Merge branch 'master' of https://github.com/ConjureETS/PillowFight
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@ -7,6 +7,9 @@ public class Child : MonoBehaviour
|
||||
public float Speed = 10f;
|
||||
public float JumpForce = 10f;
|
||||
public float MaxInvulnerableTime = 2f;
|
||||
public float ThrowForce = 30f;
|
||||
public float hitPushBackForce = 250f;
|
||||
|
||||
public GameObject GroundCheck;
|
||||
public Pillow pillow;
|
||||
public MomBehavior Mom;
|
||||
@ -51,14 +54,31 @@ public class Child : MonoBehaviour
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
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...
|
||||
if (other.tag == "Pillow"){
|
||||
|
||||
//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;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (collision.gameObject.tag == "Lava")
|
||||
|
||||
@ -85,7 +85,7 @@ public class ChildController : MonoBehaviour
|
||||
else {
|
||||
transform.eulerAngles = new Vector3(
|
||||
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);
|
||||
}
|
||||
}
|
||||
@ -111,6 +111,10 @@ public class ChildController : MonoBehaviour
|
||||
_child.WakeUp();
|
||||
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
|
||||
}
|
||||
|
||||
if (input.Actions.Contains("Throw")) {
|
||||
_child.Throw();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -8,7 +8,6 @@ using InputHandler;
|
||||
|
||||
public class MomBehavior : MonoBehaviour
|
||||
{
|
||||
public Action OnWarning;
|
||||
public Action OnEnterRoom;
|
||||
public Action OnLeaveRoom;
|
||||
|
||||
@ -17,20 +16,23 @@ public class MomBehavior : MonoBehaviour
|
||||
public float MaxTriggerTime = 90f;
|
||||
public float WarningHeadsupTime = 5f;
|
||||
public float MotherStayTime = 2f;
|
||||
public Door RoomDoor;
|
||||
|
||||
public Child[] Children;
|
||||
|
||||
private enum State { Away, Warning, InRoom }
|
||||
|
||||
private State _currentState;
|
||||
|
||||
private float _elapsedTime = 0f;
|
||||
|
||||
private float _nextTriggerTime;
|
||||
|
||||
private bool _isInRoom;
|
||||
|
||||
private bool _gameOver = false;
|
||||
|
||||
public bool IsInRoom
|
||||
{
|
||||
get { return _isInRoom; }
|
||||
get { return _currentState == State.InRoom; }
|
||||
}
|
||||
|
||||
void Awake()
|
||||
@ -46,83 +48,100 @@ public class MomBehavior : MonoBehaviour
|
||||
|
||||
_elapsedTime += Time.deltaTime;
|
||||
|
||||
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
|
||||
switch (_currentState)
|
||||
{
|
||||
WarningText.gameObject.SetActive(true);
|
||||
|
||||
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)
|
||||
case State.Away:
|
||||
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
|
||||
{
|
||||
safeChildren.Add(child);
|
||||
SetState(State.Warning);
|
||||
}
|
||||
else
|
||||
break;
|
||||
case State.Warning:
|
||||
if (_elapsedTime >= _nextTriggerTime)
|
||||
{
|
||||
Debug.Log("Player " + child.Index + " has been spotted by mom.");
|
||||
|
||||
// TODO: Visual animation that the player lost (lasso?)
|
||||
|
||||
Destroy(child.gameObject);
|
||||
SetState(State.InRoom);
|
||||
}
|
||||
break;
|
||||
case State.InRoom:
|
||||
if (_elapsedTime >= 2f)
|
||||
{
|
||||
SetState(State.Away);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
CheckIfSleeping();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
if (OnLeaveRoom != null)
|
||||
foreach (Child child in Children)
|
||||
{
|
||||
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 bool IsThrown = false;
|
||||
|
||||
private bool IsPickable = true;
|
||||
|
||||
private Collider _col;
|
||||
private Rigidbody _rb;
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
_col = GetComponent<Collider>();
|
||||
_rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if (transform.position.y < -10) {
|
||||
|
||||
if (transform.position.y < -1) {
|
||||
Destroy(this.gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other) {
|
||||
if (IsThrown && other.tag == "Player") {
|
||||
|
||||
Debug.Log("A child got hit by a pillow!");
|
||||
|
||||
//other.GetComponent<Child>().takeHit();
|
||||
|
||||
Destroy(this.gameObject);
|
||||
void OnCollisionEnter(Collision other) {
|
||||
if (!IsPickable) {
|
||||
// on first collision, revert the pillow as pickable
|
||||
MakePickable();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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 System.Collections;
|
||||
using System.Collections;
|
||||
using System;
|
||||
|
||||
public class Door : MonoBehaviour {
|
||||
|
||||
private float state = 0f; //From 0 to 1 (closed to open)
|
||||
private float goal = -1f; //-1 or 1
|
||||
public float angles;
|
||||
public float openingSpeed;
|
||||
public AnimationCurve curvature;
|
||||
public class Door : MonoBehaviour
|
||||
{
|
||||
public float MaxAngle = 135f;
|
||||
public float OpenDuration = 5f;
|
||||
public float CloseDuration = 1f;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.A))
|
||||
{
|
||||
goal *= -1;
|
||||
}
|
||||
|
||||
void Update ()
|
||||
{
|
||||
state = Mathf.Clamp(state + goal * openingSpeed * Time.deltaTime, 0f, 1f);
|
||||
|
||||
//transform.rotation = Quaternion.identity;
|
||||
//transform.Rotate(Vector3.up * state * angles);
|
||||
transform.rotation = Quaternion.Euler(Vector3.up * curvature.Evaluate(state) * -angles);
|
||||
}
|
||||
}*/
|
||||
|
||||
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)();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||