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+ - rotate_left GameController: {fileID: 1802640396} --- !u!114 &1533908558 MonoBehaviour: @@ -939,7 +936,7 @@ MonoBehaviour: MainCharacterPrefab: {fileID: 1528915638184230, guid: 8e0f285c21cdcf14e8d5c06c57ba936b, type: 3} WebViewContainer: {fileID: 806030716} - EnergyCellPrefab: {fileID: 7180474826093858418, guid: 305be5e0fdd8efe4ba012079676d5c7c, + CollectiblePrefab: {fileID: 7180474826093858418, guid: 994059d6c948710469ac70eb41e7af9c, type: 3} - TeleportPadPrefab: {fileID: 100000, guid: 60ea8a8ee79fc564294d0a35f8b0ae4a, type: 3} + TeleportPadPrefab: {fileID: 100000, guid: 3d92ac3861490974cb6331d3cf661a7c, type: 3} FlagPrefab: {fileID: 149288, guid: 06c269d2ee8a6764f95ab44a3732bed8, type: 3} diff --git a/Assets/RobotSphere/Assets/Prefab.meta b/Assets/Scripts/LevelScene/BoardElements.meta similarity index 77% rename from Assets/RobotSphere/Assets/Prefab.meta rename to Assets/Scripts/LevelScene/BoardElements.meta index 220c2ed..a10bd3f 100644 --- a/Assets/RobotSphere/Assets/Prefab.meta +++ b/Assets/Scripts/LevelScene/BoardElements.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 8e584c9121988de4db40c04a964b213e +guid: da3f69180300904478f55c20a18bc3e5 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Scripts/LevelScene/BoardElements/CollectibleBehaviour.cs b/Assets/Scripts/LevelScene/BoardElements/CollectibleBehaviour.cs new file mode 100644 index 0000000..5f3e936 --- /dev/null +++ b/Assets/Scripts/LevelScene/BoardElements/CollectibleBehaviour.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CollectibleBehaviour : ElementBehaviour +{ + public override void InteractWith(ElementBehaviour other) + { + if (other.Type == ElementType.MainCharacter) + { + MainCharacterBehaviour arpb2 = (MainCharacterBehaviour)other; + // arpb2.GrabCollectible(this); + + BoardSquare.RemoveElement(this); + Destroy(gameObject); + Debug.Log(">>> Collectible grabbed"); + } + } +} diff --git a/Assets/Teleportation Pad/CustomTeleporter.cs.meta b/Assets/Scripts/LevelScene/BoardElements/CollectibleBehaviour.cs.meta similarity index 83% rename from Assets/Teleportation Pad/CustomTeleporter.cs.meta rename to Assets/Scripts/LevelScene/BoardElements/CollectibleBehaviour.cs.meta index 3762677..541e38c 100644 --- a/Assets/Teleportation Pad/CustomTeleporter.cs.meta +++ b/Assets/Scripts/LevelScene/BoardElements/CollectibleBehaviour.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: a12a6df1fe650d441955e878d144f941 +guid: 8ad080472319593418e686a348b125f1 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/LevelScene/BoardElements/ElementBehaviour.cs b/Assets/Scripts/LevelScene/BoardElements/ElementBehaviour.cs new file mode 100644 index 0000000..4af1252 --- /dev/null +++ b/Assets/Scripts/LevelScene/BoardElements/ElementBehaviour.cs @@ -0,0 +1,34 @@ +using UnityEngine; + +public enum ElementType +{ + Pad, + Collectible, + MainCharacter, + Goal, + Other +} + +public class ElementBehaviour : MonoBehaviour +{ + public bool Solid = false; + + public ElementType Type; + + public bool AutomaticInteraction = true; + + [HideInInspector] + public BoardSquareBehaviour BoardSquare; + + public virtual void InteractWith(ElementBehaviour other) { } + + public void MoveTo(BoardSquareBehaviour newSquare) + { + BoardSquare.RemoveElement(this); + newSquare.SetElement(this); + + foreach (ElementBehaviour element in BoardSquare.Elements) + if (this != element && element.AutomaticInteraction) + element.InteractWith(this); + } +} diff --git a/Assets/Scripts/Model/ElementBehaviour.cs.meta b/Assets/Scripts/LevelScene/BoardElements/ElementBehaviour.cs.meta similarity index 100% rename from Assets/Scripts/Model/ElementBehaviour.cs.meta rename to Assets/Scripts/LevelScene/BoardElements/ElementBehaviour.cs.meta diff --git a/Assets/Scripts/LevelScene/BoardElements/GoalBehaviour.cs b/Assets/Scripts/LevelScene/BoardElements/GoalBehaviour.cs new file mode 100644 index 0000000..efca013 --- /dev/null +++ b/Assets/Scripts/LevelScene/BoardElements/GoalBehaviour.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +public class GoalBehaviour : ElementBehaviour +{ + public override void InteractWith(ElementBehaviour other) + { + Debug.Log(">>> Level complete!"); + } +} diff --git a/Assets/Scripts/LevelScene/BoardElements/GoalBehaviour.cs.meta b/Assets/Scripts/LevelScene/BoardElements/GoalBehaviour.cs.meta new file mode 100644 index 0000000..683a536 --- /dev/null +++ b/Assets/Scripts/LevelScene/BoardElements/GoalBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d2e31adde54f0314faaf5e35f68395d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/MainCharacterBehaviour.cs b/Assets/Scripts/LevelScene/BoardElements/MainCharacterBehaviour.cs similarity index 68% rename from Assets/MainCharacterBehaviour.cs rename to Assets/Scripts/LevelScene/BoardElements/MainCharacterBehaviour.cs index ce392ea..e9a8167 100644 --- a/Assets/MainCharacterBehaviour.cs +++ b/Assets/Scripts/LevelScene/BoardElements/MainCharacterBehaviour.cs @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using UnityEngine; public class MainCharacterBehaviour : ElementBehaviour @@ -21,19 +21,27 @@ public void Start() public void Update() { - if (animator.GetBool("RotateRight_Anim") && !rotating) { - StartCoroutine(Rotate(transform, gameObject.transform, Vector3.up, RotateDegrees, RotateTime)); - OnTurnRightFinished(); + StartCoroutine(Rotate(Vector3.up, RotateDegrees, RotateTime)); } if (animator.GetBool("RotateLeft_Anim") && !rotating) { - StartCoroutine(Rotate(transform, gameObject.transform, Vector3.up, -RotateDegrees, RotateTime)); - OnTurnLeftFinished(); + StartCoroutine(Rotate(Vector3.up, -RotateDegrees, RotateTime)); } + } + public void DoInteraction() + { + foreach (ElementBehaviour element in BoardSquare.Elements) + { + if (this != element) + { + element.InteractWith(this); + return; + } + } } public void MoveForward() @@ -86,31 +94,34 @@ public void OnTurnLeftFinished() animator.SetBool("RotateLeft_Anim", false); } - private IEnumerator Rotate(Transform camTransform, Transform targetTransform, Vector3 rotateAxis, float degrees, float totalTime) + private IEnumerator Rotate(Vector3 rotateAxis, float degrees, float totalTime) { if (rotating) yield return null; rotating = true; - Quaternion startRotation = camTransform.rotation; - Vector3 startPosition = camTransform.position; + Quaternion startRotation = transform.rotation; + Vector3 startPosition = transform.position; // Get end position; - transform.RotateAround(targetTransform.position, rotateAxis, degrees); - Quaternion endRotation = camTransform.rotation; - Vector3 endPosition = camTransform.position; - camTransform.rotation = startRotation; - camTransform.position = startPosition; + transform.RotateAround(transform.position, rotateAxis, degrees); + Quaternion endRotation = transform.rotation; + Vector3 endPosition = transform.position; + transform.rotation = startRotation; + transform.position = startPosition; float rate = degrees / totalTime; //Start Rotate for (float i = 0.0f; Mathf.Abs(i) < Mathf.Abs(degrees); i += Time.deltaTime * rate) { - camTransform.RotateAround(targetTransform.position, rotateAxis, Time.deltaTime * rate); + transform.RotateAround(transform.position, rotateAxis, Time.deltaTime * rate); yield return null; } - camTransform.rotation = endRotation; - camTransform.position = endPosition; + transform.rotation = endRotation; + transform.position = endPosition; + + OnTurnLeftFinished(); + OnTurnRightFinished(); rotating = false; } } diff --git a/Assets/MainCharacterBehaviour.cs.meta b/Assets/Scripts/LevelScene/BoardElements/MainCharacterBehaviour.cs.meta similarity index 100% rename from Assets/MainCharacterBehaviour.cs.meta rename to Assets/Scripts/LevelScene/BoardElements/MainCharacterBehaviour.cs.meta diff --git a/Assets/Scripts/LevelScene/BoardElements/TeleporterBehaviour.cs b/Assets/Scripts/LevelScene/BoardElements/TeleporterBehaviour.cs new file mode 100644 index 0000000..f8d4462 --- /dev/null +++ b/Assets/Scripts/LevelScene/BoardElements/TeleporterBehaviour.cs @@ -0,0 +1,23 @@ +using UnityEngine; + +public class TeleporterBehaviour : ElementBehaviour +{ + [HideInInspector] + public TeleporterBehaviour DestinationPad; + + // Add a sound component if you want the teleport playing a sound when teleporting + public AudioSource TeleportSound; + + public override void InteractWith(ElementBehaviour other) + { + Teleport(other.gameObject); + other.MoveTo(DestinationPad.BoardSquare); + } + + void Teleport(GameObject subject) + { + subject.transform.position = DestinationPad.transform.position; + + if (TeleportSound != null) TeleportSound.Play(); + } +} diff --git a/Assets/Scripts/LevelScene/BoardElements/TeleporterBehaviour.cs.meta b/Assets/Scripts/LevelScene/BoardElements/TeleporterBehaviour.cs.meta new file mode 100644 index 0000000..0d1b21f --- /dev/null +++ b/Assets/Scripts/LevelScene/BoardElements/TeleporterBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ed3d413e3252a2e499aa667a83efb330 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelScene/BoardSquareBehaviour.cs b/Assets/Scripts/LevelScene/BoardSquareBehaviour.cs index 3c7ddc1..993dde2 100644 --- a/Assets/Scripts/LevelScene/BoardSquareBehaviour.cs +++ b/Assets/Scripts/LevelScene/BoardSquareBehaviour.cs @@ -9,24 +9,27 @@ public class BoardSquareBehaviour : MonoBehaviour { - public ElementBehaviour element; + public List Elements = new List(); public TextMesh DebugText; + public Coordinate Location; public bool IsFree() { - return element == null; + foreach (ElementBehaviour e in Elements) + if (e.Solid) return false; + + return true; } - public void SetElement(ElementBehaviour element) + public void SetElement(ElementBehaviour newElement) { - this.element = element; + newElement.BoardSquare = this; + this.Elements.Add(newElement); } - public ElementBehaviour RemoveElement() + public void RemoveElement(ElementBehaviour element) { - var element = this.element; - this.element = null; - return element; + this.Elements.Remove(element); } public void SetDebugText(string text) @@ -34,5 +37,4 @@ public void SetDebugText(string text) DebugText.gameObject.SetActive(true); DebugText.text = text; } - } diff --git a/Assets/Scripts/LevelScene/GameController/GameControllerBehaviour.cs b/Assets/Scripts/LevelScene/GameController/GameControllerBehaviour.cs index 9d1f845..865b5c0 100644 --- a/Assets/Scripts/LevelScene/GameController/GameControllerBehaviour.cs +++ b/Assets/Scripts/LevelScene/GameController/GameControllerBehaviour.cs @@ -13,6 +13,7 @@ public class GameControllerBehaviour : MonoBehaviour public MainCharacterBehaviour Player { set => arpb2 = value; get => arpb2; } private MainCharacterBehaviour arpb2; private bool IsExecutingCode = false; + private bool IsExecutingCommand = false; public bool wonLevel; @@ -41,50 +42,67 @@ private IEnumerator ExecuteActions(List actions) IsExecutingCode = true; foreach (string action in actions) { + IsExecutingCommand = true; switch (action) { case "move_forward": - MoveForward(); + StartCoroutine(MoveForward()); break; case "rotate_left": - RotateLeft(); + StartCoroutine(RotateLeft()); break; case "rotate_right": - RotateRight(); + StartCoroutine(RotateRight()); + break; + case "interact": + StartCoroutine(DoInteraction()); break; default: Debug.LogError(">>> Cannot parse action " + action); + IsExecutingCommand = false; break; } - - yield return new WaitForSeconds(1.5f); + yield return new WaitWhile(() => IsExecutingCommand); } IsExecutingCode = false; } - private void MoveForward() + private IEnumerator MoveForward() { Debug.Log(">>> Move forward"); - Coordinate destination = arpb2.Location + OrientationToCoords(arpb2.Orientation); - MovementResult result = board.MoveElement(arpb2, destination); + Coordinate destination = arpb2.BoardSquare.Location + OrientationToCoords(arpb2.Orientation); + MovementResult result = board.CheckMovementResult(arpb2, destination); if (result.Equals(MovementResult.Success)) { arpb2.MoveForward(); + yield return new WaitWhile(() => arpb2.ExecutingAction); + board.MoveElement(arpb2, destination); } + IsExecutingCommand = false; + } + + private IEnumerator DoInteraction() + { + arpb2.DoInteraction(); + yield return new WaitForSeconds(1.5f); + IsExecutingCommand = false; } - private void RotateLeft() + private IEnumerator RotateLeft() { - Debug.Log(">>> Rotate left"); arpb2.TurnLeft(); + yield return new WaitWhile(() => arpb2.ExecutingAction); + IsExecutingCommand = false; } - private void RotateRight() + private IEnumerator RotateRight() { Debug.Log(">>> Rotate right"); arpb2.TurnRight(); + yield return new WaitWhile(() => arpb2.ExecutingAction); + IsExecutingCommand = false; } private Coordinate OrientationToCoords(Orientation orientation) diff --git a/Assets/Scripts/LevelScene/GameController/GameCreationBehaviour.cs b/Assets/Scripts/LevelScene/GameController/GameCreationBehaviour.cs index 6944575..cd312b0 100644 --- a/Assets/Scripts/LevelScene/GameController/GameCreationBehaviour.cs +++ b/Assets/Scripts/LevelScene/GameController/GameCreationBehaviour.cs @@ -6,7 +6,7 @@ public class GameCreationBehaviour : MonoBehaviour public GameObject BoardPrefab; public GameObject MainCharacterPrefab; public WebViewContainerBehaviour WebViewContainer; - public GameObject EnergyCellPrefab; + public GameObject CollectiblePrefab; public GameObject TeleportPadPrefab; public GameObject FlagPrefab; @@ -28,24 +28,24 @@ public void BuildGame(LevelSpecification level) // Locate board elements Debug.Log(">>> Board built, locating elements"); - arpb2 = board.LocateElement(MainCharacterPrefab, level.Origin.Coordinate).GetComponent(); + arpb2 = (MainCharacterBehaviour)board.LocateElement(MainCharacterPrefab, level.Origin.Coordinate); arpb2.Orientation = level.Origin.Orientation; foreach (Collectible collectibe in level.Collectibles) { - board.LocateElement(EnergyCellPrefab, collectibe.Coordinate); + board.LocateElement(CollectiblePrefab, collectibe.Coordinate); } - List pads = new List(); + List pads = new List(); foreach (Pad pad in level.Pads) { - GameObject teleportPad = board.LocateElement(TeleportPadPrefab, pad.Coordinate); + TeleporterBehaviour teleportPad = (TeleporterBehaviour)board.LocateElement(TeleportPadPrefab, pad.Coordinate); pads.Add(teleportPad); } - pads[0].GetComponent().destinationPad[0] = pads[1].transform; - pads[1].GetComponent().destinationPad[0] = pads[0].transform; + pads[0].GetComponent().DestinationPad = pads[1]; + pads[1].GetComponent().DestinationPad = pads[0]; board.LocateElement(FlagPrefab, level.Destination.Coordinate); diff --git a/Assets/Scripts/LevelScene/LevelSpecification.cs b/Assets/Scripts/LevelScene/LevelSpecification.cs index 9c6743b..4f32fd4 100644 --- a/Assets/Scripts/LevelScene/LevelSpecification.cs +++ b/Assets/Scripts/LevelScene/LevelSpecification.cs @@ -68,8 +68,8 @@ public class LevelSpecification }, ""destination"": { ""position"": { - ""x"": 10, - ""y"": 10 + ""x"": 2, + ""y"": 2 } }, ""minimal_dimension"": { @@ -87,7 +87,7 @@ public class LevelSpecification { ""position"": { ""x"": 7, - ""y"": 9 + ""y"": 5 }, ""type"": ""key"" } diff --git a/Assets/Scripts/LevelScene/PlatformBoardBehaviour.cs b/Assets/Scripts/LevelScene/PlatformBoardBehaviour.cs index 3cb1b9c..0392ef7 100644 --- a/Assets/Scripts/LevelScene/PlatformBoardBehaviour.cs +++ b/Assets/Scripts/LevelScene/PlatformBoardBehaviour.cs @@ -2,6 +2,7 @@ using ARPB2; using System; using System.Collections.Generic; +using System.Collections; using UnityEngine; public class PlatformBoardBehaviour : MonoBehaviour @@ -10,11 +11,12 @@ public class PlatformBoardBehaviour : MonoBehaviour public GameObject BoardSquarePrefab; + public bool IsMovingElement { private set; get; } + private BoardSquareBehaviour[,] boardSquares; private int rowsCount, columnsCount; private Coordinate boardOrigin; - public void Build(PlatformRequirement requirement) { GenerateCoordinates(requirement.Platform); @@ -23,49 +25,56 @@ public void Build(PlatformRequirement requirement) /// /// Instantiates the given prefab on the given coordinate, only if its square is free - /// Coordinates suggested by the level requirements. + /// Coordinates suggested by the level requirements. /// Note that this must be converted to boards coordinates, since they may vary /// - public GameObject LocateElement(GameObject prefab, Coordinate levelCoords) + public ElementBehaviour LocateElement(GameObject prefab, Coordinate levelCoords) { Coordinate coords = levelCoords + boardOrigin; BoardSquareBehaviour square = GetBoardSquare(coords); - if (square == null || !square.IsFree()) return null; + if (square == null || !square.IsFree()) + { + var msg = "Error locating element {0}, square is not free ({1}) or is null"; + Debug.Log(String.Format(msg, prefab.ToString(), !square.IsFree())); + return null; + } Vector3 coordsPosition = GetBoardSquare(coords).transform.position; GameObject elementObject = Instantiate(prefab, coordsPosition, prefab.transform.rotation, transform); ElementBehaviour element = elementObject.GetComponent(); - if (element) - { - element.Location = coords; - } - square.SetElement(element); - return elementObject; + return element; } - public MovementResult MoveElement(ElementBehaviour element, Coordinate dest) + public MovementResult CheckMovementResult(ElementBehaviour element, Coordinate dest) { BoardSquareBehaviour square = GetBoardSquare(dest); if (square == null || !square.IsFree()) { - Debug.Log(">>> Could not move element from " + element.Location.ToString() + " to " + dest.ToString()); + var msg = ">>> Could not move element from {0} to {1}"; + Debug.Log(String.Format(msg, element.BoardSquare.Location.ToString(), dest.ToString())); return MovementResult.Unaccomplished; } - // Switch element's square - BoardSquareBehaviour currentSquare = GetBoardSquare(element.Location); - currentSquare.RemoveElement(); - square.SetElement(element); - element.Location = dest; - return MovementResult.Success; } + public void MoveElement(ElementBehaviour element, Coordinate dest) + { + IsMovingElement = true; + MovementResult result = CheckMovementResult(element, dest); + + if (result != MovementResult.Success) return; + + BoardSquareBehaviour newSquare = GetBoardSquare(dest); + element.MoveTo(newSquare); + + IsMovingElement = false; + } private BoardSquareBehaviour GetBoardSquare(Coordinate coord) { @@ -101,8 +110,12 @@ private void GenerateCoordinates(DetectedPlatform platform) { GameObject square = Instantiate(BoardSquarePrefab, transform); square.transform.position = point; - boardSquares[rowNum, colNum] = square.GetComponent(); - boardSquares[rowNum, colNum].SetDebugText(String.Format("({0}; {1})", rowNum, colNum)); + + var sqBehaviour = square.GetComponent(); + sqBehaviour.SetDebugText(String.Format("({0}; {1})", rowNum, colNum)); + sqBehaviour.Location = new Coordinate(rowNum, colNum); + boardSquares[rowNum, colNum] = sqBehaviour; + } } } diff --git a/Assets/Scripts/Model/ElementBehaviour.cs b/Assets/Scripts/Model/ElementBehaviour.cs deleted file mode 100644 index e5636f6..0000000 --- a/Assets/Scripts/Model/ElementBehaviour.cs +++ /dev/null @@ -1,7 +0,0 @@ -using UnityEngine; - -public class ElementBehaviour : MonoBehaviour -{ - public Coordinate Location; - -} diff --git a/Assets/Teleportation Pad/CustomTeleporter.cs b/Assets/Teleportation Pad/CustomTeleporter.cs deleted file mode 100644 index fc744c9..0000000 --- a/Assets/Teleportation Pad/CustomTeleporter.cs +++ /dev/null @@ -1,261 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class CustomTeleporter : MonoBehaviour -{ - //teleport instantly upon entering trigger? - public bool instantTeleport; - //teleport to a random pad? - public bool randomTeleport; - //teleport when a button is pressed? - public bool buttonTeleport; - //the name of the button - public string buttonName; - //teleport delayed? - public bool delayedTeleport; - //time it takes to teleport, if not instant - public float teleportTime = 3; - //only allow specific tag object? if left empty, any object can teleport - public string objectTag = "if empty, any object will tp"; - //one or more destination pads - public Transform[] destinationPad; - //height offset - public float teleportationHeightOffset = 1; - //a private float counting down the time - private float curTeleportTime; - //private bool checking if you entered the trigger - private bool inside; - //check to wait for arrived object to leave before enabling teleporation again - [HideInInspector] - public bool arrived; - //gameobjects inside the pad - private Transform subject; - //add a sound component if you want the teleport playing a sound when teleporting - public AudioSource teleportSound; - //add a sound component for the teleport pad, vibrating for example, or music if you want :D - //also to make it more apparent when the pad is off, stop this component playing with "teleportPadSound.Stop();" - //PS the distance is set to 10 units, so you only hear it standing close, not from the other side of the map - public AudioSource teleportPadSound; - //simple enable/disable function in case you want the teleport not working at some point - //without disabling the entire script, so receiving objects still works - public bool teleportPadOn = true; - - void Start () - { - //Set the countdown ready to the time you chose - curTeleportTime = teleportTime; - } - - - void Update () - { - //check if theres something/someone inside - if(inside) - { - //if that object hasnt just arrived from another pad, teleport it - if(!arrived && teleportPadOn) - Teleport(); - } - } - - void Teleport() - { - //if you chose to teleport instantly - if(instantTeleport) - { - //if you chose instant + random teleport, teleport to a random pad from the array - if(randomTeleport) - { - //choose a random pad from the array - int chosenPad = Random.Range(0,destinationPad.Length); - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[chosenPad].GetComponent().arrived = true; - //and teleport the subject - subject.transform.position = destinationPad[chosenPad].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - else //if not random, teleport to the first one in the array list - { - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[0].GetComponent().arrived = true; - //and teleport the subject - subject.transform.position = destinationPad[0].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - } - else if(delayedTeleport) //if its a delayed teleport - { - //start the countdown - curTeleportTime-=1 * Time.deltaTime; - //if the countdown reaches zero - if(curTeleportTime <= 0) - { - //reset the countdown - curTeleportTime = teleportTime; - //if you chose delayed + random teleport, teleport to random pad from array, after the delay - if(randomTeleport) - { - //choose a random pad from the array - int chosenPad = Random.Range(0,destinationPad.Length); - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[chosenPad].GetComponent().arrived = true; - //teleport - subject.transform.position = destinationPad[chosenPad].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - else //if not random, teleport to the first one in the array list - { - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[0].GetComponent().arrived = true; - //teleport - subject.transform.position = destinationPad[0].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - } - } - else if(buttonTeleport) //if you selected a teleport activated by a button - { - //checks if the button you set in the inspector is being pressed - if(Input.GetButtonDown(buttonName)) - { - if(delayedTeleport) //if you set it to button + delayed - { - //start the countdown - curTeleportTime-=1 * Time.deltaTime; - //if the countdown reaches zero - if(curTeleportTime <= 0) - { - //reset the countdown - curTeleportTime = teleportTime; - //if you chose delayed + random teleport + button, teleport to random pad from array, after the delay - // and button press - if(randomTeleport) - { - //choose a random pad from the array - int chosenPad = Random.Range(0,destinationPad.Length); - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[chosenPad].GetComponent().arrived = true; - //teleport - subject.transform.position = destinationPad[chosenPad].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - else //if not random, teleport to the first one in the array list - { - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[0].GetComponent().arrived = true; - //teleport - subject.transform.position = destinationPad[0].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - } - } - //if you chose button + random teleport, teleport to random pad from array, on button down - else if(randomTeleport) - { - //choose a random pad from the array - int chosenPad = Random.Range(0,destinationPad.Length); - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[chosenPad].GetComponent().arrived = true; - //teleport - subject.transform.position = destinationPad[chosenPad].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - else - { - //set arrived to true in that array, so it doesnt teleport the subject back - destinationPad[0].GetComponent().arrived = true; - //teleport - subject.transform.position = destinationPad[0].transform.position + new Vector3(0,teleportationHeightOffset,0); - //play teleport sound - teleportSound.Play(); - } - } - } - } - - void OnTriggerEnter(Collider trig) - { - //when an object enters the trigger - //if you set a tag in the inspector, check if an object has that tag - //otherwise the pad will take in and teleport any object - if(objectTag != "") - { - //if the objects tag is the same as the one allowed in the inspector - if(trig.gameObject.tag == objectTag) - { - //set the subject to be the entered object - subject = trig.transform; - //and check inside, ready for teleport - inside = true; - //if its a button teleport, the pad should be set to be ready to teleport again - //so the player/object doesn't have to leave the pad, and re enter again, we do that here - if(buttonTeleport) - { - arrived = false; - } - } - } - else - { - //set the subject to be the entered object - subject = trig.transform; - //and check inside, ready for teleport - inside = true; - //if its a button teleport, the pad should be set to be ready to teleport again - //so the player/object doesn't have to leave the pad, and re enter again, we do that here - if(buttonTeleport) - { - arrived = false; - } - } - } - - void OnTriggerExit(Collider trig) - { - //////////////if you set a tag for the entering pad, you should also set it for the exiting pad//////// - //when an object exists the trigger - //if you set a tag in the inspector, check if an object has that tag - //otherwise the pad will register any object as the one leaving - if(objectTag != "") - { - //if the objects tag is the same as the one allowed in the inspector - if(trig.gameObject.tag == objectTag) - { - //set that the object left - inside = false; - //reset countdown time - curTeleportTime = teleportTime; - //if the object that left the trigger is the same object as the subject - if(trig.transform == subject) - { - //set arrived to false, so that the pad can be used again - arrived = false; - } - //remove the subject from the pads memory - subject = null; - } - } - else //if tags arent important - { - //set that the object left - inside = false; - //reset countdown time - curTeleportTime = teleportTime; - //if the object that left the trigger is the same object as the subject - if(trig.transform == subject) - { - //set arrived to false, so that the pad can be used again - arrived = false; - } - //remove the subject from the pads memory - subject = null; - } - } -}