bug fixes
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@@ -2,7 +2,6 @@ using System.Collections.Generic;
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using UnityEngine;
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// This won scene thing is just duct taped on for the presentation.
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public class PlayerCameraMovement : MonoBehaviour
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{
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private Vector3 start;
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@@ -22,28 +21,38 @@ public class PlayerCameraMovement : MonoBehaviour
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{
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if (winScene)
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{
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if (playerThatWon == null) playerThatWon = GameManager.players[0];
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target = playerThatWon.transform.position;
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transform.position = Vector3.Lerp(transform.position, new Vector3(target.x, target.y, target.z - 10), speed * Time.deltaTime);
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if (playerThatWon == null || !playerThatWon.activeInHierarchy)
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{
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playerThatWon = FindWinner();
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}
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if (playerThatWon != null)
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{
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target = playerThatWon.transform.position;
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transform.position = Vector3.Lerp(transform.position, new Vector3(target.x, target.y, target.z - 10), speed * Time.deltaTime);
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}
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return;
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}
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List<GameObject> players = GameManager.players;
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if (players.Count == 0) return;
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Vector3 playerAverage = Vector3.zero;
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int activePlayers = 0;
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foreach (GameObject player in players)
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{
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if (player.GetComponent<Damageable>().dying) continue;
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if (player == null || !player.activeInHierarchy) continue;
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Damageable damageable = player.GetComponent<Damageable>();
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if (damageable != null && damageable.dying) continue;
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playerAverage += player.transform.position;
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activePlayers++;
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}
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playerAverage /= players.Count;
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if (activePlayers == 0) return;
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playerAverage /= activePlayers;
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target = start * weight + playerAverage * (1 - weight);
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transform.position = Vector3.Lerp(transform.position, new Vector3(target.x, target.y, transform.position.z), speed * Time.deltaTime);
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transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z);
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}
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public void WinScene(GameObject player)
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@@ -51,4 +60,16 @@ public class PlayerCameraMovement : MonoBehaviour
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winScene = true;
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playerThatWon = player;
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}
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private GameObject FindWinner()
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{
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foreach (GameObject player in GameManager.players)
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{
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if (player != null && player.activeInHierarchy)
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{
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return player;
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}
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}
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return null;
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}
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}
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