- Updated CharacterBehavior

- Updated mapped dead animaition for vampire,squad,unit and zombie
- Removed unused variable in tag and layer manager.
- Updated sam_capture scene
- Updated sam_squad scene
This commit is contained in:
Samuel 2015-08-15 18:10:37 -04:00
parent b678de5b82
commit 9de4c9ee7c
9 changed files with 1335 additions and 593 deletions

View File

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@ -551,4 +891,50 @@ Transform:
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View File

@ -18,27 +18,24 @@ public class CharacterBehavior : MonoBehaviour
private CapsuleCollider _col;
private Rigidbody _rb;
// speed vector
// LerpSpeed vector
private Vector3 _velocity;
// origin collider height
private float _orgColHight;
//
private Vector3 _orgVectColCenter;
private Animator _animator;
private AnimatorStateInfo _currentBaseState;
private AnimatorStateInfo _currentAnimatorStateInfo;
private GameObject cameraObject;
//static int idleState = Animator.StringToHash("Base Layer.Idle");
//static int movingState = Animator.StringToHash("Base Layer.IsMoving");
//static int attackState = Animator.StringToHash("Base Layer.Smash");
private GameObject _cameraObject;
private static int _baseLayerIndex = 0;
static int _idleState = Animator.StringToHash("Idle");
static readonly int MovingState = Animator.StringToHash("IsMoving");
static readonly int AttackState = Animator.StringToHash("IsAttacking");
////static int restState = Animator.StringToHash("Base Layer.Rest");
//private static int fetchState = Animator.StringToHash("Base Layer.IsEating");
//private static int runNCaptureState = Animator.StringToHash("Base Layer.RunNCapture");
//private static int idleCapture = Animator.StringToHash("Base Layer.IdleCapture");
//private static int deadStage = Animator.StringToHash("Base Layer.Dead");
//private static int fetchedState = Animator.StringToHash("Base Layer.Fetched");
static readonly int FetchState = Animator.StringToHash("IsEating");
static int _runNCaptureState = Animator.StringToHash("RunNCapture");
static readonly int IdleCapture = Animator.StringToHash("IsCaptured");
static readonly int DeadState = Animator.StringToHash("Dead");
static readonly int FetchedState = Animator.StringToHash("Fetched");
void Start()
{
@ -46,48 +43,64 @@ public class CharacterBehavior : MonoBehaviour
_animator = GetComponent<Animator>();
_col = GetComponent<CapsuleCollider>();
_rb = GetComponent<Rigidbody>();
cameraObject = GameObject.FindWithTag("MainCamera");
_orgColHight = _col.height;
_orgVectColCenter = _col.center;
_cameraObject = GameObject.FindWithTag("MainCamera");
// return the state of the animation that is currently playing
_currentAnimatorStateInfo = _animator.GetCurrentAnimatorStateInfo(_baseLayerIndex);
}
public float CurrrentAnimationLength()
{
//_currentAnimatorStateInfo = _animator.GetCurrentAnimatorStateInfo(_baseLayerIndex);
// TODO Find a way to get the current animation length for each clip that is playing...
Debug.Log(_currentAnimatorStateInfo.fullPathHash.Equals(DeadState)
? "Vamp is dead"
: _currentAnimatorStateInfo.fullPathHash.ToString());
return (_currentAnimatorStateInfo.normalizedTime % 1);
}
public void PlayRunAnimation(bool decision)
{
_animator.SetBool("IsMoving", decision);
_animator.SetBool(MovingState, decision);
}
public void PlayAttackAnimation(bool decision)
{
_animator.SetBool("IsAttacking", decision);
_animator.SetBool(AttackState, decision);
}
public void PlayCaptureAnimation(bool decision)
{
_animator.SetBool("IsCaptured", decision);
_animator.SetBool(IdleCapture, decision);
}
public void PlayDeathAnimation()
{
_animator.SetTrigger("Dead");
_animator.SetTrigger(DeadState);
}
public void PlayFetchedAnimation()
{
_animator.SetTrigger("Fetched");
_animator.SetTrigger(FetchedState);
}
public void PlayEatingAnimation(bool decision)
{
_animator.SetBool("IsEating", decision);
_animator.SetBool(FetchState, decision);
}
public void PlayRunWhileCaptured(bool decision)
{
// TODO to test running while being captured
PlayCaptureAnimation(decision);
_animator.SetBool("IsMoving", decision);
_animator.SetBool(MovingState, decision);
}
public Animator GeAnimator()
{
return _animator;
}
void FixedUpdate()
{
//PlayRunAnimation(true);
@ -102,6 +115,5 @@ public class CharacterBehavior : MonoBehaviour
//PlayEatingAnimation(false);
//PlayRunWhileCaptured(true);
//PlayRunWhileCaptured(false);
}
}

View File

@ -21,7 +21,7 @@ public class Squad : Unit
/// <summary>
/// List of abandonned units. (this list is accessible for both teams)
/// </summary>
private List<Unit> abandonnedUnits;
private List<Unit> _abandonnedUnits;
/// <summary>
/// Index of the first soldier in the list.
@ -40,6 +40,7 @@ public class Squad : Unit
{
_humans = new List<Unit>();
_soldiers = new List<Squad>();
_abandonnedUnits = new List<Unit>();
}
// Update is called once per frame
@ -48,11 +49,15 @@ public class Squad : Unit
// TODO execute movement command
// TODO Check if all the units are dead
// if yes destroy
if (_soldiers.Count != 0) return;
if (_soldiers.Count == 0)
{
// first release all humans ...
AbandonUnits(_humans.Count);
// then we destroy the squad
DestroyUnit();
//DestroyUnit();
IsDead = true;
}
}
#region squad related functions
@ -82,6 +87,7 @@ public class Squad : Unit
/// <param name="soldierUnit">the soldier unit to add in the soldier unit list</param>
void AddSoldier(Squad soldierUnit)
{
soldierUnit.IsCaptured = false;
_soldiers.Add(soldierUnit);
}
@ -91,7 +97,8 @@ public class Squad : Unit
/// <param name="humanUnit">the human to add in the abandonned unit list</param>
void AddAbandonnedHuman(Unit humanUnit)
{
abandonnedUnits.Add(humanUnit);
humanUnit.IsCaptured = false;
_abandonnedUnits.Add(humanUnit);
}
/// <summary>
@ -100,7 +107,7 @@ public class Squad : Unit
/// <param name="humanUnit">the human unit to remove</param>
void RemoveAbandonnedHuman(Unit humanUnit)
{
abandonnedUnits.Remove(humanUnit);
_abandonnedUnits.Remove(humanUnit);
}
/// <summary>
@ -118,6 +125,7 @@ public class Squad : Unit
soldier.Hp += soldier.Hp * ( 1 + percentageOfHpToHeal );
}
humanUnit.GetComponent<CharacterBehavior>().PlayFetchedAnimation();
// dispose of the human unit
RemoveHuman(humanUnit);
}
@ -138,7 +146,6 @@ public class Squad : Unit
humanUnit.Tag = TagLayerManager.Human;
humanUnit.Layer = TagLayerManager.HumanLayerIndex;
humanUnit.gameObject.GetComponent<Rigidbody>().useGravity = true;
humanUnit.IsCaptured = false;
// add the human to the abandonned Unit list
AddAbandonnedHuman(humanUnit);
@ -221,15 +228,14 @@ public class Squad : Unit
protected void CaptureHuman(Unit unit)
{
// make the human a child of the squad game object
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.name));
unit.IsCaptured = true;
//unit.transform.parent = this.transform;
// set the position of the squad as a target, so that
// the unit would always follow the squad leader
unit.TargetDestination = this.transform;
//unit.transform.gameObject.GetComponent<Rigidbody>().useGravity = false;
//unit.transform.localPosition = new Vector3(0, 0, 0);
//Debug.Log(String.Format("Human parent before colision :{0}", unit.transform.parent.name));
// specify that the unit is captured to that the captured animation plays at the next update.
unit.IsCaptured = true;
// add the caught human in the caught list.
AddHuman(unit);
Debug.Log(string.Format("{0} joined the squad of : {1} ", unit.gameObject.name, transform.gameObject.name));
}
@ -266,7 +272,7 @@ public class Squad : Unit
/// <returns></returns>
public List<Unit> GetAbandonnedUnits()
{
return abandonnedUnits;
return _abandonnedUnits;
}
#endregion

View File

@ -7,7 +7,6 @@ public class TagLayerManager : MonoBehaviour
{
// Use this for initialization
private static readonly string[] availableTags = UnityEditorInternal.InternalEditorUtility.tags;
private static readonly string[] availableLayers = UnityEditorInternal.InternalEditorUtility.layers;
// TODO FIND A WAY TO ADD EXCEPTION ERROR IF THE USER OMMIT TO ADD TAGS!!!
public static string Human = availableTags[7];
public static string VampirePlayer = availableTags[8];

View File

@ -6,11 +6,14 @@ using JetBrains.Annotations;
public class Unit : MonoBehaviour
{
private LinkedList<Command> commandList;
public int defaultHp = 250;
public int defaultAttack = 100;
public float LerpSpeed = 1;
public int destinationGap = 5;
public float DyingTime = 1.0f;
private LinkedList<Command> commandList;
private int _hp; // the unit hp
private CharacterBehavior _character;
// Use this for initialization
@ -28,7 +31,11 @@ public class Unit : MonoBehaviour
void Update()
{
if (IsCaptured)
if (IsDead)
{
DestroyUnit(DyingTime);
}
else if (IsCaptured)
{
var gapVector = new Vector3(TargetDestination.position.x + destinationGap, TargetDestination.position.y,TargetDestination.position.z + destinationGap);
// TODO improve the translation position so that every unit captured are around the squad leader and not at only one position.
@ -59,11 +66,16 @@ public class Unit : MonoBehaviour
/// <summary>
/// Destroy the current unit
/// </summary>
protected void DestroyUnit()
protected IEnumerator DestroyUnit(float dyingTime)
{
//TODO First play dead animation
// then destroy the game object
Destroy(this.transform.gameObject);
// retreive the character behavior object, so that we can access it's animation properties...
var character = GetComponent<CharacterBehavior>();
// play the death animation
character.PlayDeathAnimation();
yield return new WaitForSeconds(character.CurrrentAnimationLength());
// then destroy the game object only 3 seconds after the animation
Destroy(this.transform.gameObject, dyingTime);
}
#region Unit properties
@ -74,18 +86,12 @@ public class Unit : MonoBehaviour
set
{
if (Hp < 0)
_hp = value > defaultHp ? defaultHp : value;
if (Hp <= 0)
{
_hp = 0;
IsDead = true;
}
else if (value > defaultHp)
{
_hp = defaultHp;
}
else
{
_hp = value;
//IsDead = true;
StartCoroutine(DestroyUnit(DyingTime));
}
}
}

View File

@ -27,7 +27,7 @@ public class VampireSquad : Squad
if (IsDead)
{
// TODO play dead animation before destroying unit
DestroyUnit();
DestroyUnit(DyingTime);
}
}

View File

@ -27,7 +27,7 @@ public class ZombieSquad : Squad
if (IsDead)
{
// TODO play dead animation before destroying unit
DestroyUnit();
DestroyUnit(DyingTime);
}
}