Conflicts:
	Assets/Scripts/AutoTarget.cs
This commit is contained in:
Patrice Vignola 2015-08-23 15:02:02 -04:00
commit af9d2d0942
23 changed files with 1960 additions and 366 deletions

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@ -46,9 +46,14 @@ public class AutoTarget : MonoBehaviour
} }
public Transform GetTarget(Vector3 lookingAngle) public Transform GetTarget(Vector3 lookingAngle)
{
return GetTarget(lookingAngle, 2000, minAngleRange);
}
public Transform GetTarget(Vector3 lookingAngle, float range, float minAngle)
{ {
Transform closest = null; Transform closest = null;
float minAngle = minAngleRange; float rangeSq = range * range;
//Debug.Log("looking direction:" + lookingAngle); //Debug.Log("looking direction:" + lookingAngle);
Debug.DrawRay(transform.position, lookingAngle * 2); Debug.DrawRay(transform.position, lookingAngle * 2);
@ -59,6 +64,9 @@ public class AutoTarget : MonoBehaviour
if (t == null) continue; if (t == null) continue;
Vector3 targetDirection = t.transform.position - transform.position; Vector3 targetDirection = t.transform.position - transform.position;
Debug.Log(targetDirection.magnitude);
if (targetDirection.sqrMagnitude > rangeSq)
continue;
float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg; float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;

View File

@ -1,349 +1,371 @@
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
[RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(Rigidbody))]
public class Child : MonoBehaviour public class Child : MonoBehaviour
{ {
public float Speed = 10f; public float Speed = 10f;
public float JumpForce = 10f; public float JumpForce = 10f;
public float MaxInvulnerableTime = 2f; public float MaxInvulnerableTime = 2f;
public float ThrowForce = 30f; public float ThrowForce = 30f;
public float hitPushBackForce = 250f; public float HitForce = 3f;
public float yAngleVector = 9f; public float hitPushBackForce = 250f;
public float yAngleVector = 9f;
public GameObject GroundCheck;
public Pillow pillow; public GameObject GroundCheck;
public MomBehavior Mom; public Pillow pillow;
public PlayerAvatar Avatar; public MomBehavior Mom;
public Animator Animator; public PlayerAvatar Avatar;
public GameObject AnimationPillow; public Animator Animator;
public GameObject AnimationPillow;
private Rigidbody _rb;
private bool _isGrounded = false; private Rigidbody _rb;
private float _xValue; private bool _isGrounded = false;
private float _zValue; private float _xValue;
private bool _isSleeping; private float _zValue;
private float _invulnerableTime; private bool _isSleeping;
private Bed _currentBed; private float _invulnerableTime;
private bool _isInLava; private Bed _currentBed;
private bool _isInLava;
private int _index;
private bool _isPushed = false; private int _index;
private bool _wasPushed = false; private bool _isPushed = false;
private Vector3 _pushedDir; private bool _wasPushed = false;
private Vector3 _pushedDir;
private float _stunTime;
private float _stunTime;
private int _numZ = 0;
public int NumZ private int _numZ = 0;
{ public int NumZ
get { return _numZ; } {
set get { return _numZ; }
{ set
_numZ = value; {
Avatar.NumZ = _numZ; _numZ = value;
if (_numZ == 3) Die(); Avatar.NumZ = _numZ;
} if (_numZ == 3) Die();
} }
private AutoTarget _autoTarget; }
private AutoTarget _autoTarget;
public int Index
{ public int Index
get { return _index; } {
set { _index = value; } get { return _index; }
} set { _index = value; }
}
public bool IsSleeping
{ public bool IsSleeping
get { return _isSleeping; } {
} get { return _isSleeping; }
}
void Awake()
{ void Awake()
_rb = GetComponent<Rigidbody>(); {
AnimationPillow.SetActive(false); _rb = GetComponent<Rigidbody>();
AnimationPillow.SetActive(false);
_autoTarget = GetComponent<AutoTarget>();
} _autoTarget = GetComponent<AutoTarget>();
}
void Start()
{ void Start()
Avatar.PlayerNum = Index + 1; {
} Avatar.PlayerNum = Index + 1;
}
void Update()
{ void Update()
Animator.SetBool("IsOnBed", GetBed()); {
Animator.SetBool("IsOnBed", GetBed());
_isGrounded = IsGrounded();
_isGrounded = IsGrounded();
// We move the child depending on the camera orientation
// We move the child depending on the camera orientation
if (_stunTime >= Time.deltaTime * 3f && _wasPushed && _rb.velocity == Vector3.zero)
{ if (_stunTime >= Time.deltaTime * 3f && _wasPushed && _rb.velocity == Vector3.zero)
_wasPushed = false; {
} _wasPushed = false;
}
if (_isPushed)
{ if (_isPushed)
_stunTime += Time.deltaTime; {
_stunTime += Time.deltaTime;
if (_stunTime >= Time.deltaTime * 3f && _rb.velocity == Vector3.zero)
{ if (_stunTime >= Time.deltaTime * 3f && _rb.velocity == Vector3.zero)
_isPushed = false; {
_wasPushed = true; _isPushed = false;
} _wasPushed = true;
} }
else }
{ else
_stunTime = 0f; {
Vector3 forwardDir = Camera.main.transform.forward; _stunTime = 0f;
Vector3 rightDir = Camera.main.transform.right; Vector3 forwardDir = Camera.main.transform.forward;
Vector3 rightDir = Camera.main.transform.right;
forwardDir.y = 0f;
forwardDir = forwardDir.normalized * _zValue * Speed; forwardDir.y = 0f;
forwardDir = forwardDir.normalized * _zValue * Speed;
rightDir.y = 0f;
rightDir = rightDir.normalized * _xValue * Speed; rightDir.y = 0f;
rightDir = rightDir.normalized * _xValue * Speed;
Vector3 movement = forwardDir + rightDir;
movement.y = _rb.velocity.y; Vector3 movement = forwardDir + rightDir;
movement.y = _rb.velocity.y;
_rb.velocity = movement;
} _rb.velocity = movement;
} }
}
public void ThrowMecanimPillow()
{ public void ThrowMecanimPillow()
if (pillow == null) return; {
if (pillow == null) return;
Transform target = _autoTarget.GetTarget(transform.forward);
Transform target = _autoTarget.GetTarget(transform.forward);
Vector3 direction;
Vector3 direction;
if (target != null)
{ if (target != null)
direction = target.transform.position - pillow.transform.position; {
} direction = target.transform.position - pillow.transform.position;
else }
{ else
direction = transform.forward; {
} direction = transform.forward;
}
direction = direction.normalized;
direction = direction.normalized;
pillow.gameObject.SetActive(true);
pillow.transform.localPosition = new Vector3(0.109f, -0.407f, 0.389f); pillow.gameObject.SetActive(true);
pillow.transform.localEulerAngles = new Vector3(0f, 204.46f, 310.0002f); pillow.transform.localPosition = new Vector3(0.109f, -0.407f, 0.389f);
pillow.transform.localEulerAngles = new Vector3(0f, 204.46f, 310.0002f);
AnimationPillow.SetActive(false);
AnimationPillow.SetActive(false);
pillow.Throw(direction * ThrowForce);
pillow.Throw(direction * ThrowForce);
pillow.IsOwned = false;
pillow.IsOwned = false;
target = null;
target = null;
pillow = null;
} pillow = null;
}
void OnTriggerEnter(Collider other) {
if (other.tag == "Pillow"){ void OnTriggerEnter(Collider other) {
if (other.tag == "Pillow"){
Pillow incomingPillow = other.GetComponent<Pillow>();
Pillow incomingPillow = other.GetComponent<Pillow>();
// getting hit by a pillow
if (incomingPillow.IsThrown) { // getting hit by a pillow
Debug.Log("abc"); if (incomingPillow.IsThrown) {
if (incomingPillow.Owner != this) Debug.Log("abc");
{ if (incomingPillow.Owner != this)
//player is hit {
Debug.Log("Child is hit by a pillow"); //player is hit
Debug.Log("Child is hit by a pillow");
Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
Destroy(other.gameObject); Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
} Destroy(other.gameObject);
} }
// picking up a pillow }
else if (this.pillow == null && incomingPillow.IsPickable) { // picking up a pillow
Debug.Log("def"); else if (this.pillow == null && incomingPillow.IsPickable) {
pillow = incomingPillow; Debug.Log("def");
pillow = incomingPillow;
pillow.transform.parent = transform; // make the pillow a child of Child
pillow.gameObject.SetActive(false); pillow.transform.parent = transform; // make the pillow a child of Child
pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands pillow.gameObject.SetActive(false);
pillow.IsOwned = true; pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
pillow.Owner = this; pillow.IsOwned = true;
AnimationPillow.SetActive(true); pillow.Owner = this;
AnimationPillow.SetActive(true);
// TODO: place the pillow correctly or animate or something...
} // TODO: place the pillow correctly or animate or something...
} }
} }
}
private bool IsGrounded()
{ private bool IsGrounded()
int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed")); {
int mask = (1 << LayerMask.NameToLayer("Ground")) | (1 << LayerMask.NameToLayer("Bed"));
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, mask);
return colliders.Length > 0;
} return colliders.Length > 0;
}
public void Move(float xValue, float zValue)
{ public void Move(float xValue, float zValue)
_xValue = xValue; {
_zValue = zValue; _xValue = xValue;
} _zValue = zValue;
}
public void Jump()
{ public void Jump()
if (_isGrounded) {
{ if (_isGrounded)
_isGrounded = false; {
_isGrounded = false;
_rb.AddForce(new Vector3(0f, JumpForce, 0f));
_rb.AddForce(new Vector3(0f, JumpForce, 0f));
Animator.SetTrigger("jump");
} Animator.SetTrigger("jump");
} }
}
public bool Sleep()
{ public bool Sleep()
Bed bed = GetBed(); {
Bed bed = GetBed();
if (bed != null && !bed.IsTaken)
{ if (bed != null && !bed.IsTaken)
_currentBed = bed; {
bed.Take(); _currentBed = bed;
_isSleeping = true; bed.Take();
Animator.SetBool("IsSleeping", true); _isSleeping = true;
} Animator.SetBool("IsSleeping", true);
}
return _isSleeping;
} return _isSleeping;
}
public void WakeUp()
{ public void WakeUp()
_isSleeping = false; {
Animator.SetBool("IsSleeping", false); _isSleeping = false;
Animator.SetBool("IsSleeping", false);
_currentBed.Leave();
_currentBed.Leave();
_currentBed = null;
} _currentBed = null;
}
public Bed GetBed()
{ public Bed GetBed()
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Bed")); {
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Bed"));
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
} return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
}
public void Throw() {
if (_isInLava) return; public void Throw() {
if (_isInLava) return;
if (pillow != null) {
Animator.SetTrigger("StartAttack"); if (pillow != null) {
} Animator.SetTrigger("StartAttack");
} }
}
void OnCollisionEnter(Collision collision) public void Swing()
{ {
if (collision.gameObject.tag == "Lava") if (pillow == null) return;
{
Debug.Log("Player " + _index + " entered lava. Lose one life."); //1. Determine if there is someone in front
TakeLavaDamage(); Transform t = _autoTarget.GetTarget(transform.forward, 1.2f, 30);
ActivateVibration(true);
Animator.SetBool("IsOnLava", true); if(t == null)
_isInLava = true; return;
}
else //2. Apply force to the person
{ Vector3 direction = t.transform.position - transform.position;
// Setup for the next time the player falls on the lava
//_invulnerableTime = MaxInvulnerableTime; direction = direction.normalized;
if (collision.gameObject.tag == "Floor") t.gameObject.GetComponent<Child>().Push(direction * HitForce);
{ }
ActivateVibration(false);
}
} void OnCollisionEnter(Collision collision)
} {
if (collision.gameObject.tag == "Lava")
void OnCollisionExit(Collision collision) {
{ Debug.Log("Player " + _index + " entered lava. Lose one life.");
if (collision.gameObject.tag == "Lava" || collision.gameObject.tag == "Floor") TakeLavaDamage();
{ ActivateVibration(true);
ActivateVibration(false); Animator.SetBool("IsOnLava", true);
Animator.SetBool("IsOnLava", false); _isInLava = true;
_isInLava = false; }
} else
} {
// Setup for the next time the player falls on the lava
void OnCollisionStay(Collision collision) //_invulnerableTime = MaxInvulnerableTime;
{
if (collision.gameObject.tag == "Lava") if (collision.gameObject.tag == "Floor")
{ {
_invulnerableTime += Time.deltaTime; ActivateVibration(false);
}
if (_invulnerableTime >= MaxInvulnerableTime) }
{ }
Debug.Log("Player " + _index + " is still standing on lava. Lose one life.");
TakeLavaDamage(); void OnCollisionExit(Collision collision)
} {
if (collision.gameObject.tag == "Lava" || collision.gameObject.tag == "Floor")
ActivateVibration(true); {
} ActivateVibration(false);
else if (collision.gameObject.tag == "Floor") Animator.SetBool("IsOnLava", false);
{ _isInLava = false;
ActivateVibration(false); }
} }
else if (_wasPushed && collision.gameObject.tag == "Walls")
{ void OnCollisionStay(Collision collision)
/* {
_wasPushed = false; if (collision.gameObject.tag == "Lava")
{
Push(Vector3.Reflect(_pushedDir.normalized, collision.contacts[0].normal) * _pushedDir.magnitude);*/ _invulnerableTime += Time.deltaTime;
}
} if (_invulnerableTime >= MaxInvulnerableTime)
{
public void Push(Vector3 force) Debug.Log("Player " + _index + " is still standing on lava. Lose one life.");
{ TakeLavaDamage();
_isPushed = true; }
Debug.Log(force); ActivateVibration(true);
}
force.y = yAngleVector; else if (collision.gameObject.tag == "Floor")
{
_rb.AddForce(force, ForceMode.Impulse); ActivateVibration(false);
}
_pushedDir = force; else if (_wasPushed && collision.gameObject.tag == "Walls")
} {
/*
private void ActivateVibration(bool activate) _wasPushed = false;
{
float intensity = activate ? 0.3f : 0f; Push(Vector3.Reflect(_pushedDir.normalized, collision.contacts[0].normal) * _pushedDir.magnitude);*/
}
XInputDotNetPure.GamePad.SetVibration((XInputDotNetPure.PlayerIndex)_index, intensity, intensity); }
}
public void Push(Vector3 force)
private void TakeLavaDamage() {
{ _isPushed = true;
NumZ += 1;
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds Debug.Log(force);
_invulnerableTime = 0f;
} force.y = yAngleVector;
void Die() _rb.AddForce(force, ForceMode.Impulse);
{
Destroy(gameObject); _pushedDir = force;
} }
void OnDestroy() private void ActivateVibration(bool activate)
{ {
ActivateVibration(false); 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);
}
}

View File

@ -94,9 +94,11 @@ public class ChildController : MonoBehaviour
} }
} }
if (input.Ranges.ContainsKey("Throw")) { if (input.Ranges.ContainsKey("Throw"))
_child.Throw(); _child.Throw();
}
if (input.Ranges.ContainsKey("Hit"))
_child.Swing();
} }
private void HandlePlayerButtons(MappedInput input) private void HandlePlayerButtons(MappedInput input)

View File

@ -2,14 +2,19 @@
using System.Collections; using System.Collections;
public class SimpleMenu : MonoBehaviour public class SimpleMenu : MonoBehaviour
{ {
public int NextLevel;
private float countdown = 1f;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
//TODO Use XInput to //TODO Use XInput to
} }
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
countdown -= Time.deltaTime;
if (countdown < 0)
Application.LoadLevel(NextLevel);
} }
} }

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