Pinguin als Standardcharacter mit Animation
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@@ -30,6 +30,12 @@ public class PlayablePlayer : Player
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public Client client;
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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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private bool jumpRequest = false;
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private float lastTimeDoneIdleAction = 0, idleActionDelay = 5;
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public override void Init()
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{
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@@ -49,15 +55,37 @@ public class PlayablePlayer : Player
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return instance;
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}
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private void Start()
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{
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base.Start();
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lastPosAnim = transform.position;
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}
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private void Update()
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{
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/*
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if (Input.GetMouseButtonDown(0))
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//Animation Control
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if (Vector3.Distance(transform.position, lastPosAnim) > 0)
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{
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eventstop = false;
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client.EventStopFinished();
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animator.SetInteger("value", 1);
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}
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*/
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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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}
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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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int randomAction = Random.Range(3, 6);
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animator.SetInteger("value", randomAction);
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}
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else
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{
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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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@@ -69,10 +97,23 @@ public class PlayablePlayer : Player
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}
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}
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}
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if (activated && wurfelZahl > 0 && !wait)
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{
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//delay
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if (Time.time - timeSinceWurfeln > 2)
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{
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InterPolerate();
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}
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}
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lastPosAnim = transform.position;
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}
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private void DiceRollRoutine()
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{
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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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@@ -88,17 +129,6 @@ public class PlayablePlayer : Player
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break;
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}
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/*
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if (activeItem == Item.Type.Mushroom)
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{
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wurfelZahl += 3;
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activeItem = Item.Type.None;
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}else if (activeItem == Item.Type.DoubleDice)
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{
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checkDoubleDice = true;
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}
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*/
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textLeftMoves.text = wurfelZahl + "";
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client.SendWurfeln(wurfelZahl);
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@@ -125,11 +155,6 @@ public class PlayablePlayer : Player
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//Laufe zum nöchsten Feld, falls noch Züge übrig sind
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if (interPol < 1 && wurfelZahl > 0)
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{
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//delay
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if (Time.time - timeSinceWurfeln > 2)
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{
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InterPolerate();
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}
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}
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//Würfelzahl um 1 verringern falls noch züge übrig sind
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else if (wurfelZahl > 0)
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@@ -149,6 +174,10 @@ public class PlayablePlayer : Player
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//Der Spieler steht gerade
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else
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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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//TODO: temp spieler finsihed erst, wenn field action ausgeführt wurde
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if (wurfelt)
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{
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@@ -233,6 +262,7 @@ 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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@@ -244,6 +274,17 @@ 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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{
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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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@@ -307,7 +348,7 @@ public class PlayablePlayer : Player
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{
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//start the dice
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dice.transform.position = Vector3.SmoothDamp(dice.transform.position,
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transform.position + Vector3.up * 2, ref useLess, 0.2f);
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transform.position + Vector3.up * 3f, ref useLess, 0.2f);
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diceScript.StartRandom();
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}
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