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Angel.cs
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Angel.cs
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using UnityEngine;
using System.Collections.Generic;
public class Angel : MonoBehaviour
{
#region members
public float maxHealth = 100000;
[HideInInspector] public float currentHealth;
[HideInInspector] public int playerNumber;
private JBSpellHandler mySpellHandler;
//Cooldowns in seconds for recasting
public float cooldown_Spell = 30.0f;
public float cooldown_FireBullet = 3.0f;
public float cooldown_Stealth = 60.0f;
public float cooldown_Stun = 120.0f;
//Current times that increment for cooldown
[HideInInspector] public float time_Spell = 0.0f;
[HideInInspector] public float time_FireBullet = 0.0f;
[HideInInspector] public float time_Stealth = 0.0f;
[HideInInspector] public float time_Stun = 0.0f;
//Duration of stealth
public float duration_Stealth = 5.0f;
public float duraction_Stun = 10.0f;
//Are these on cooldown?
[HideInInspector] public bool spellOnCooldown = false;
[HideInInspector] public bool fireOnCooldown = false;
[HideInInspector] public bool stealthOnCooldown = false;
[HideInInspector] public bool stunOnCooldown = false;
[HideInInspector] public bool breakStealth = false;
//variables needed for mouse panning up and down
[HideInInspector] public Vector2 oldMousePosition;
[HideInInspector] public Vector2 currentMousePosition;
[HideInInspector] public Vector2 mouseMovementDelta;
//variable needed for speed boost
[HideInInspector]public float speedBoost = 1.0f;
//variables needed for acceleration
public Vector3 velocity;
float speed = 0.0f;
float slideTowardDesiredVectorHalfLife = 0.25f;
[HideInInspector] public bool opponentSelected = false;
[HideInInspector] public GameObject opponent;
[HideInInspector] public Angel opponentScript;
//Minion varibles
public List<Minion> myMinions = new List<Minion>();
private List<Minion> myStunnedMinons = new List<Minion>();
public bool minionsAreStunned = false;
internal bool gameisOver = false;
private Texture gameOverScreen;
#endregion
void Start()
{
currentHealth = maxHealth;
gameObject.AddComponent<JBSpellHandler>();
mySpellHandler = gameObject.GetComponent<JBSpellHandler>() as JBSpellHandler;
}
void OnGUI()
{
if (gameisOver)
{
if (this.transform.tag == "Player1")
{
if (this.currentHealth <= 0)
{
gameOverScreen = (Resources.Load("Win Screen/Red Lose Screen") as Texture);
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), gameOverScreen);
}
else
{
gameOverScreen = (Resources.Load("Win Screen/Red Win Screen") as Texture);
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), gameOverScreen);
}
}
if (this.transform.tag == "Player2")
{
if (this.currentHealth <= 0)
{
gameOverScreen = (Resources.Load("Win Screen/Purple Lose Screen") as Texture);
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), gameOverScreen);
}
else
{
gameOverScreen = (Resources.Load("Win Screen/Purple Win Screen") as Texture);
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), gameOverScreen);
}
}
if (GUI.Button(new Rect(Screen.width / 2, Screen.height / 2 , 100, 100), "Quit Game"))
{
Application.Quit();
}
}
}
void CheckGameover()
{
if (this.currentHealth <= 0)
{
gameisOver = true;
}
if (this.tag == "Player1")
{
Angel someangle = (GameObject.FindGameObjectWithTag("Player2").GetComponent<Angel>());
if (someangle.currentHealth <= 0)
{
gameisOver = true;
}
}
else
{
Angel someangle = (GameObject.FindGameObjectWithTag("Player1").GetComponent<Angel>());
if (someangle.currentHealth <= 0)
{
gameisOver = true;
}
}
}
void Update ()
{
//Set opponent - Can't do it in start because your opponent might not be in the game yet
if(opponent == null)
{
if(gameObject.tag == "Player1")
{
opponent = GameObject.FindGameObjectWithTag("Player2");
if(opponent != null)
opponentScript = opponent.GetComponent<Angel>() as Angel;
}
else if (gameObject.tag == "Player2")
{
opponent = GameObject.FindGameObjectWithTag("Player1");
if(opponent != null)
opponentScript = opponent.GetComponent<Angel>() as Angel;
}
}
if(networkView.isMine)
{
//Input
SpellInput();
Vector3 oldPosition = transform.position;
FlightInput();
HandleCollision(oldPosition);
MouseInput();
CheckGameover();
//Spell Cooldowns
HandleCooldowns();
//Firing projectiles
mySpellHandler.UpdateSpells();
if (stealthOnCooldown && time_Stealth < duration_Stealth && !breakStealth)
networkView.RPC("Stealth", RPCMode.All, networkView.viewID);
else
networkView.RPC("Unstealth", RPCMode.All, networkView.viewID);
//Debug.Log("Stun on cool down " + stunOnCooldown.ToString() + " miunions stunned " + minionsAreStunned.ToString());
if (stunOnCooldown && time_Stun > duraction_Stun)
{
networkView.RPC("AwakeMinions", RPCMode.All, opponent.networkView.viewID);
}
}
}
private void MouseInput()
{
if (Input.GetMouseButtonDown(0))
{
this.collider.enabled = false;
RaycastHit hit = new RaycastHit();
if (Physics.Raycast(Camera.mainCamera.ScreenPointToRay(Input.mousePosition), out hit))
{
if(hit.collider.gameObject == opponent)
opponentSelected = true;
}
this.collider.enabled = true;
}
}
private void SpellInput()
{
//1 - Fire
if(Input.GetKeyDown(KeyCode.Alpha1) && fireOnCooldown == false && opponentSelected)
{
mySpellHandler.Fire(opponent);
fireOnCooldown = true;
breakStealth = true;
}
//2 - Spawn minion
if(Input.GetKeyDown(KeyCode.Alpha2) && spellOnCooldown == false)
{
//Implement: Spawn minion
if (SpawnMinion())
{
spellOnCooldown = true;
breakStealth = true;
}
}
//3 - Stun minions
if(Input.GetKeyDown(KeyCode.Alpha3) && stunOnCooldown == false)
{
//Implement: Stun minions
networkView.RPC("StunMinions", RPCMode.All, opponent.networkView.viewID);
stunOnCooldown = true;
breakStealth = true;
}
//4 - Stealth
if(Input.GetKeyDown(KeyCode.Alpha4) && stealthOnCooldown == false)
{
breakStealth = false;
stealthOnCooldown = true;
}
}
void HandleCooldowns()
{
UpdateTime(ref time_Spell, ref spellOnCooldown, cooldown_Spell);
UpdateTime(ref time_FireBullet, ref fireOnCooldown, cooldown_FireBullet);
UpdateTime(ref time_Stealth, ref stealthOnCooldown, cooldown_Stealth);
UpdateTime(ref time_Stun, ref stunOnCooldown, cooldown_Stun);
}
void UpdateTime(ref float time, ref bool onCooldown, float cooldownTime)
{
if(onCooldown)
{
time += Time.deltaTime;
}
if(time > cooldownTime)
{
time = 0;
onCooldown = false;
}
}
#region Flight and Movement
private void FlightInput()
{
transform.position += velocity * Time.deltaTime;
//currently only used to boost the rate at which the player turns around
if (Input.GetKey(KeyCode.Space))
{
speedBoost = 2.0f;
}
if (Input.GetKeyUp(KeyCode.Space))
{
speedBoost = 1.0f;
}
Quaternion currentOrientation = transform.rotation;
//first time the right mouse button is clicked, this gets the mouses position
if (Input.GetMouseButtonDown(1))
{
oldMousePosition = Input.mousePosition;
}
//while user holds the right mouse button down, this determines if the user has moved the mouse up or down
if (Input.GetMouseButton(1))
{
currentMousePosition = Input.mousePosition;
mouseMovementDelta.y = currentMousePosition.y - oldMousePosition.y;
if (mouseMovementDelta.y > 50.0f * Time.deltaTime)
{
Quaternion adjustment = Quaternion.AngleAxis(-40.0f * Time.deltaTime, new Vector3(1.0f, 0.0f, 0.0f));
currentOrientation = currentOrientation * adjustment;
oldMousePosition = currentMousePosition;
}
else if (mouseMovementDelta.y < -50.0f * Time.deltaTime)
{
Quaternion adjustment = Quaternion.AngleAxis(40.0f * Time.deltaTime, new Vector3(1.0f, 0.0f, 0.0f));
currentOrientation = currentOrientation * adjustment;
oldMousePosition = currentMousePosition;
}
}
//player moves forward
if (Input.GetKey(KeyCode.W))
{
speed += 50.0f * Time.deltaTime;
}
//puts the brakes on to rapidly stop the player
if (Input.GetKey(KeyCode.S))
{
speed *= 1.0f - 0.9f * Time.fixedDeltaTime;
}
//player moves backwards at half speed
if (Input.GetKey(KeyCode.X))
{
speed -= 25.0f * Time.deltaTime;
}
//turns player around smoothly
if (Input.GetKey(KeyCode.A))
{
Quaternion adjustment1 = Quaternion.AngleAxis(30.0f * speedBoost * Time.deltaTime, new Vector3(0.0f, 0.0f, 1.0f));
Quaternion adjustment2 = Quaternion.AngleAxis(-30.0f * speedBoost * Time.deltaTime, new Vector3(0.0f, 1.0f, 0.0f));
currentOrientation = currentOrientation * adjustment1 * adjustment2;
}
//turns player around smoothly
if (Input.GetKey(KeyCode.D))
{
Quaternion adjustment1 = Quaternion.AngleAxis(-30.0f * speedBoost * Time.deltaTime, new Vector3(0.0f, 0.0f, 1.0f));
Quaternion adjustment2 = Quaternion.AngleAxis(30.0f * speedBoost * Time.deltaTime, new Vector3(0.0f, 1.0f, 0.0f));
currentOrientation = currentOrientation * adjustment1 * adjustment2;
}
//player moves right and tilts
if (Input.GetKey(KeyCode.E))
{
transform.position += transform.right * 20.0f * Time.deltaTime;
Quaternion adjustment = Quaternion.AngleAxis(-5.0f * Time.deltaTime, new Vector3(0.0f, 1.0f, 0.0f));
currentOrientation = currentOrientation * adjustment;
}
//player moves left and tilts
if (Input.GetKey(KeyCode.Q))
{
transform.position -= transform.right * 20.0f * Time.deltaTime;
Quaternion adjustment = Quaternion.AngleAxis(5.0f * Time.deltaTime, new Vector3(0.0f, 1.0f, 0.0f));
currentOrientation = currentOrientation * adjustment;
}
if (Input.GetKey(KeyCode.RightArrow))
{
Quaternion adjustment = Quaternion.AngleAxis(30.0f * Time.deltaTime, new Vector3(0.0f, 1.0f, 0.0f));
currentOrientation = currentOrientation * adjustment;
}
if (Input.GetKey(KeyCode.LeftArrow))
{
Quaternion adjustment = Quaternion.AngleAxis(-30.0f * Time.deltaTime, new Vector3(0.0f, 1.0f, 0.0f));
currentOrientation = currentOrientation * adjustment;
}
transform.rotation = currentOrientation;
if (Input.GetKey(KeyCode.UpArrow))
{
speed += 10.0f * Time.deltaTime;
}
if (Input.GetKey(KeyCode.DownArrow))
{
speed *= 1.0f - 0.9f * Time.fixedDeltaTime;
}
//player slows down gradually
speed *= 1.0f - 0.1f * Time.fixedDeltaTime;
speed = Mathf.Min(speed, 100.0f);
SlideTowardDesiredSpeed();
///glides left and right
//not currently implemented because it looks like shit
///if (Input.GetKey (KeyCode.R))
///{
/// transform.position += transform.right * 30.0f * Time.deltaTime;
///}
///
///if (Input.GetKey (KeyCode.T))
///{
/// transform.position -= transform.right * 30.0f * Time.deltaTime;
///}
}
private void SlideTowardDesiredSpeed()
{
//this should be between 0 (my current velocity) and 1 (my desired velocity)
float interpConstant = 1.0f - Mathf.Pow(0.5f, Time.deltaTime / slideTowardDesiredVectorHalfLife);
Vector3 desiredVelocity = speed * (transform.up + transform.forward) / 2.0f;
velocity = Vector3.Lerp(velocity, desiredVelocity, interpConstant);
}
#endregion
public void HurtMe(int damage)
{
this.currentHealth -= damage;
}
/// <summary>
/// Spawns a minion on a random spawner location
/// </summary>
private bool SpawnMinion()
{
if (this.transform.tag == "Player1")
{
GameObject[] mySpawners = GameObject.FindGameObjectsWithTag("MinSpawnP1");
List<MinionSpawner> minionspawnlist = new List<MinionSpawner>();
foreach (GameObject a in mySpawners)
{
MinionSpawner b = a.GetComponent<MinionSpawner>();
if (b.hasAMinion == false)
{
minionspawnlist.Add(b);
}
}
if (minionspawnlist.Count > 0)
{
int rand = Random.Range(0, minionspawnlist.Count);
mySpawners[rand].GetComponent<MinionSpawner>().hasAMinion = true;
Minion temp = (Network.Instantiate(Resources.Load("MinionP1"), mySpawners[rand].transform.position, mySpawners[rand].transform.rotation, 0) as GameObject).GetComponent<Minion>();
this.myMinions.Add(temp);
}
else
{
return false;
}
}
if (this.transform.tag == "Player2")
{
GameObject[] mySpawners = GameObject.FindGameObjectsWithTag("MinSpawnP2");
List<MinionSpawner> minionspawnlist = new List<MinionSpawner>();
foreach (GameObject a in mySpawners)
{
MinionSpawner b = a.GetComponent<MinionSpawner>();
if (b.hasAMinion == false)
{
minionspawnlist.Add(b);
}
}
if (minionspawnlist.Count > 0)
{
int rand = Random.Range(0, minionspawnlist.Count);
mySpawners[rand].GetComponent<MinionSpawner>().hasAMinion = true;
Minion temp = (Network.Instantiate(Resources.Load("MinionP2"), mySpawners[rand].transform.position, mySpawners[rand].transform.rotation, 0) as GameObject).GetComponent<Minion>();
this.myMinions.Add(temp);
}
else
{
return false;
}
}
return true;
}
/// <summary>
/// Stuns all your minions
/// </summary>
[RPC]
public void StunMinions(NetworkViewID angelID)
{
GameObject SomeGuy = NetworkView.Find(angelID).observed.gameObject;
Angel asd = (SomeGuy.GetComponent<Angel>() as Angel);
if (SomeGuy.transform.tag == "Player1")
{
GameObject[] myMinions = GameObject.FindGameObjectsWithTag("MinionP1");
asd.stunstun();
Debug.Log("Stunned minions on player 1, I am " + gameObject.name);
}
if (SomeGuy.transform.tag == "Player2")
{
GameObject[] myMinions = GameObject.FindGameObjectsWithTag("MinionP2");
asd.stunstun();
Debug.Log("Stunned minions on player 2, I am " + gameObject.name);
}
}
public void stunstun()
{
this.myStunnedMinons = this.myMinions;
this.myMinions.Clear();
this.minionsAreStunned = true;
}
/// <summary>
/// Awakes my minions
/// </summary>
[RPC]
void AwakeMinions(NetworkViewID angelID)
{
Angel angel = NetworkView.Find(angelID).observed.gameObject.GetComponent<Angel>() as Angel;
if(angel.transform.tag == "Player1")
{
GameObject[] minions = GameObject.FindGameObjectsWithTag("MinionP1");
angel.myMinions.Clear();
foreach(GameObject minion in minions)
{
Minion minionScript = minion.GetComponent<Minion>() as Minion;
angel.myMinions.Add(minionScript);
}
//angel.myMinions = GameObject.FindGameObjectsWithTag("MinSpawnP1");
}
else if(angel.transform.tag == "Player2")
{
GameObject[] minions = GameObject.FindGameObjectsWithTag("MinionP2");
angel.myMinions.Clear();
foreach(GameObject minion in minions)
{
Minion minionScript = minion.GetComponent<Minion>() as Minion;
angel.myMinions.Add(minionScript);
}
}
angel.minionsAreStunned = false;
}
[RPC]
void Stealth(NetworkViewID angelID)
{
GameObject iFoundYouMissNewBooty = NetworkView.Find(angelID).observed.gameObject;
for(int i = 0; i < iFoundYouMissNewBooty.transform.GetChildCount(); ++i)
{
if(iFoundYouMissNewBooty.transform.GetChild(i).renderer != null)
{
iFoundYouMissNewBooty.transform.GetChild(i).renderer.enabled = false;
}
}
(iFoundYouMissNewBooty.GetComponent<Angel>() as Angel).opponentScript.opponentSelected = false;
}
[RPC]
void Unstealth(NetworkViewID angelID)
{
for(int i = 0; i < NetworkView.Find(angelID).observed.gameObject.transform.GetChildCount(); ++i)
{
if(NetworkView.Find(angelID).observed.gameObject.transform.GetChild(i).renderer != null)
{
NetworkView.Find(angelID).observed.gameObject.transform.GetChild(i).renderer.enabled = true;
}
}
}
private void HandleCollision(Vector3 oldPosition)
{
if (collider is CapsuleCollider)
{
CapsuleCollider capCollider = collider as CapsuleCollider;
float fudgeFactor = 100.0f * transform.localScale.x;
float radius = capCollider.radius * transform.localScale.x + fudgeFactor;
float transformedHeight = capCollider.height * transform.localScale.y + fudgeFactor;
Vector3 transformedCenter = new Vector3(transform.localScale.x * capCollider.center.x,
transform.localScale.y * capCollider.center.y,
transform.localScale.z * capCollider.center.z);
Vector3 point1 = oldPosition + transform.rotation * transformedCenter + transform.up * transformedHeight / 2.0f;
Vector3 point2 = oldPosition + transform.rotation * transformedCenter - transform.up * transformedHeight / 2.0f;
Vector3 deltaMove = transform.position - oldPosition;
RaycastHit hitInfo;
//print("transform.localScale.x = " + transform.localScale.x);
//print("deltaMove = " + deltaMove + ", oldPosition = " + oldPosition);
int layerMask = 1 << gameObject.layer;
layerMask |= 1 << LayerMask.NameToLayer("Ignore Raycast");
if (Physics.CapsuleCast(point1, point2, radius, deltaMove.normalized, out hitInfo, deltaMove.magnitude, ~layerMask))
{
float distanceMoved = hitInfo.distance;
Vector3 actualMoveDelta = deltaMove.normalized * distanceMoved;
transform.position = actualMoveDelta + oldPosition;
float distanceLeft = deltaMove.magnitude - distanceMoved;
Vector3 newMovementVector = Vector3.Reflect(deltaMove, hitInfo.normal);
newMovementVector= newMovementVector.normalized * distanceLeft;
transform.position += newMovementVector;
velocity = Vector3.Reflect(velocity, hitInfo.normal);
velocity *= 0.5f;
speed *= 0.5f;
//print("hit " + hitInfo.transform.gameObject.name);
}
}
}
}