|
||||
{
|
||||
PlayerWinsMenu menu = (PlayerWinsMenu)MenusHandler.MenusManager.Instance.ShowMenu("PlayerWinsMenu");
|
||||
menu.SetPlayerIndex(this.Index);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
ActivateVibration(false);
|
||||
}
|
||||
}
|
||||
|
||||
@ -116,6 +116,8 @@ public class MomBehavior : MonoBehaviour
|
||||
{
|
||||
if (child == null) continue;
|
||||
|
||||
Debug.Log(child.IsSleeping);
|
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|
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if (child.IsSleeping)
|
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{
|
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safeChildren.Add(child);
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