Initial commit from Perforce to Github repo.

This commit is contained in:
Alex Huddleston 2018-07-02 20:49:00 -05:00
commit f4561ac196
138 changed files with 14052 additions and 0 deletions

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**/[Ll]ibrary/
**/[Tt]emp/
**/[Oo]bj/
**/[Bb]uild/
**/[Bb]uilds/
**/Assets/AssetStoreTools*
**/Assets/Plugins/Android/AndroidManifest.xml
# Autogenerated VS/MD solution and project files
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**/ExportedObj/
**/*.csproj
#*.unityproj
**/*.sln
**/*.suo
**/*.tmp
**/*.user
**/*.userprefs
**/*.pidb
**/*.booproj
**/*.svd
# Unity3D generated meta files
**/*.pidb.meta
# Unity3D Generated File On Crash Reports
**/sysinfo.txt
# Builds
**/*.apk
**/*.unitypackage
**/UnityPackageManager/
MoCha/Assets/Plugins/Android.meta
MoCha/ProjectSettings/ProjectVersion.txt
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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()
{
//
}
}

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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);
}
}

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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;
}
}
}
}

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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;
}
}

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@ -0,0 +1,13 @@
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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);
}
}

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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;
}
}

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80
Assets/Scripts/Player.cs Normal file
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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);
}
}

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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);
}
}

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29
Assets/Scripts/Win.cs Normal file
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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;
}
}
}

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