Initial commit from Perforce to Github repo.
This commit is contained in:
commit
f4561ac196
138 changed files with 14052 additions and 0 deletions
36
.gitignore
vendored
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36
.gitignore
vendored
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**/[Ll]ibrary/
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**/[Tt]emp/
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**/[Oo]bj/
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**/[Bb]uild/
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**/[Bb]uilds/
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**/Assets/AssetStoreTools*
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**/Assets/Plugins/Android/AndroidManifest.xml
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**/.vs/
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**/ExportedObj/
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**/*.booproj
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**/*.svd
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# Unity3D Generated File On Crash Reports
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**/sysinfo.txt
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4165
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4165
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812
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9
Assets/Scenes/test_melee.unity.meta
Normal file
9
Assets/Scenes/test_melee.unity.meta
Normal file
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Assets/Scripts.meta
Normal file
10
Assets/Scripts.meta
Normal file
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fileFormatVersion: 2
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guid: ca1c513b8bfac894181c053cd7860c32
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19
Assets/Scripts/AttackBehaviorMelee.cs
Normal file
19
Assets/Scripts/AttackBehaviorMelee.cs
Normal file
|
@ -0,0 +1,19 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AttackBehaviorMelee : MonoBehaviour {
|
||||
|
||||
Controller controller;
|
||||
|
||||
// Use this for initialization
|
||||
void Start ()
|
||||
{
|
||||
controller = GetComponent<Controller> ();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//
|
||||
}
|
||||
}
|
13
Assets/Scripts/AttackBehaviorMelee.cs.meta
Normal file
13
Assets/Scripts/AttackBehaviorMelee.cs.meta
Normal file
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100
Assets/Scripts/CameraFollow.cs
Normal file
100
Assets/Scripts/CameraFollow.cs
Normal file
|
@ -0,0 +1,100 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraFollow : MonoBehaviour {
|
||||
|
||||
public Controller target;
|
||||
FocusArea focusArea;
|
||||
public Vector2 focusAreaSize;
|
||||
|
||||
public float verticalOffset;
|
||||
public float lookAheadDstX;
|
||||
public float lookSmoothTimeX;
|
||||
public float verticalSmoothTime;
|
||||
|
||||
float currentLookAheadX;
|
||||
float targetLookAheadX;
|
||||
float lookAheadDirX;
|
||||
float smoothLookVelocityX;
|
||||
float smoothVelocityY;
|
||||
|
||||
bool lookAheadStopped;
|
||||
|
||||
struct FocusArea {
|
||||
public Vector2 center;
|
||||
float left, right, top, bottom;
|
||||
public Vector2 velocity;
|
||||
|
||||
public FocusArea(Bounds targetBounds, Vector2 size) {
|
||||
left = targetBounds.center.x - size.x / 2;
|
||||
right = targetBounds.center.x + size.x / 2;
|
||||
bottom = targetBounds.min.y;
|
||||
top = targetBounds.min.y + size.y;
|
||||
|
||||
velocity = Vector2.zero;
|
||||
|
||||
center = new Vector2((left + right) / 2, (top + bottom) / 2);
|
||||
}
|
||||
|
||||
public void Update(Bounds targetBounds) {
|
||||
float shiftX = 0;
|
||||
float shiftY = 0;
|
||||
|
||||
if (targetBounds.min.x < left) {
|
||||
shiftX = targetBounds.min.x - left;
|
||||
} else if (targetBounds.max.x > right) {
|
||||
shiftX = targetBounds.max.x - right;
|
||||
}
|
||||
|
||||
if (targetBounds.min.y < bottom) {
|
||||
shiftY = targetBounds.min.y - bottom;
|
||||
} else if (targetBounds.max.y > top) {
|
||||
shiftY = targetBounds.max.y - top;
|
||||
}
|
||||
|
||||
left += shiftX;
|
||||
right += shiftX;
|
||||
top += shiftY;
|
||||
bottom += shiftY;
|
||||
|
||||
// Update center
|
||||
center = new Vector2((left + right) / 2, (top + bottom) / 2);
|
||||
|
||||
velocity = new Vector2 (shiftX, shiftY);
|
||||
}
|
||||
}
|
||||
|
||||
void Start() {
|
||||
focusArea = new FocusArea (target.collider.bounds, focusAreaSize);
|
||||
}
|
||||
|
||||
void LateUpdate() {
|
||||
focusArea.Update (target.collider.bounds);
|
||||
|
||||
Vector2 focusPosition = focusArea.center + Vector2.up * verticalOffset;
|
||||
|
||||
if (focusArea.velocity.x != 0) {
|
||||
lookAheadDirX = Mathf.Sign (focusArea.velocity.x);
|
||||
if (Mathf.Sign (target.playerInput.x) == Mathf.Sign (focusArea.velocity.x) && target.playerInput.x != 0) {
|
||||
lookAheadStopped = false;
|
||||
targetLookAheadX = lookAheadDirX * lookAheadDstX;
|
||||
} else if (!lookAheadStopped) {
|
||||
lookAheadStopped = true;
|
||||
targetLookAheadX = currentLookAheadX + (lookAheadDirX * lookAheadDstX - currentLookAheadX) / 4f;
|
||||
}
|
||||
}
|
||||
|
||||
currentLookAheadX = Mathf.SmoothDamp (currentLookAheadX, targetLookAheadX, ref smoothLookVelocityX, lookSmoothTimeX);
|
||||
|
||||
focusPosition.y = Mathf.SmoothDamp (transform.position.y, focusPosition.y, ref smoothVelocityY, verticalSmoothTime);
|
||||
focusPosition += Vector2.right * currentLookAheadX;
|
||||
|
||||
transform.position = (Vector3)focusPosition + Vector3.forward * -10;
|
||||
}
|
||||
|
||||
void OnDrawGizmos() {
|
||||
Gizmos.color = new Color (1, 0, 0, .5f);
|
||||
Gizmos.DrawCube (focusArea.center, focusAreaSize);
|
||||
}
|
||||
}
|
13
Assets/Scripts/CameraFollow.cs.meta
Normal file
13
Assets/Scripts/CameraFollow.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
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guid: 9215a202facedc2419fa18a00a6c6eba
|
||||
timeCreated: 1507991108
|
||||
licenseType: Free
|
||||
MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
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310
Assets/Scripts/Controller.cs
Normal file
310
Assets/Scripts/Controller.cs
Normal file
|
@ -0,0 +1,310 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Controller : RaycastController {
|
||||
|
||||
private Animator anim;
|
||||
|
||||
private Sprite attackSprite;
|
||||
|
||||
public Vector3 playerScale;
|
||||
|
||||
// Magic numbers for how steep climbable slopes are
|
||||
public float maxClimbAngle = 80;
|
||||
public float maxDescendAngle = 75;
|
||||
|
||||
public float hitDelay = 0.5f;
|
||||
float nextHitAllowed = 0f;
|
||||
|
||||
// Public collisions struct
|
||||
public CollisionInfo collisions;
|
||||
|
||||
// Reference to the LevelManager
|
||||
public LevelManager manager;
|
||||
|
||||
// Determines if Controller is controlling the player or an enemy
|
||||
bool isPlayer = false;
|
||||
|
||||
// Raw player input, set in the Move function
|
||||
[HideInInspector]
|
||||
public Vector2 playerInput;
|
||||
|
||||
// ============================================= Collision Info =================================================
|
||||
|
||||
/*
|
||||
* A struct for keeping track of whether or not there is a collide-able object in any direction by using
|
||||
* ray tracing. Also contains a function to reset things.
|
||||
*/
|
||||
|
||||
public struct CollisionInfo {
|
||||
public bool above, below, left, right, climbingSlope, descendingSlope;
|
||||
public float slopeAngle, slopeAngleOld;
|
||||
public Vector3 velocityOld;
|
||||
|
||||
// 1 means facing right, -1 means facing left
|
||||
public int faceDir;
|
||||
|
||||
public void Reset() {
|
||||
above = below = left = right = climbingSlope = descendingSlope = false;
|
||||
slopeAngleOld = slopeAngle;
|
||||
slopeAngle = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Overrides the start function in order to initialize our face direction, otherwise uses the inherited start function
|
||||
|
||||
public override void Start() {
|
||||
base.Start ();
|
||||
collisions.faceDir = 1;
|
||||
anim = GetComponent<Animator> ();
|
||||
playerScale = transform.localScale;
|
||||
}
|
||||
|
||||
public void playerInit(int i)
|
||||
{
|
||||
print (i == 8);
|
||||
isPlayer = (i == 8);
|
||||
}
|
||||
|
||||
// ============================================== Attack ==================================================
|
||||
|
||||
/*
|
||||
* Call this function when we make an attack. Probably going to need to be 2 separate functions for each type
|
||||
* of attack in the future.
|
||||
*/
|
||||
|
||||
public void Attack(int id)
|
||||
{
|
||||
if (id == 0)
|
||||
{
|
||||
anim.SetTrigger ("Attack");
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.SetTrigger ("Projectile");
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================= Movement =================================================
|
||||
|
||||
/*
|
||||
* Takes in a vector for velocity (provided by the Player script) and translates the Player accordingly. Also
|
||||
* takes in the player's raw input from the controller as passed by the Player script.
|
||||
*
|
||||
* Checks for collisions and other things.
|
||||
*/
|
||||
|
||||
public void Move(Vector3 velocity, Vector2 input) {
|
||||
UpdateRaycastOrigins();
|
||||
collisions.Reset ();
|
||||
collisions.velocityOld = velocity;
|
||||
playerInput = input;
|
||||
|
||||
if (velocity.x != 0) {
|
||||
collisions.faceDir = (int) Mathf.Sign(velocity.x);
|
||||
}
|
||||
|
||||
if (velocity.y < 0) {
|
||||
DescendSlope (ref velocity);
|
||||
}
|
||||
|
||||
if (velocity.x != 0) {
|
||||
HorizontalCollisions (ref velocity);
|
||||
}
|
||||
if (velocity.y != 0) {
|
||||
VerticalCollisions (ref velocity);
|
||||
}
|
||||
|
||||
transform.Translate (velocity);
|
||||
transform.localScale = new Vector3(playerScale.x * collisions.faceDir, playerScale.y, playerScale.z);
|
||||
}
|
||||
|
||||
public void Hurt() {
|
||||
if (Time.time > nextHitAllowed) {
|
||||
manager.hp--;
|
||||
nextHitAllowed = Time.time + hitDelay;
|
||||
print ("HP: " + manager.hp);
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================= Horizontal Collision =================================================
|
||||
|
||||
/*
|
||||
* This function is called whenever the player is moving horizontally to use raytracing to check for horizontal collisions
|
||||
* in a robust fashion. Also includes some specialized code for if you're dealing with a slope.
|
||||
*/
|
||||
|
||||
void HorizontalCollisions(ref Vector3 velocity) {
|
||||
float directionX = collisions.faceDir;
|
||||
float rayLength = Mathf.Abs (velocity.x) + skinWidth;
|
||||
|
||||
// For all rays
|
||||
for (int i = 0; i < horizontalRayCount; i++) {
|
||||
|
||||
// Cast the rays
|
||||
Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.botL : raycastOrigins.botR;
|
||||
rayOrigin += Vector2.up * (horizontalRaySpacing * i);
|
||||
RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.right * directionX, rayLength, collisionMask);
|
||||
|
||||
RaycastHit2D enemy = Physics2D.Raycast (rayOrigin, Vector2.right * directionX, rayLength, enemyMask);
|
||||
|
||||
Debug.DrawRay (rayOrigin, Vector2.right * directionX * rayLength, Color.blue);
|
||||
|
||||
// What happens if it's a hit?
|
||||
if (hit) {
|
||||
|
||||
// Determine the slope angle
|
||||
float slopeAngle = Vector2.Angle (hit.normal, Vector2.up);
|
||||
|
||||
|
||||
if ((i == 0) && slopeAngle <= maxClimbAngle) {
|
||||
|
||||
// Handles moving from a decending slope to ascending a slope
|
||||
if (collisions.descendingSlope) {
|
||||
collisions.descendingSlope = false;
|
||||
velocity = collisions.velocityOld;
|
||||
}
|
||||
|
||||
float distanceToSlopeStart = 0;
|
||||
if (slopeAngle != collisions.slopeAngleOld) {
|
||||
distanceToSlopeStart = hit.distance - skinWidth;
|
||||
velocity.x -= distanceToSlopeStart * directionX;
|
||||
}
|
||||
ClimbSlope (ref velocity, slopeAngle);
|
||||
velocity.x += distanceToSlopeStart * directionX;
|
||||
}
|
||||
|
||||
// What happens if it's not a slope and instead a wall
|
||||
if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) {
|
||||
velocity.x = (hit.distance - skinWidth) * directionX;
|
||||
rayLength = hit.distance;
|
||||
|
||||
if (collisions.climbingSlope) {
|
||||
velocity.y = Mathf.Tan (collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs (velocity.x);
|
||||
}
|
||||
|
||||
collisions.left = directionX == -1;
|
||||
collisions.right = directionX == 1;
|
||||
}
|
||||
}
|
||||
|
||||
// What happens if player hits an enemy?
|
||||
if (enemy) {
|
||||
//print ("I'm a " + + " and I just got hit!");
|
||||
|
||||
//velocity.x = (hit.distance - skinWidth) * directionX + (directionX * -4);
|
||||
//transform.Translate (velocity);
|
||||
|
||||
rayLength = hit.distance;
|
||||
|
||||
// Set the booleans to determine if we've collided
|
||||
collisions.left = directionX == -1;
|
||||
collisions.right = directionX == 1;
|
||||
Hurt ();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================= Vertical Collision =================================================
|
||||
|
||||
/*
|
||||
* This function is called whenever the player is moving vertically to use raytracing to check for vertical collisions
|
||||
* in a robust fashion. Also includes some specialized code for if you're dealing with a slope.
|
||||
*/
|
||||
|
||||
void VerticalCollisions(ref Vector3 velocity) {
|
||||
float directionY = Mathf.Sign (velocity.y);
|
||||
float rayLength = Mathf.Abs (velocity.y) + skinWidth;
|
||||
|
||||
for (int i = 0; i < verticalRayCount; i++) {
|
||||
Vector2 rayOrigin = (directionY == -1) ? raycastOrigins.botL : raycastOrigins.topL;
|
||||
rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
|
||||
|
||||
RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.up * directionY, rayLength, collisionMask);
|
||||
RaycastHit2D enemy = Physics2D.Raycast (rayOrigin, Vector2.right * directionY, rayLength, enemyMask);
|
||||
|
||||
Debug.DrawRay (rayOrigin, Vector2.up * directionY * rayLength, Color.red);
|
||||
|
||||
if (hit) {
|
||||
velocity.y = (hit.distance - skinWidth) * directionY;
|
||||
rayLength = hit.distance;
|
||||
|
||||
if (collisions.climbingSlope) {
|
||||
velocity.x = velocity.y / Mathf.Tan (collisions.slopeAngle * Mathf.Deg2Rad) * collisions.faceDir;
|
||||
}
|
||||
|
||||
collisions.below = directionY == -1;
|
||||
collisions.above = directionY == 1;
|
||||
}
|
||||
|
||||
// What happens if it hits an enemy?
|
||||
/*
|
||||
if (enemy) {
|
||||
Hurt ();
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
if (collisions.climbingSlope) {
|
||||
float directionX = collisions.faceDir;
|
||||
rayLength = Mathf.Abs (velocity.x) + skinWidth;
|
||||
Vector2 rayOrigin = ((directionX == -1) ? raycastOrigins.botL : raycastOrigins.botR) + Vector2.up * velocity.y;
|
||||
RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.right * directionX, rayLength, collisionMask);
|
||||
|
||||
if (hit) {
|
||||
float slopeAngle = Vector2.Angle (hit.normal, Vector2.up);
|
||||
if (slopeAngle != collisions.slopeAngle) {
|
||||
velocity.x = (hit.distance - skinWidth) * directionX;
|
||||
collisions.slopeAngle = slopeAngle;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================= Slope Functions =================================================
|
||||
|
||||
/*
|
||||
* If we're being perfectly honest I don't entirely understand all of the math behind this as I wrote it late last night,
|
||||
* but it works and it does improve the movement significantly.
|
||||
*/
|
||||
|
||||
// Smothing and collision detection for ascending slopes.
|
||||
void ClimbSlope(ref Vector3 velocity, float slopeAngle) {
|
||||
float moveDistance = Mathf.Abs (velocity.x);
|
||||
float climbVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance;
|
||||
|
||||
if (velocity.y <= climbVelocityY) {
|
||||
velocity.y = climbVelocityY;
|
||||
velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * collisions.faceDir;
|
||||
collisions.below = true;
|
||||
collisions.climbingSlope = true;
|
||||
collisions.slopeAngle = slopeAngle;
|
||||
}
|
||||
}
|
||||
|
||||
// Smoothing and collision detection for downward slopes.
|
||||
void DescendSlope(ref Vector3 velocity) {
|
||||
float directionX = collisions.faceDir;
|
||||
Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.botR : raycastOrigins.botL;
|
||||
RaycastHit2D hit = Physics2D.Raycast (rayOrigin, -Vector2.up, Mathf.Infinity, collisionMask);
|
||||
|
||||
if (hit) {
|
||||
float slopeAngle = Vector2.Angle (hit.normal, Vector2.up);
|
||||
if ((slopeAngle != 0 && slopeAngle <= maxDescendAngle) && (Mathf.Sign (hit.normal.x) == directionX) && (hit.distance - skinWidth <= Mathf.Tan (slopeAngle * Mathf.Deg2Rad) * Mathf.Abs (velocity.x))) {
|
||||
float moveDistance = Mathf.Abs (velocity.x);
|
||||
float descendVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance;
|
||||
velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * collisions.faceDir;
|
||||
velocity.y -= descendVelocityY;
|
||||
|
||||
collisions.slopeAngle = slopeAngle;
|
||||
collisions.descendingSlope = true;
|
||||
collisions.below = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
13
Assets/Scripts/Controller.cs.meta
Normal file
13
Assets/Scripts/Controller.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5a345bdcf8634634880549c417719a79
|
||||
timeCreated: 1507948270
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Scripts/HealthCounterTest.cs
Normal file
24
Assets/Scripts/HealthCounterTest.cs
Normal file
|
@ -0,0 +1,24 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class HealthCounterTest : MonoBehaviour {
|
||||
|
||||
public LevelManager LM;
|
||||
|
||||
public Text HealthDisplay;
|
||||
|
||||
public int health;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
health = LM.hp;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
health = LM.hp;
|
||||
HealthDisplay.text = "Health: " + health;
|
||||
}
|
||||
}
|
13
Assets/Scripts/HealthCounterTest.cs.meta
Normal file
13
Assets/Scripts/HealthCounterTest.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 11e30c69396f9084e95b882202748566
|
||||
timeCreated: 1508035609
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
50
Assets/Scripts/Hellhound.cs
Normal file
50
Assets/Scripts/Hellhound.cs
Normal file
|
@ -0,0 +1,50 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent (typeof (Controller))]
|
||||
public class Hellhound : MonoBehaviour {
|
||||
|
||||
// Horizontal move speed
|
||||
public float moveSpeed = 6;
|
||||
[HideInInspector]
|
||||
public float accelerationTimeGrounded = .05f;
|
||||
|
||||
// AI behavior
|
||||
Vector2 input;
|
||||
|
||||
// Hellhound velocity at any given moment
|
||||
Vector3 velocity;
|
||||
|
||||
// Used to give a sense of momentum to the player
|
||||
float velocityXSmoothing;
|
||||
|
||||
Controller controller;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
controller = GetComponent<Controller>();
|
||||
input.x = 1;
|
||||
input.y = 0;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
if (controller.collisions.above || controller.collisions.below) {
|
||||
velocity.y = 0;
|
||||
}
|
||||
|
||||
if (controller.collisions.left) {
|
||||
input.x = 1;
|
||||
} else if (controller.collisions.right) {
|
||||
input.x = -1;
|
||||
}
|
||||
|
||||
float targetVelocityX = input.x * moveSpeed;
|
||||
velocity.x = Mathf.SmoothDamp (velocity.x, targetVelocityX, ref velocityXSmoothing, accelerationTimeGrounded);
|
||||
velocity.y = 0;
|
||||
|
||||
controller.Move (velocity * Time.deltaTime, input);
|
||||
}
|
||||
}
|
13
Assets/Scripts/Hellhound.cs.meta
Normal file
13
Assets/Scripts/Hellhound.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3ae226a0572b69e40a0be9f2cfd93dfd
|
||||
timeCreated: 1508004931
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
43
Assets/Scripts/LevelManager.cs
Normal file
43
Assets/Scripts/LevelManager.cs
Normal file
|
@ -0,0 +1,43 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class LevelManager : MonoBehaviour {
|
||||
|
||||
// Player game object
|
||||
public GameObject player;
|
||||
// Player HP
|
||||
const int maxHP = 8;
|
||||
public int hp;
|
||||
|
||||
// Where the player is going to respawn
|
||||
public Transform spawnPosition;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
hp = maxHP;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
DeathCheck ();
|
||||
}
|
||||
|
||||
public void DeathCheck() {
|
||||
|
||||
// Combat death
|
||||
if (hp <= 0) {
|
||||
Respawn ();
|
||||
}
|
||||
|
||||
// Bottomless pit death
|
||||
if (player.transform.position.y < -20) {
|
||||
Respawn ();
|
||||
}
|
||||
}
|
||||
|
||||
public void Respawn() {
|
||||
player.transform.position = spawnPosition.position;
|
||||
hp = maxHP;
|
||||
}
|
||||
}
|
13
Assets/Scripts/LevelManager.cs.meta
Normal file
13
Assets/Scripts/LevelManager.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7e11383af7344954082e52e4f958a963
|
||||
timeCreated: 1508000871
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
80
Assets/Scripts/Player.cs
Normal file
80
Assets/Scripts/Player.cs
Normal file
|
@ -0,0 +1,80 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent (typeof (Controller))]
|
||||
public class Player : MonoBehaviour {
|
||||
|
||||
public Animator anim;
|
||||
|
||||
// Values used to calculate jump velocity and gravity
|
||||
public float jumpHeight = 4;
|
||||
public float timeToJumpApex = .4f;
|
||||
// Horizontal move speed
|
||||
public float moveSpeed = 6;
|
||||
|
||||
// Used for jump time
|
||||
[HideInInspector]
|
||||
public float accelerationTimeAirborne = .1f;
|
||||
[HideInInspector]
|
||||
public float accelerationTimeGrounded = .05f;
|
||||
|
||||
// Gravity and jumpVelocity are derived from provided values
|
||||
float gravity;
|
||||
float jumpVelocity;
|
||||
|
||||
// Player velocity at any given moment
|
||||
Vector3 velocity;
|
||||
|
||||
// Used to give a sense of momentum to the player
|
||||
float velocityXSmoothing;
|
||||
|
||||
Controller controller;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
controller = GetComponent<Controller>();
|
||||
controller.playerInit (gameObject.layer);
|
||||
|
||||
gravity = -(2 * jumpHeight) / (Mathf.Pow(timeToJumpApex,2));
|
||||
jumpVelocity = Mathf.Abs(gravity * timeToJumpApex);
|
||||
|
||||
print ("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity);
|
||||
anim = GetComponent<Animator> ();
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
if (controller.collisions.above || controller.collisions.below) {
|
||||
velocity.y = 0;
|
||||
}
|
||||
|
||||
Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
|
||||
|
||||
if (Input.GetButtonDown ("Jump") && controller.collisions.below) {
|
||||
velocity.y = jumpVelocity;
|
||||
}
|
||||
|
||||
if(Input.GetButtonDown("Fire1"))
|
||||
{
|
||||
controller.Attack (0);
|
||||
}
|
||||
|
||||
if(Input.GetButtonDown("Fire2"))
|
||||
{
|
||||
controller.Attack (1);
|
||||
}
|
||||
|
||||
float targetVelocityX = input.x * moveSpeed;
|
||||
velocity.x = Mathf.SmoothDamp (velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborne);
|
||||
|
||||
velocity.y += gravity * Time.deltaTime;
|
||||
|
||||
anim.SetFloat ("Moving", Mathf.Abs(velocity.x));
|
||||
anim.SetBool ("Jumping", !controller.collisions.below);
|
||||
|
||||
controller.Move (velocity * Time.deltaTime, input);
|
||||
}
|
||||
}
|
13
Assets/Scripts/Player.cs.meta
Normal file
13
Assets/Scripts/Player.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b9580753f7144d64795eca2972212ff7
|
||||
timeCreated: 1507948222
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
59
Assets/Scripts/RaycastController.cs
Normal file
59
Assets/Scripts/RaycastController.cs
Normal file
|
@ -0,0 +1,59 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent (typeof (BoxCollider2D))]
|
||||
public class RaycastController : MonoBehaviour {
|
||||
|
||||
// collisionMask is for terrain
|
||||
public LayerMask collisionMask;
|
||||
// enemyMask is for enemies
|
||||
public LayerMask enemyMask;
|
||||
|
||||
public const float skinWidth = 0.015f;
|
||||
public int horizontalRayCount = 4;
|
||||
public int verticalRayCount = 4;
|
||||
|
||||
[HideInInspector]
|
||||
public float horizontalRaySpacing;
|
||||
[HideInInspector]
|
||||
public float verticalRaySpacing;
|
||||
|
||||
[HideInInspector]
|
||||
public BoxCollider2D collider;
|
||||
public RaycastOrigins raycastOrigins;
|
||||
|
||||
public struct RaycastOrigins {
|
||||
public Vector2 topL, topR, botL, botR;
|
||||
}
|
||||
|
||||
public virtual void Awake () {
|
||||
collider = GetComponent<BoxCollider2D> ();
|
||||
}
|
||||
|
||||
public virtual void Start() {
|
||||
CalculateRaySpacing ();
|
||||
}
|
||||
|
||||
public void UpdateRaycastOrigins () {
|
||||
Bounds bounds = collider.bounds;
|
||||
bounds.Expand (skinWidth * -2);
|
||||
|
||||
raycastOrigins.botL = new Vector2 (bounds.min.x, bounds.min.y);
|
||||
raycastOrigins.botR = new Vector2 (bounds.max.x, bounds.min.y);
|
||||
raycastOrigins.topL = new Vector2 (bounds.min.x, bounds.max.y);
|
||||
raycastOrigins.topR = new Vector2 (bounds.max.x, bounds.max.y);
|
||||
}
|
||||
|
||||
public void CalculateRaySpacing () {
|
||||
// Getting the bounds again
|
||||
Bounds bounds = collider.bounds;
|
||||
bounds.Expand (skinWidth * -2);
|
||||
|
||||
horizontalRayCount = Mathf.Clamp (horizontalRayCount, 2, int.MaxValue);
|
||||
verticalRayCount = Mathf.Clamp (verticalRayCount, 2, int.MaxValue);
|
||||
|
||||
horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
|
||||
verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
|
||||
}
|
||||
}
|
13
Assets/Scripts/RaycastController.cs.meta
Normal file
13
Assets/Scripts/RaycastController.cs.meta
Normal file
|
@ -0,0 +1,13 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e4ad44be18878194f9e1233570a44142
|
||||
timeCreated: 1507995682
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
29
Assets/Scripts/Win.cs
Normal file
29
Assets/Scripts/Win.cs
Normal file
|
@ -0,0 +1,29 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Win : MonoBehaviour {
|
||||
|
||||
public LevelManager LM;
|
||||
|
||||
public Image im;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
WinCondition();
|
||||
}
|
||||
|
||||
public void WinCondition()
|
||||
{
|
||||
if(LM.player.transform.position.x > 180)
|
||||
{
|
||||
print ("Test");
|
||||
im.enabled = true;
|
||||
}
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show more
Reference in a new issue