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Animator.SetBool("IsOnBed", GetBed()); + _isGrounded = IsGrounded(); + Debug.Log(_isGrounded); // look at the target if (target != null) { transform.LookAt(target); } + + // 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; + } } void OnTriggerEnter(Collider other) { @@ -83,35 +126,6 @@ public class Child : MonoBehaviour } } - void FixedUpdate() - { - // We move the child depending on the camera orientation - - if (_isPushed) - { - if (_rb.velocity == Vector3.zero) - { - _isPushed = false; - } - } - else - { - 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; - } - } - private bool IsGrounded() { int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed")); @@ -134,6 +148,8 @@ public class Child : MonoBehaviour _isGrounded = false; _rb.AddForce(new Vector3(0f, JumpForce, 0f)); + + Animator.SetTrigger("jump"); } } @@ -146,9 +162,7 @@ public class Child : MonoBehaviour _currentBed = bed; bed.Take(); _isSleeping = true; - - // Temporary (only for visual cue until we get the animation) - transform.localEulerAngles = new Vector3(90f, transform.localEulerAngles.y, transform.localEulerAngles.z); + Animator.SetBool("IsSleeping", true); } return _isSleeping; @@ -157,13 +171,11 @@ public class Child : MonoBehaviour public void WakeUp() { _isSleeping = false; + Animator.SetBool("IsSleeping", false); _currentBed.Leave(); _currentBed = null; - - // Temporary (only for visual cue until we get the animation) - transform.localEulerAngles = new Vector3(0f, transform.localEulerAngles.y, transform.localEulerAngles.z); } public Bed GetBed() @@ -204,6 +216,7 @@ public class Child : MonoBehaviour Debug.Log("Player " + _index + " entered lava. Lose one life."); TakeLavaDamage(); ActivateVibration(true); + Animator.SetBool("IsOnLava", true); } else { @@ -222,11 +235,17 @@ public class Child : MonoBehaviour if (collision.gameObject.tag == "Lava" || collision.gameObject.tag == "Floor") { ActivateVibration(false); + Animator.SetBool("IsOnLava", false); } } void OnCollisionStay(Collision collision) { + if (collision.gameObject.tag == "Walls") + { + Debug.Log(_isPushed); + } + if (collision.gameObject.tag == "Lava") { _invulnerableTime += Time.deltaTime; @@ -243,12 +262,25 @@ public class Child : MonoBehaviour { 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; - _rb.AddForce(force); + + Debug.Log(force); + + force.y = yAngleVector; + + _rb.AddForce(force, ForceMode.Impulse); + + _pushedDir = force; } private void ActivateVibration(bool activate) diff --git a/Assets/Scripts/MomBehavior.cs b/Assets/Scripts/MomBehavior.cs index fa7ac53..2f045e7 100644 --- a/Assets/Scripts/MomBehavior.cs +++ b/Assets/Scripts/MomBehavior.cs @@ -63,7 +63,7 @@ public class MomBehavior : MonoBehaviour } break; case State.InRoom: - if (_elapsedTime >= 2f) + if (_elapsedTime >= MotherStayTime) { SetState(State.Away); } diff --git a/Assets/Test/LightOnOff.cs b/Assets/Test/LightOnOff.cs index 8729542..ff10933 100644 --- a/Assets/Test/LightOnOff.cs +++ b/Assets/Test/LightOnOff.cs @@ -1,20 +1,20 @@ -using UnityEngine; -using System.Collections; - -[RequireComponent(typeof(Light))] +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(Light))] public class LightOnOff : MonoBehaviour { private Light light; private float intensity; - private float flicker; - - // Use this for initialization + private float flicker; + + // Use this for initialization void Start () { light = GetComponent(); - intensity = light.intensity; - } - - // Update is called once per frame + intensity = light.intensity; + } + + // Update is called once per frame void Update () { flicker -= Time.deltaTime; @@ -28,6 +28,6 @@ public class LightOnOff : MonoBehaviour { light.intensity = intensity; if(Input.GetKeyDown(KeyCode.Space)) - light.enabled = !light.enabled; - } -} + light.enabled = !light.enabled; + } +} diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 36afd68..9cea8b4 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -7,6 +7,7 @@ TagManager: - Pillow - Lava - Floor + - Walls layers: - Default - TransparentFX