Esempio n. 1
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 void Start()
 {
     mainCube      = GameObject.FindGameObjectWithTag("CubeMain").GetComponent <CubeMovement>();
     speed         = mainCube.speed + 3;
     tailTargetObj = mainCube.tailObjects[mainCube.tailObjects.Count - 2];
     index         = mainCube.tailObjects.IndexOf(gameObject);
 }
Esempio n. 2
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    private IEnumerator MovePuzzleCubes()
    {
        movementFinished = false;
        foreach (GameObject cube in activePuzzleBlocks)
        {
            CubeMovement cubeMovement = cube.GetComponent <CubeMovement>();
            cubeMovement.MoveCube(timeToMovePos);
        }
        //while the blocks are moving wait
        while (activePuzzleBlocks[0].GetComponent <CubeMovement>().isMoving)
        {
            //Only stay in the while loop aslong as there is atleast 1 active block
            if (activePuzzleBlocks.Count <= 0)
            {
                break;
            }
            yield return(null);
        }
        //Once the blocks have stopped moving wait x seconds before allowing the blocks to move again
        float counter    = 0;
        float pauseTimer = pauseTimeBetweenRoll;

        while (counter < pauseTimer)
        {
            counter += Time.deltaTime;
            //Allow for time to be added to the pause for when a block is activated
            pauseTimer    += addedPauseTime;
            addedPauseTime = 0;
            yield return(null);
        }
        movementFinished = true;
    }
Esempio n. 3
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    void KnifeStuff()
    {
        bool swap = Input.GetKeyDown(KeyCode.Z);

        if (!swap)
        {
            return;
        }
        if (touchedKnife != null && myKnife == null)
        {
            KnifeScript kniS = touchedKnife.GetComponent <KnifeScript>();
            if (!kniS.onGround)
            {
                return;
            }
            kniS.onGround = false;
            Destroy(touchedKnife.GetComponent <Collider>());
            myKnife      = touchedKnife;
            touchedKnife = null;

            SetKnifePosition();
        }
        else if (touchedCube != null)
        {
            CubeMovement mov = touchedCube.GetComponent <CubeMovement>();
            if (myKnife != null || mov.HasKnife())
            {
                myKnife = mov.SwapKnives(myKnife);
                if (myKnife != null)
                {
                    SetKnifePosition();
                }
            }
        }
    }
Esempio n. 4
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    void Start()
    {
        Destroy(gameObject, 25.0f);

        if (isClient)
        {
            GameObject[] gObjs = GameObject.FindGameObjectsWithTag("Player");

            float min = 99999.0f;

            foreach (GameObject g in gObjs)
            {
                float dist = Vector3.Distance(transform.position, g.transform.position);

                if (dist < min)
                {
                    min   = dist;
                    owner = g.GetComponent <CubeMovement>();
                }
            }
        }
        ///if (!isServer) return;

        target = owner.gameObject.transform;
    }
Esempio n. 5
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    private void OnTriggerEnter(Collider other)
    {
        StartCoroutine(activePortal());
        CubeMovement cube = other.GetComponent <CubeMovement>();

        cube.Teleport(outputPortal.transform.position);
    }
Esempio n. 6
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    public void Stop()
    {
        moveSpeed = 0.0f;
        float hangover = GetHangover();

        float max = MoveDirection == MoveDirection.Z ? LastCube.transform.localScale.z : LastCube.transform.localScale.x;

        if (Mathf.Abs(hangover) >= max)
        {
            LastCube    = null;
            CurrentCube = null;
            UnityEngine.SceneManagement.SceneManager.LoadScene(0);
        }

        float direction = hangover > 0 ? 1.0f : -1.0f;

        if (MoveDirection == MoveDirection.Z)
        {
            SplitCubeOnZ(hangover, direction);
        }
        else
        {
            SplitCubeOnX(hangover, direction);
        }

        LastCube = this;
    }
Esempio n. 7
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 void FixedUpdate()
 {
     if (playerScript == null)
     {
         playerScript = CubeMovement.player.GetComponent <CubeMovement>();
     }
 }
Esempio n. 8
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    public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer)
    {
        LobbyPlayer  lobby = lobbyPlayer.GetComponent <LobbyPlayer>();
        CubeMovement cube  = gamePlayer.GetComponent <CubeMovement>();

        cube.playerName = lobby.playerName;
        cube.color      = lobby.playerColor;
    }
Esempio n. 9
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    private void OnTriggerExit(Collider other)
    {
        CubeMovement cubeLeft = other.GetComponent <CubeMovement>();

        if (cubeLeft != null)
        {
            exitCube = true;
        }
    }
Esempio n. 10
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    private void OnTriggerEnter(Collider other)
    {
        CubeMovement cube = other.GetComponent <CubeMovement>();

        if (cube != null)
        {
            cube.Die();
        }
    }
Esempio n. 11
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    private void OnTriggerEnter(Collider other)
    {
        CubeMovement cube = other.GetComponent <CubeMovement>();

        if (cube != null)
        {
            cube.MoveFromTeleport(finalPoint.transform.position, moveTime, teleportHeight);
        }
    }
Esempio n. 12
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    private void CheckPlayer()
    {
        LayerMask layerMask = LayerMask.GetMask("Player");

        if (Physics.Raycast(transform.position, Vector3.up, 5f, layerMask))
        {
            CubeMovement cube = FindObjectOfType <CubeMovement>();
            cube.SetKinemtaic();
        }
    }
Esempio n. 13
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    private void OnTriggerEnter(Collider other)
    {
        CubeMovement cube = other.GetComponent <CubeMovement>();

        cube.enabled = false;

        Instantiate(finishFX, transform.position, Quaternion.identity);
        Destroy(gameObject);
        ScenesLoader.Instance.LoadNextLevel(2f);
    }
Esempio n. 14
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 private void Awake()
 {
     if (Instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         Instance = this;
     }
 }
Esempio n. 15
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    private void OnTriggerEnter(Collider other)
    {
        cube = other.GetComponent <CubeMovement>();
        if (cube != null)
        {
            exitCube = false;
            Fall();
        }

        //cube.Die();
    }
Esempio n. 16
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    private void OnEnable()
    {
        if (LastCube == null)
        {
            LastCube = GameObject.Find("Home").GetComponent <CubeMovement>();
        }

        CurrentCube = this;
        GetComponent <Renderer>().material.color = GetColor();

        transform.localScale = new Vector3(LastCube.transform.localScale.x, transform.localScale.y, LastCube.transform.localScale.z);
    }
Esempio n. 17
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    void Start()
    {
        _cube = FindObjectOfType <CubeMovement>();

        _sequence = DOTween.Sequence();
        _sequence.Append(transform.DORotate(moveToOnePoint, moveTime).SetEase(movementEase1));
        _sequence.AppendInterval(waitTimeUp);
        _sequence.Append(transform.DORotate(moveToCenter, moveTime).SetEase(movementEase2));
        _sequence.Append(transform.DORotate(moveToAnotherPoint, moveTime).SetEase(movementEase1));
        _sequence.AppendInterval(waitTimeUp);
        _sequence.Append(transform.DORotate(moveToCenter, moveTime).SetEase(movementEase2));
        _sequence.SetLoops(-1, LoopType.Restart);
    }
    void LoopOverCubes()
    {
        for (int i = 0; i < AllMovingCubes.Count; i++)
        {
            CubeMovement cubeMovement = AllMovingCubes[i];

            cubeMovement.Amplitude     = MasterAmplitude;
            cubeMovement.Speed         = MasterSpeed;
            cubeMovement.VerticalShift = MasterVerticalShift;
            cubeMovement.PhaseShift    = MasterPhaseShift;

            cubeMovement.MovementDelay = GetAppropriateMovementDelay(cubeMovement.Index.x, cubeMovement.Index.y);
        }
    }
Esempio n. 19
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 private void Start()
 {
     target = GameObject.FindGameObjectWithTag("CubeMain").GetComponent<CubeMovement>();
     difficulty = PlayerPrefs.GetInt("Diff");
     if (difficulty == 0)
     {
         speed = 2f;
         seeDistance = 5f;
     }
     else if (difficulty == 1)
     {
         speed = 3f;
         seeDistance = 6f;
     }
     else if (difficulty == 2)
     {
         speed = 4f;
         seeDistance = 7f;
     }
 }
Esempio n. 20
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    void setOwnerOnClient()
    {
        if (isClient)
        {
            GameObject[] gObjs = GameObject.FindGameObjectsWithTag("Player");

            float min = 99999.0f;

            foreach (GameObject g in gObjs)
            {
                float dist = Vector3.Distance(transform.position, g.transform.position);

                if (dist < min)
                {
                    min   = dist;
                    owner = g.GetComponent <CubeMovement>();
                }
            }
        }
    }
    void Start()
    {
        for (int x = 0; x < NumberOfCubesAlongXAxis; x++)
        {
            for (int z = 0; z < NumberOfCubesAlongZAxis; z++)
            {
                GameObject cubeObject = Instantiate(CubePrefab);

                cubeObject.transform.position = new Vector3(x, 0, z);

                CubeMovement cubeMovement = cubeObject.GetComponent <CubeMovement>();
                cubeMovement.MovementDelay = GetAppropriateMovementDelay(x, z);
                cubeMovement.Index         = new Vector2Int(x, z);

                AllMovingCubes.Add(cubeMovement);
            }
        }

        LoopOverCubes();
    }
Esempio n. 22
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    public void TakeDamage(float amount, CubeMovement owner)
    {
        if (!isServer)
        {
            return;
        }

        if (hasArmor)
        {
            currentArmor -= amount;
        }
        else
        {
            currentHealth -= amount;

            if (amount > 0.9f)
            {
                owner.score += (int)amount;
            }
        }

        if (currentHealth <= 0)
        {
            if (destroyOnDeath)
            {
                Destroy(gameObject);
            }
            else
            {
                currentHealth = maxHealth;

                RpcShowKill(owner.playerName, this.gameObject.GetComponent <CubeMovement>().playerName, owner.color, color, 0);
                RpcRespawn(color);

                this.gameObject.GetComponent <CubeMovement>().deaths += 1;
                owner.kills += 1;
                owner.score += 50;
            }
        }
    }
Esempio n. 23
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    void Start()
    {
        if (isClient)
        {
            GameObject[] gObjs = GameObject.FindGameObjectsWithTag("Player");

            float min = 99999.0f;

            foreach (GameObject g in gObjs)
            {
                float dist = Vector3.Distance(transform.position, g.transform.position);

                if (dist < min)
                {
                    min   = dist;
                    owner = g.GetComponent <CubeMovement>();
                }
            }
        }

        target = owner.gameObject.transform;
        StartCoroutine(explosionCountdown());
    }
Esempio n. 24
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    void Update()
    {
        if (hasCooldown)
        {
            float maxCooldown = 5.0f;
            if (cubeScript == null)
            {
                cubeScript = CubeMovement.player.GetComponent <CubeMovement>();
            }

            maxCooldown = cubeScript.rushCooldown;

            cooldown += Time.deltaTime;

            rush.fillAmount = cooldown / maxCooldown;

            if (cooldown > maxCooldown - 0.01f)
            {
                hasCooldown     = false;
                rush.fillAmount = 1.0f;
            }
        }
    }
Esempio n. 25
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    void FixedUpdate()
    {
        if (playerScript == null)
        {
            playerScript = CubeMovement.player.GetComponent <CubeMovement>();
        }

        if (playerScript != null)
        {
            time = playerScript.getTimeWithoutMovement();

            if (time > 0.5)
            {
                cg.alpha = 1.0f;
                changeSpecialIcon(playerScript.roll());
            }
            else if (time < 0.5)
            {
                cg.alpha = 0f;
            }

            loadingCircle.fillAmount = time / 3.5f;
        }
    }
Esempio n. 26
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 private void Start()
 {
     _cube = FindObjectOfType <CubeMovement>();
 }
Esempio n. 27
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 void Start()
 {
     mainCube = GameObject.FindGameObjectWithTag("CubeMain").GetComponent <CubeMovement>();
 }
Esempio n. 28
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    /// <summary>
    /// Spawns a player
    /// </summary>
    public void SpawnPlayer(int playerIndex, Color playerColor, CubeMovement.InputStruct keys)
    {
        if(GameStarted)return;

        GameObject spawnedPlayer = (GameObject) GameObject.Instantiate(PlayerPrefab, Vector3.zero, Quaternion.identity);

        players[playerIndex] = spawnedPlayer;
        CubeMovement cMove = spawnedPlayer.GetComponent<CubeMovement>();

        cMove.EntityColor = playerColor;
        cMove.PlayerNumber = playerIndex;
        cMove.InputKeys = keys;
        cMove.UpdateColor();
        cMove.setStartPosition(this);
    }
Esempio n. 29
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 private void Awake()
 {
     _rigidbody = GetComponent <Rigidbody>();
     cube       = FindObjectOfType <CubeMovement>();
 }
Esempio n. 30
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 // Use this for initialization
 void Start()
 {
     cubeMovement = GetComponent <CubeMovement>();
     cubeCombat   = GetComponent <CubeCombat>();
 }
Esempio n. 31
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 void Start()
 {
     IsPause    = GameObject.FindGameObjectWithTag("CubeMain").GetComponent <CubeMovement>();
     IsContinue = Cont.GetComponent <Continue>();
 }
Esempio n. 32
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    /// <summary>
    /// Force an update on the player color
    /// </summary>
    public void UpdatePlayer(int playerIndex, Color playerColor, CubeMovement.InputStruct keys)
    {
        if(GameStarted)return;

        CubeMovement cMove = players[playerIndex].GetComponent<CubeMovement>();
        cMove.EntityColor = playerColor;
        cMove.InputKeys = keys;
        cMove.GetComponent<CubeMovement>().UpdateColor();
    }