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)
{
return GetTarget(lookingAngle, 2000, minAngleRange);
}
public Transform GetTarget(Vector3 lookingAngle, float range, float minAngle)
{
Transform closest = null;
float minAngle = minAngleRange;
float rangeSq = range * range;
//Debug.Log("looking direction:" + lookingAngle);
Debug.DrawRay(transform.position, lookingAngle * 2);
@ -59,6 +64,9 @@ public class AutoTarget : MonoBehaviour
if (t == null) continue;
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;

View File

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

View File

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

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