Fixed Item Field Rotator
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@@ -405,6 +405,28 @@ public class Client : MonoBehaviour
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}
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}
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break;
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case 1:
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for (int i = 0; i < 4; i++)
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{
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int option = job.data[i + 1];
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int value = job.data[i + 5];
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switch (option)
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{
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case 0:
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rotator.SetOptionsText(i, "Mushroom");
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break;
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case 1:
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rotator.SetOptionsText(i, "Doubledice");
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break;
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case 2:
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rotator.SetOptionsText(i, "Trap");
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break;
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}
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}
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break;
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}
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@@ -551,6 +573,9 @@ public class Client : MonoBehaviour
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}
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/*
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* TYPE:
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* 0 = Pink Field!!!!
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*
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* OPT:
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* 0 = Get Coins
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* 1 = Loose Coins
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@@ -560,8 +585,18 @@ public class Client : MonoBehaviour
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* VAL:
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* value of each option (not needed = 0)
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*
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*
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* TYPE:
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* 0 = Pink Field
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* 1 = Item Field!!!!
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*
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* OPT:
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* 0 = Mushroom
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* 1 = Double Dice
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* 2 = Trap
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* 3 = Trap
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*
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* VAL:
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* value of each option (not needed = 0)
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*/
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public void SendStartRotator(int opt1, int opt2, int opt3, int opt4, int val1, int val2, int val3, int val4,
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int type)
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@@ -1,13 +1,5 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Net.Mail;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEditor.Timeline.Actions;
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using UnityEngine;
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using UnityEngine.UI;
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using Random = UnityEngine.Random;
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public class PlayablePlayer : Player
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@@ -36,7 +28,7 @@ public class PlayablePlayer : Player
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private static PlayablePlayer instance;
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//Animation:
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private Vector3 lastPosAnim = Vector3.zero;
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private Quaternion rotation = Quaternion.identity;
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@@ -54,7 +46,7 @@ public class PlayablePlayer : Player
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diceScript = dice.GetComponent<Dice>();
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instance = this;
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nameSign = playerTexts[1].gameObject;
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}
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@@ -76,13 +68,13 @@ public class PlayablePlayer : Player
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{
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animator.SetInteger("value", 1);
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}
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else if(jumpRequest)
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else if (jumpRequest)
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{
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jumpRequest = false;
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animator.SetInteger("value", 2);
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lastTimeDoneIdleAction = Time.time;
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}
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else if(Time.time - lastTimeDoneIdleAction > idleActionDelay)
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else if (Time.time - lastTimeDoneIdleAction > idleActionDelay)
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{
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lastTimeDoneIdleAction = Time.time;
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idleActionDelay = Random.Range(2f, 5f);
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@@ -94,7 +86,7 @@ public class PlayablePlayer : Player
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animator.SetInteger("value", 0);
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}
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//END
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if (activated && !name.Equals(""))
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{
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//Generiere Würfelzahl von 1-6 wenn gerade gewürfelt werden darf
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@@ -102,7 +94,7 @@ public class PlayablePlayer : Player
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{
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if (!Physics.Raycast(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -200), Vector3.forward))
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{
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DiceRollRoutine();
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DiceRollRoutine();
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}
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}
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}
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@@ -113,11 +105,11 @@ public class PlayablePlayer : Player
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private void DiceRollRoutine()
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{
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diceScript.SetMaterial(0);
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jumpRequest = true;
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wurfelt = true;
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wurfelZahl = Random.Range(1, 7);
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wurfelZahl = Random.Range(2, 3);
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switch (activeItem)
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{
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@@ -191,8 +183,8 @@ public class PlayablePlayer : Player
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if (currentField.placedItem != null)
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{
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Trap t = currentField.placedItem.GetComponent<Trap>();
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if(t.target.index != index)
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if (t.target.index != index)
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{
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int coinsAmount = (int)(coins * 0.1f);
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AddCoins(-coinsAmount);
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@@ -202,20 +194,20 @@ public class PlayablePlayer : Player
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}
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}
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}
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Vector3 currentRotation = Quaternion.ToEulerAngles(transform.rotation);
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currentRotation.y = -34;
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transform.rotation = Quaternion.Euler(currentRotation);
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int fieldReturnStatus = -1;
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if (currentField != null)
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{
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fieldReturnStatus = currentField.Action(index);
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}
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//TODO: temp spieler finsihed erst, wenn field action ausgeführt wurde
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if (wurfelt)
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{
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switch (fieldReturnStatus)
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{
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case 0: //Blaues Feld
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@@ -226,44 +218,6 @@ public class PlayablePlayer : Player
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client.SendCoinFieldAction(1);
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AddCoins(-3);
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break;
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// case 2: //pinkes Feld
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// int randyPinkField = Random.Range(4, 4);
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// int tempCurrentItems = -1;
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// switch (randyPinkField)
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// {
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// case 1:
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// client.SendCoinFieldAction(0);
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// int tempAddCoins = Random.Range(3, 6);
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// AddCoins(tempAddCoins);
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// break;
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// case 2:
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// client.SendCoinFieldAction(1);
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// int tempLoseCoins = Random.Range(-3, -6);
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// AddCoins(tempLoseCoins);
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// break;
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// case 3:
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// int tempAddItem = Random.Range(0, 3);
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// AddItem(client.items[tempAddItem]);
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// break;
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// case 4:
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// for (int i = 0; i < items.Length; i++)
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// {
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// if (items[i] != null)
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// {
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// tempCurrentItems++;
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// }
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// }
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//
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// if (tempCurrentItems >= 0)
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// {
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// int pickRandomItem = Random.Range(0, tempCurrentItems);
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// client.items[pickRandomItem] = null;
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// itemInfoImages[pickRandomItem].color = new Color(0, 0, 0, 0);
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// client.SendLostItem((byte)pickRandomItem);
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// }
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// break;
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// }
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// break;
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case 2:
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int randCoins1 = Random.Range(2, 6);
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int randCoins2 = Random.Range(1, 4);
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@@ -305,7 +259,7 @@ public class PlayablePlayer : Player
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Invoke("StopRotator", 2);
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Invoke("ActivateLayout1", 5.5f);
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break;
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case 3: //Item Field keine Ahnung ob das funktioniert XD muss man mal testen; Keine Ahnung was SendStartRotator an den Server weitersendet MUSS überarbeitet werden
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RandomRotator rotatorItemField = uiHandler.rotator.GetComponent<RandomRotator>();
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this.rotator = rotatorItemField;
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@@ -313,13 +267,18 @@ public class PlayablePlayer : Player
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rotatorItemField.SetOptionsText(0, "Mushroom");
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rotatorItemField.SetOptionsText(1, "Double Dice");
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rotatorItemField.SetOptionsText(2, "Trap");
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rotatorItemField.SetOptionsText(3, "Trap");
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rotatorItemField.StartRandom();
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//???client.SendStartRotator(0, 1, 2, randCoins1, randCoins2, -randCoins3, 0, 0);
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client.SendStartRotator(0, 1, 2, 2, 0, 0, 0, 0, 1);
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int randomItemField = Random.Range(0, 4);
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int randomItemField = Random.Range(0, 3);
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AddItem(client.items[randomItemField]);
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rotatorStopIndex = randomItemField;
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randomItemField = randomItemField == 3 ? randomItemField - 1 : randomItemField;
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AddItem(client.items[randomItemField]);
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Invoke("StopRotator", 2);
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Invoke("ActivateLayout1", 5.5f);
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break;
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@@ -327,11 +286,11 @@ public class PlayablePlayer : Player
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if (!checkDoubleDice)
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{
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if(fieldReturnStatus != 2)
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if (fieldReturnStatus != 2 && fieldReturnStatus != 3)
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{
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Invoke("Finish", 2);
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}
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activated = false;
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}
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else
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@@ -396,7 +355,6 @@ public class PlayablePlayer : Player
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{
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wait = true;
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}
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}
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//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
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@@ -408,17 +366,17 @@ public class PlayablePlayer : Player
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if (!eventstop)
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{
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nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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//Rotation in move direction
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Vector3 lookPos = nextPoint - transform.position;
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lookPos.y = 0;
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if(lookPos != Vector3.zero)
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if (lookPos != Vector3.zero)
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{
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Quaternion rotation = Quaternion.LookRotation(lookPos);
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transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationDamping);
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}
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//END
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transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
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interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
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}
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@@ -505,6 +463,7 @@ public class PlayablePlayer : Player
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temp.transform.position = currentField.transform.position + (Vector3.up / 2);
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activeItem = Item.Type.None;
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}
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items[index] = null;
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}
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@@ -513,7 +472,7 @@ public class PlayablePlayer : Player
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uiHandler.ActivateLayout1();
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Finish();
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}
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private void StopRotator()
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{
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client.SendStopRotator(rotatorStopIndex);
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