Merge branch 'master' of https://github.com/ConjureETS/PillowFight
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@ -7,6 +7,9 @@ public class Child : MonoBehaviour
|
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public float Speed = 10f;
|
public float Speed = 10f;
|
||||||
public float JumpForce = 10f;
|
public float JumpForce = 10f;
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public float MaxInvulnerableTime = 2f;
|
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|
public GameObject GroundCheck;
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public Pillow pillow;
|
public Pillow pillow;
|
||||||
public MomBehavior Mom;
|
public MomBehavior Mom;
|
||||||
@ -51,14 +54,31 @@ public class Child : MonoBehaviour
|
|||||||
}
|
}
|
||||||
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|
||||||
void OnTriggerEnter(Collider other) {
|
void OnTriggerEnter(Collider other) {
|
||||||
if (other.tag == "Pillow") {
|
if (other.tag == "Pillow"){
|
||||||
|
|
||||||
pillow = other.GetComponent<Pillow>();
|
|
||||||
other.transform.parent = transform; // make the pillow a child of Child
|
|
||||||
|
|
||||||
// TODO: place the pillow correctly or animate or something...
|
|
||||||
|
|
||||||
//Debug.Log(_isGrounded);
|
Pillow incomingPillow = other.GetComponent<Pillow>();
|
||||||
|
|
||||||
|
// picking up a pillow
|
||||||
|
if (this.pillow == null && !incomingPillow.IsThrown) {
|
||||||
|
|
||||||
|
pillow = incomingPillow;
|
||||||
|
|
||||||
|
pillow.transform.parent = transform; // make the pillow a child of Child
|
||||||
|
pillow.transform.localPosition = new Vector3(0f, 1.5f, 0f);
|
||||||
|
pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
|
||||||
|
|
||||||
|
// TODO: place the pillow correctly or animate or something...
|
||||||
|
}
|
||||||
|
|
||||||
|
// getting hit by a pillow
|
||||||
|
else if (incomingPillow.IsThrown) {
|
||||||
|
|
||||||
|
//player is hit
|
||||||
|
Debug.Log("Child is hit by a pillow");
|
||||||
|
|
||||||
|
Push( other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
|
||||||
|
Destroy(other.gameObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -152,6 +172,28 @@ public class Child : MonoBehaviour
|
|||||||
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
|
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal void Throw() {
|
||||||
|
|
||||||
|
if (pillow != null) {
|
||||||
|
|
||||||
|
Vector3 direction;
|
||||||
|
|
||||||
|
if (target != null) {
|
||||||
|
direction = target.transform.position - pillow.transform.position;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
direction = transform.forward;
|
||||||
|
}
|
||||||
|
direction = direction.normalized;
|
||||||
|
|
||||||
|
|
||||||
|
pillow.Throw(direction * ThrowForce);
|
||||||
|
|
||||||
|
pillow = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void OnCollisionEnter(Collision collision)
|
void OnCollisionEnter(Collision collision)
|
||||||
{
|
{
|
||||||
if (collision.gameObject.tag == "Lava")
|
if (collision.gameObject.tag == "Lava")
|
||||||
|
|||||||
@ -85,7 +85,7 @@ public class ChildController : MonoBehaviour
|
|||||||
else {
|
else {
|
||||||
transform.eulerAngles = new Vector3(
|
transform.eulerAngles = new Vector3(
|
||||||
transform.eulerAngles.x,
|
transform.eulerAngles.x,
|
||||||
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg,
|
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg -90, // -90 to correct forward facing angle...
|
||||||
transform.eulerAngles.z);
|
transform.eulerAngles.z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -111,6 +111,10 @@ public class ChildController : MonoBehaviour
|
|||||||
_child.WakeUp();
|
_child.WakeUp();
|
||||||
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
|
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (input.Actions.Contains("Throw")) {
|
||||||
|
_child.Throw();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -8,7 +8,6 @@ using InputHandler;
|
|||||||
|
|
||||||
public class MomBehavior : MonoBehaviour
|
public class MomBehavior : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Action OnWarning;
|
|
||||||
public Action OnEnterRoom;
|
public Action OnEnterRoom;
|
||||||
public Action OnLeaveRoom;
|
public Action OnLeaveRoom;
|
||||||
|
|
||||||
@ -17,20 +16,23 @@ public class MomBehavior : MonoBehaviour
|
|||||||
public float MaxTriggerTime = 90f;
|
public float MaxTriggerTime = 90f;
|
||||||
public float WarningHeadsupTime = 5f;
|
public float WarningHeadsupTime = 5f;
|
||||||
public float MotherStayTime = 2f;
|
public float MotherStayTime = 2f;
|
||||||
|
public Door RoomDoor;
|
||||||
|
|
||||||
public Child[] Children;
|
public Child[] Children;
|
||||||
|
|
||||||
|
private enum State { Away, Warning, InRoom }
|
||||||
|
|
||||||
|
private State _currentState;
|
||||||
|
|
||||||
private float _elapsedTime = 0f;
|
private float _elapsedTime = 0f;
|
||||||
|
|
||||||
private float _nextTriggerTime;
|
private float _nextTriggerTime;
|
||||||
|
|
||||||
private bool _isInRoom;
|
|
||||||
|
|
||||||
private bool _gameOver = false;
|
private bool _gameOver = false;
|
||||||
|
|
||||||
public bool IsInRoom
|
public bool IsInRoom
|
||||||
{
|
{
|
||||||
get { return _isInRoom; }
|
get { return _currentState == State.InRoom; }
|
||||||
}
|
}
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
@ -46,83 +48,100 @@ public class MomBehavior : MonoBehaviour
|
|||||||
|
|
||||||
_elapsedTime += Time.deltaTime;
|
_elapsedTime += Time.deltaTime;
|
||||||
|
|
||||||
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
|
switch (_currentState)
|
||||||
{
|
{
|
||||||
WarningText.gameObject.SetActive(true);
|
case State.Away:
|
||||||
|
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
|
||||||
if (OnWarning != null)
|
|
||||||
{
|
|
||||||
OnWarning();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (_elapsedTime >= _nextTriggerTime)
|
|
||||||
{
|
|
||||||
WarningText.gameObject.SetActive(false);
|
|
||||||
_nextTriggerTime = GetNextTriggerTime();
|
|
||||||
|
|
||||||
_elapsedTime = 0f;
|
|
||||||
|
|
||||||
StartCoroutine(StayInRoom());
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_isInRoom)
|
|
||||||
{
|
|
||||||
List<Child> safeChildren = new List<Child>();
|
|
||||||
|
|
||||||
foreach (Child child in Children)
|
|
||||||
{
|
|
||||||
if (child == null) continue;
|
|
||||||
|
|
||||||
if (child.IsSleeping)
|
|
||||||
{
|
{
|
||||||
safeChildren.Add(child);
|
SetState(State.Warning);
|
||||||
}
|
}
|
||||||
else
|
break;
|
||||||
|
case State.Warning:
|
||||||
|
if (_elapsedTime >= _nextTriggerTime)
|
||||||
{
|
{
|
||||||
Debug.Log("Player " + child.Index + " has been spotted by mom.");
|
SetState(State.InRoom);
|
||||||
|
}
|
||||||
// TODO: Visual animation that the player lost (lasso?)
|
break;
|
||||||
|
case State.InRoom:
|
||||||
Destroy(child.gameObject);
|
if (_elapsedTime >= 2f)
|
||||||
|
{
|
||||||
|
SetState(State.Away);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (safeChildren.Count == 0)
|
CheckIfSleeping();
|
||||||
{
|
break;
|
||||||
Debug.Log("Mom wins!");
|
|
||||||
|
|
||||||
MenusManager.Instance.ShowMenu("MomWinsMenu");
|
|
||||||
|
|
||||||
_gameOver = true;
|
|
||||||
}
|
|
||||||
else if (safeChildren.Count == 1)
|
|
||||||
{
|
|
||||||
Debug.Log("Player " + safeChildren[0].Index + " wins!");
|
|
||||||
|
|
||||||
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
|
|
||||||
menu.SetPlayerIndex(safeChildren[0].Index);
|
|
||||||
|
|
||||||
_gameOver = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private IEnumerator StayInRoom()
|
private void SetState(State newState)
|
||||||
{
|
{
|
||||||
if (OnEnterRoom != null)
|
switch (newState)
|
||||||
{
|
{
|
||||||
OnEnterRoom();
|
case State.Away:
|
||||||
|
RoomDoor.Close(OnLeaveRoom);
|
||||||
|
_elapsedTime = 0f;
|
||||||
|
break;
|
||||||
|
case State.Warning:
|
||||||
|
// Temporary
|
||||||
|
WarningText.gameObject.SetActive(true);
|
||||||
|
|
||||||
|
RoomDoor.Open();
|
||||||
|
break;
|
||||||
|
case State.InRoom:
|
||||||
|
// Temporary
|
||||||
|
WarningText.gameObject.SetActive(false);
|
||||||
|
_nextTriggerTime = GetNextTriggerTime();
|
||||||
|
|
||||||
|
_elapsedTime = 0f;
|
||||||
|
|
||||||
|
if (OnEnterRoom != null)
|
||||||
|
{
|
||||||
|
OnEnterRoom();
|
||||||
|
}
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
_isInRoom = true;
|
_currentState = newState;
|
||||||
|
}
|
||||||
|
|
||||||
yield return new WaitForSeconds(MotherStayTime);
|
private void CheckIfSleeping()
|
||||||
|
{
|
||||||
|
List<Child> safeChildren = new List<Child>();
|
||||||
|
|
||||||
_isInRoom = false;
|
foreach (Child child in Children)
|
||||||
|
|
||||||
if (OnLeaveRoom != null)
|
|
||||||
{
|
{
|
||||||
OnLeaveRoom();
|
if (child == null) continue;
|
||||||
|
|
||||||
|
if (child.IsSleeping)
|
||||||
|
{
|
||||||
|
safeChildren.Add(child);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("Player " + child.Index + " has been spotted by mom.");
|
||||||
|
|
||||||
|
// TODO: Visual animation that the player lost (lasso?)
|
||||||
|
|
||||||
|
Destroy(child.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (safeChildren.Count == 0)
|
||||||
|
{
|
||||||
|
Debug.Log("Mom wins!");
|
||||||
|
|
||||||
|
MenusManager.Instance.ShowMenu("MomWinsMenu");
|
||||||
|
|
||||||
|
_gameOver = true;
|
||||||
|
}
|
||||||
|
else if (safeChildren.Count == 1)
|
||||||
|
{
|
||||||
|
Debug.Log("Player " + safeChildren[0].Index + " wins!");
|
||||||
|
|
||||||
|
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
|
||||||
|
menu.SetPlayerIndex(safeChildren[0].Index);
|
||||||
|
|
||||||
|
_gameOver = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -4,28 +4,51 @@ using System.Collections;
|
|||||||
public class Pillow : MonoBehaviour {
|
public class Pillow : MonoBehaviour {
|
||||||
|
|
||||||
public bool IsThrown = false;
|
public bool IsThrown = false;
|
||||||
|
|
||||||
|
private bool IsPickable = true;
|
||||||
|
|
||||||
|
private Collider _col;
|
||||||
|
private Rigidbody _rb;
|
||||||
|
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start () {
|
void Start () {
|
||||||
|
_col = GetComponent<Collider>();
|
||||||
|
_rb = GetComponent<Rigidbody>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
void Update () {
|
||||||
if (transform.position.y < -10) {
|
|
||||||
|
if (transform.position.y < -1) {
|
||||||
Destroy(this.gameObject);
|
Destroy(this.gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnTriggerEnter(Collider other) {
|
void OnCollisionEnter(Collision other) {
|
||||||
if (IsThrown && other.tag == "Player") {
|
if (!IsPickable) {
|
||||||
|
// on first collision, revert the pillow as pickable
|
||||||
Debug.Log("A child got hit by a pillow!");
|
MakePickable();
|
||||||
|
|
||||||
//other.GetComponent<Child>().takeHit();
|
|
||||||
|
|
||||||
Destroy(this.gameObject);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void Throw(Vector3 force) {
|
||||||
|
IsThrown = true;
|
||||||
|
IsPickable = false;
|
||||||
|
transform.parent = null; // detach the pillow from the child object
|
||||||
|
_rb.isKinematic = false;
|
||||||
|
_col.enabled = true;
|
||||||
|
_rb.AddForce(force, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MakePickable() {
|
||||||
|
IsThrown = false;
|
||||||
|
IsPickable = true;
|
||||||
|
|
||||||
|
_col.enabled = true;
|
||||||
|
_rb.isKinematic = false;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,41 +1,70 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
using System;
|
||||||
|
|
||||||
public class Door : MonoBehaviour {
|
public class Door : MonoBehaviour
|
||||||
|
{
|
||||||
private float state = 0f; //From 0 to 1 (closed to open)
|
public float MaxAngle = 135f;
|
||||||
private float goal = -1f; //-1 or 1
|
public float OpenDuration = 5f;
|
||||||
public float angles;
|
public float CloseDuration = 1f;
|
||||||
public float openingSpeed;
|
|
||||||
public AnimationCurve curvature;
|
|
||||||
|
|
||||||
// Use this for initialization
|
/*
|
||||||
void Start () {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
void Update ()
|
||||||
|
{
|
||||||
if (Input.GetKeyDown(KeyCode.A))
|
|
||||||
{
|
|
||||||
goal *= -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
state = Mathf.Clamp(state + goal * openingSpeed * Time.deltaTime, 0f, 1f);
|
state = Mathf.Clamp(state + goal * openingSpeed * Time.deltaTime, 0f, 1f);
|
||||||
|
|
||||||
//transform.rotation = Quaternion.identity;
|
//transform.rotation = Quaternion.identity;
|
||||||
//transform.Rotate(Vector3.up * state * angles);
|
//transform.Rotate(Vector3.up * state * angles);
|
||||||
transform.rotation = Quaternion.Euler(Vector3.up * curvature.Evaluate(state) * -angles);
|
transform.rotation = Quaternion.Euler(Vector3.up * curvature.Evaluate(state) * -angles);
|
||||||
}
|
}*/
|
||||||
|
|
||||||
public void Open()
|
public void Open()
|
||||||
{
|
{
|
||||||
|
StartCoroutine(OpenDoor());
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Close()
|
private IEnumerator OpenDoor()
|
||||||
{
|
{
|
||||||
|
Vector3 initialRot = transform.localEulerAngles;
|
||||||
|
Vector3 finalRot = new Vector3(initialRot.x, initialRot.y - MaxAngle, initialRot.z);
|
||||||
|
|
||||||
}
|
float ratio = 0f;
|
||||||
|
|
||||||
|
while (ratio < 1f)
|
||||||
|
{
|
||||||
|
ratio += Time.deltaTime / OpenDuration;
|
||||||
|
|
||||||
|
transform.localEulerAngles = Vector3.Lerp(initialRot, finalRot, ratio);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Close(Action callback)
|
||||||
|
{
|
||||||
|
StartCoroutine("CloseDoor", callback);
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator CloseDoor(object callback)
|
||||||
|
{
|
||||||
|
Vector3 initialRot = transform.localEulerAngles;
|
||||||
|
Vector3 finalRot = new Vector3(initialRot.x, initialRot.y + MaxAngle, initialRot.z);
|
||||||
|
|
||||||
|
float ratio = 0f;
|
||||||
|
|
||||||
|
while (ratio < 1f)
|
||||||
|
{
|
||||||
|
ratio += Time.deltaTime / CloseDuration;
|
||||||
|
|
||||||
|
transform.localEulerAngles = Vector3.Lerp(initialRot, finalRot, Mathf.Pow(ratio, 4));
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (callback != null)
|
||||||
|
{
|
||||||
|
((Action)callback)();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||