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Merge branch 'master' of https://github.com/conjureets/pillowfight
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8
Assets/Prefabs/Kid_AnimControl.controller.meta
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8
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -15,6 +15,24 @@ GameObject:
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m_PrefabInternal: {fileID: 100100000}
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--- !u!1 &188430
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GameObject:
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m_ObjectHideFlags: 0
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@ -29,7 +47,7 @@ GameObject:
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m_TagString: Untagged
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m_TagString: Walls
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@ -45,6 +63,7 @@ Transform:
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@ -54,11 +73,47 @@ Transform:
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m_PrefabInternal: {fileID: 100100000}
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m_Father: {fileID: 420792}
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--- !u!23 &2302856
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 127518}
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--- !u!23 &2392106
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MeshRenderer:
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m_ObjectHideFlags: 1
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@ -90,6 +145,13 @@ MeshFilter:
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 188430}
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m_Mesh: {fileID: 4300000, guid: 56d82b7f76516a84f8211df1eb5a5fa6, type: 3}
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MeshFilter:
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m_Mesh: {fileID: 4300000, guid: 468783296f7855642ae57783908446f7, type: 3}
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--- !u!64 &6472040
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MeshCollider:
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m_ObjectHideFlags: 1
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@ -119,6 +181,23 @@ Animator:
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m_WarningMessage:
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m_HasTransformHierarchy: 1
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m_AllowConstantClipSamplingOptimization: 1
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--- !u!95 &9564462
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Animator:
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serializedVersion: 3
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 127518}
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m_Enabled: 1
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m_CullingMode: 0
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m_UpdateMode: 0
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m_LinearVelocityBlending: 0
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m_WarningMessage:
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m_HasTransformHierarchy: 1
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m_AllowConstantClipSamplingOptimization: 1
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--- !u!1001 &100100000
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Prefab:
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m_ObjectHideFlags: 1
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File diff suppressed because it is too large
Load Diff
@ -9,10 +9,12 @@ public class Child : MonoBehaviour
|
||||
public float MaxInvulnerableTime = 2f;
|
||||
public float ThrowForce = 30f;
|
||||
public float hitPushBackForce = 250f;
|
||||
public float yAngleVector = 9f;
|
||||
|
||||
public GameObject GroundCheck;
|
||||
public Pillow pillow;
|
||||
public MomBehavior Mom;
|
||||
public Animator Animator;
|
||||
|
||||
private Rigidbody _rb;
|
||||
private bool _isGrounded = false;
|
||||
@ -25,6 +27,10 @@ public class Child : MonoBehaviour
|
||||
|
||||
private int _index;
|
||||
private bool _isPushed = false;
|
||||
private bool _wasPushed = false;
|
||||
private Vector3 _pushedDir;
|
||||
|
||||
private float _stunTime;
|
||||
|
||||
public int Index
|
||||
{
|
||||
@ -45,12 +51,49 @@ public class Child : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
_isGrounded = IsGrounded();
|
||||
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)
|
||||
{
|
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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)
|
||||
|
||||
@ -63,7 +63,7 @@ public class MomBehavior : MonoBehaviour
|
||||
}
|
||||
break;
|
||||
case State.InRoom:
|
||||
if (_elapsedTime >= 2f)
|
||||
if (_elapsedTime >= MotherStayTime)
|
||||
{
|
||||
SetState(State.Away);
|
||||
}
|
||||
|
||||
@ -7,6 +7,7 @@ TagManager:
|
||||
- Pillow
|
||||
- Lava
|
||||
- Floor
|
||||
- Walls
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user