mirror of
https://github.com/ConjureETS/PillowFight.git
synced 2026-03-24 09:00:58 +00:00
195 lines
4.6 KiB
C#
195 lines
4.6 KiB
C#
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 GameObject GroundCheck;
|
|
public Pillow pillow;
|
|
public MomBehavior Mom;
|
|
|
|
private Rigidbody _rb;
|
|
private bool _isGrounded = false;
|
|
private float _xValue;
|
|
private float _zValue;
|
|
private bool _isSleeping;
|
|
private float _invulnerableTime;
|
|
private Bed _currentBed;
|
|
public Transform target;
|
|
|
|
private int _index;
|
|
private bool _isPushed = false;
|
|
|
|
public int Index
|
|
{
|
|
get { return _index; }
|
|
set { _index = value; }
|
|
}
|
|
|
|
|
|
public bool IsSleeping
|
|
{
|
|
get { return _isSleeping; }
|
|
}
|
|
|
|
void Awake()
|
|
{
|
|
_rb = GetComponent<Rigidbody>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
_isGrounded = IsGrounded();
|
|
|
|
if (Mom.IsInRoom && !_isSleeping)
|
|
{
|
|
// TODO: Remove a life, kill the player, end the game, etc.
|
|
|
|
Debug.Log("Player " + _index + " is being spotted by mom.");
|
|
}
|
|
|
|
// look at the target
|
|
if (target != null) {
|
|
transform.LookAt(target);
|
|
}
|
|
}
|
|
|
|
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...
|
|
|
|
//Debug.Log(_isGrounded);
|
|
}
|
|
}
|
|
|
|
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 *= _zValue * Speed;
|
|
forwardDir.y = _rb.velocity.y;
|
|
|
|
rightDir *= _xValue * Speed;
|
|
rightDir.y = 0f;
|
|
|
|
_rb.velocity = forwardDir + rightDir;
|
|
}
|
|
}
|
|
|
|
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));
|
|
}
|
|
}
|
|
|
|
public bool Sleep()
|
|
{
|
|
Bed bed = GetBed();
|
|
|
|
if (bed != null && !bed.IsTaken)
|
|
{
|
|
_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);
|
|
}
|
|
|
|
return _isSleeping;
|
|
}
|
|
|
|
public void WakeUp()
|
|
{
|
|
_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);
|
|
}
|
|
|
|
private Bed GetBed()
|
|
{
|
|
Collider[] colliders = Physics.OverlapSphere(GroundCheck.transform.position, 0.149f, 1 << LayerMask.NameToLayer("Bed"));
|
|
|
|
return colliders.Length > 0 ? colliders[0].GetComponent<Bed>() : null;
|
|
}
|
|
|
|
void OnCollisionEnter(Collision collision)
|
|
{
|
|
if (collision.gameObject.tag == "Lava")
|
|
{
|
|
Debug.Log("Player " + _index + " entered lava. Lose one life.");
|
|
TakeLavaDamage();
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Push(Vector3 force)
|
|
{
|
|
_isPushed = true;
|
|
_rb.AddForce(force);
|
|
}
|
|
|
|
private void TakeLavaDamage()
|
|
{
|
|
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds
|
|
|
|
_invulnerableTime = 0f;
|
|
}
|
|
}
|