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public class Explosion : MonoBehaviour { public PlayerController player; private float MAX_PLAYER_DIST = 3.0f; - private float EXPLOSION_FORCE = 10.0f; + private float EXPLOSION_FORCE = 15.0f; void Start () { Vector3 playerPos = player.transform.position; diff --git a/Game 1/Assets/Scripts/LevelController.cs b/Game 1/Assets/Scripts/LevelController.cs index 307fa73..f3e155f 100755 --- a/Game 1/Assets/Scripts/LevelController.cs +++ b/Game 1/Assets/Scripts/LevelController.cs @@ -37,6 +37,7 @@ public class LevelController : MonoBehaviour { { if (wonLevel) return; + PlayerController.GetController().KillPlayer(); winText.text = "TRY AGAIN!"; StartCoroutine(DelayLoadLevel(SceneManager.GetActiveScene().name, 2.0f)); } @@ -50,8 +51,10 @@ public class LevelController : MonoBehaviour { GameObject start = GameObject.FindGameObjectWithTag ("Start"); player.transform.position = start.transform.position; winText.text = ""; + PlayerController.GetController().RevivePlayer(); } else { - SceneManager.LoadScene (levelName); + levelController = null; + SceneManager.LoadScene (levelName); } yield return null; } diff --git a/Game 1/Assets/Scripts/PlayerController.cs b/Game 1/Assets/Scripts/PlayerController.cs index f2738b7..c80521d 100644 --- a/Game 1/Assets/Scripts/PlayerController.cs +++ b/Game 1/Assets/Scripts/PlayerController.cs @@ -12,10 +12,44 @@ public class PlayerController : MonoBehaviour { public GameObject rocketPrefab; private float reloadTime = 0.25f; private bool reloading = false; - - // Update is called once per frame - void Update () { + private static PlayerController controller; + private bool alive = true; + private void Start() + { + if (controller) + { + Debug.LogError("More than one player controller in the scene! Deleting this controller."); + Destroy(this); + } + controller = this; + alive = true; + } + + public static PlayerController GetController() + { + if (!controller) + { + Debug.LogError("No player controller currently in the scene."); + return null; + } + return controller; + } + + public void KillPlayer() + { + alive = false; + } + + public void RevivePlayer() + { + alive = true; + } + + // Update is called once per frame + void Update () { + if (!alive) + return; /*// Basic jumping if (Input.GetKeyDown (KeyCode.Space)) { GetComponent ().velocity = new Vector2 (0, jumpPower); diff --git a/Game 1/Assets/Sprites.meta b/Game 1/Assets/Sprites.meta new file mode 100644 index 0000000..3eeaedb --- /dev/null +++ b/Game 1/Assets/Sprites.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1884be5a55d87e54689bff928b40ee6d +folderAsset: yes +timeCreated: 1504642159 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Game 1/ProjectSettings/EditorBuildSettings.asset b/Game 1/ProjectSettings/EditorBuildSettings.asset index 033e7a9..88bd563 100644 --- a/Game 1/ProjectSettings/EditorBuildSettings.asset +++ b/Game 1/ProjectSettings/EditorBuildSettings.asset @@ -5,6 +5,9 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 m_Scenes: + - enabled: 1 + path: Assets/Levels/Menu.unity + guid: a2a695590118bc045acad0c5738a8cc5 - enabled: 1 path: Assets/Levels/Level0.unity guid: 5dc8391a13432fd4bbed301245e9f53f diff --git a/Game 1/ProjectSettings/ProjectSettings.asset b/Game 1/ProjectSettings/ProjectSettings.asset index b5b30e8..60f5057 100644 --- a/Game 1/ProjectSettings/ProjectSettings.asset +++ b/Game 1/ProjectSettings/ProjectSettings.asset @@ -374,6 +374,9 @@ PlayerSettings: switchUdpSendBufferSize: 9 switchUdpReceiveBufferSize: 42 switchSocketBufferEfficiency: 4 + switchSocketInitializeEnabled: 1 + switchNetworkInterfaceManagerInitializeEnabled: 1 + switchPlayerConnectionEnabled: 1 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: diff --git a/Game 1/ProjectSettings/ProjectVersion.txt b/Game 1/ProjectSettings/ProjectVersion.txt index ca1aa05..a211ccd 100644 --- a/Game 1/ProjectSettings/ProjectVersion.txt +++ b/Game 1/ProjectSettings/ProjectVersion.txt @@ -1 +1 @@ -m_EditorVersion: 2017.1.0f3 +m_EditorVersion: 2017.1.1f1