Item Shop Stop
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@@ -14,9 +14,9 @@ public class PlayablePlayer : Player
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private float speed = 5;
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private float interPol = 0;
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private int wurfelZahl = 0;
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private bool wait = false;
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private float timeSinceWurfeln = 0;
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private float timeSinceStop = 0;
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@@ -28,7 +28,7 @@ public class PlayablePlayer : Player
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public override void Init()
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{
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GetComponentInChildren<TMP_Text>().text = name;
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activated = false;
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QualitySettings.vSyncCount = 0;
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Application.targetFrameRate = 61;
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@@ -37,16 +37,21 @@ public class PlayablePlayer : Player
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private void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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eventstop = false;
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}
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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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if ((Input.GetMouseButtonDown(0)) && wurfelZahl == 0 && !wurfelt)
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{
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wurfelt = true;
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wurfelZahl = Random.Range(1, 7);
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wurfelZahl = Random.Range(6, 7);
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client.SendWurfeln(wurfelZahl);
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//nächstes Feld anvisieren
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TargetNextField();
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@@ -63,8 +68,9 @@ public class PlayablePlayer : Player
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{
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if (activated && !name.Equals(""))
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{
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camera.transform.position = Vector3.SmoothDamp(camera.transform.position, transform.position + cameraOffset, ref velocity, 0.2f);
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camera.transform.position = Vector3.SmoothDamp(camera.transform.position, transform.position + cameraOffset,
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ref velocity, 0.2f);
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if (!wait)
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{
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//Laufe zum nöchsten Feld, falls noch Züge übrig sind
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@@ -83,7 +89,7 @@ public class PlayablePlayer : Player
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//the next field is the current field XD
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currentField = nextField;
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//Visiere das nächste Feld an falls noch ein Zug übrig ist (Player steht gerade auf einem Feld oder läuft darüber)
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if (wurfelZahl > 0)
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{
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@@ -109,7 +115,7 @@ public class PlayablePlayer : Player
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AddCoins(-3);
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break;
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}
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Invoke("Finish", 2);
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activated = false;
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}
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@@ -132,7 +138,7 @@ public class PlayablePlayer : Player
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if (nextField.DirectionalArrow[0].IsClicked())
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{
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client.SendArrowSelected(0);
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foreach (Arrow a in nextField.DirectionalArrow)
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{
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a.Deactivate();
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@@ -177,15 +183,20 @@ public class PlayablePlayer : Player
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//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
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private Vector3 nextPoint;
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private void InterPolerate()
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{
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nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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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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if (!eventstop)
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{
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nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
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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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}
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private void Finish()
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{
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client.SendFinished();
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}
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}
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