Browse Source

Merge branch 'master' of http://git.thirdlevel.gmbh:80/GameDevOS/LD39

Sergey Krutikov 9 years ago
parent
commit
474965e2ff

+ 1 - 1
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+ 42 - 19
game/Assets/Scenes/PlayerMovement.unity

@@ -292,6 +292,48 @@ MeshFilter:
   m_PrefabInternal: {fileID: 0}
   m_GameObject: {fileID: 453623580}
   m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
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   m_ParentPrefab: {fileID: 100100000, guid: e6383ffd9f8688f4a9ba9705843d54e2, type: 2}
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+ 153 - 104
game/Assets/Scripts/DayTimeManager.cs

@@ -4,112 +4,161 @@ using UnityEngine;
 
 public enum RotationAxis
 {
-	X, Y
+    X, Y
 }
 
-public class DayTimeManager : MonoBehaviour {
+public class DayTimeManager : MonoBehaviour
+{
 
-	public Light sunlight;
-	public float secondsPerDay; 
-
-	public RotationAxis rotAxis = RotationAxis.X; 
-
-	public float maxAngle = 50.0f;
-
-	private float _elapsedTime;
-
-	public float timeFactor {
-		get {
-			return _elapsedTime / secondsPerDay;
-		}
-	}
-
-	public DayTimeLabel dayTimeLabel {
-		get {
-			if (timeFactor >= 6.0f / 24.0f && timeFactor < 11.0f / 24.0f)
-			{
-				return DayTimeLabel.Morning;
-			}
-
-			if (timeFactor >= 11.0f / 24.0f && timeFactor < 17.0f / 24.0f)
-			{
-				return DayTimeLabel.Noon;
-			}
-
-			if (timeFactor >= 17.0f / 24.0f && timeFactor < 22.0f / 24.0f)
-			{
-				return DayTimeLabel.Evening;
-			}
-
-			if (timeFactor >= 23.0f / 24.0f && timeFactor < 24.0f / 24.0f)
-			{
-				return DayTimeLabel.Night;
-			}
-
-			if (timeFactor >= 0.0f / 24.0f && timeFactor < 6.0f / 24.0f)
-			{
-				return DayTimeLabel.Night;
-			}
-
-			return DayTimeLabel.Morning;
-		}
-	}
-
-	private float _timeDirection = 1.0f;
-
-	private Vector3 _position;
-	private Vector3 _rotation;
-
-	void Awake () {
-
-	}
-
-	// Use this for initialization
-	void Start () {
-		_position = sunlight.gameObject.transform.position;
-		_rotation = sunlight.gameObject.transform.rotation.ToEulerAngles();
-		Debug.Log("Got Rotation " + _rotation);
-	}
-	
-	// Update is called once per frame
-	void Update () {
-		
-		_elapsedTime += Time.deltaTime;
-		if (_elapsedTime >= secondsPerDay)
-		{
-			_elapsedTime = 0;
-		}
-
-		float intensityAngle = this.timeFactor * Mathf.PI;
-		sunlight.intensity = Mathf.Sin(intensityAngle);
-
-		float rotationDirection = Mathf.Sign(this.timeFactor - 0.5f);
-
-		Debug.Log("DayTimeLabel: " + dayTimeLabel.ToString());
-
-		switch (rotAxis)
-		{
-			case RotationAxis.X:
-			{
-				sunlight.gameObject.transform.rotation.SetEulerAngles(_rotation.x + rotationDirection * maxAngle, _rotation.y, _rotation.z);
-			} break;
-
-			case RotationAxis.Y:
-			{
-				sunlight.gameObject.transform.rotation.SetEulerAngles(_rotation.x, _rotation.y + rotationDirection * maxAngle, _rotation.z);
-			} break;
-		}
-
-	}
-
-	float FactorToDayTime(float factor)
-	{
-		return factor * 24.0f;
-	}
-
-	float DayTimeToFactor(float dayTime)
-	{
-		return dayTime / 24.0f;
-	}
+    public Light sunlight;
+    public float secondsPerDay;
+
+    public Color MorningColor;
+    public Color NoonColor;
+    public Color EveningColor;
+    public Color NightColor;
+
+    public float maxAngle = 50.0f;
+
+    private float _elapsedTime;
+
+    public float timeFactor
+    {
+        get
+        {
+            return _elapsedTime / secondsPerDay;
+        }
+    }
+
+    public AnimationCurve colorCurve;
+
+    public float dayTime;
+
+    float _morningStartFactor;
+    float _noonStartFactor;
+    float _eveningStartFactor;
+    float _nightStartFactor;
+    public float morningStartTime = 8.0f;
+    public float noonStartTime = 11.0f;
+    public float eveningStartTime = 17.0f;
+    public float nightStartTime = 20.0f;
+
+    public DayTimeLabel startTime = DayTimeLabel.Noon;
+
+    public DayTimeLabel dayTimeLabel = DayTimeLabel.Night;
+
+    private float _timeDirection = 1.0f;
+
+    private Vector3 _position;
+    private Vector3 _rotation;
+
+    void Awake()
+    {
+
+    }
+
+    // Use this for initialization
+    void Start()
+    {
+        _morningStartFactor = morningStartTime / 24.0f;
+        _noonStartFactor = noonStartTime / 24.0f;
+        _eveningStartFactor = eveningStartTime / 24.0f;
+        _nightStartFactor = nightStartTime / 24.0f;
+
+        switch (startTime)
+        {
+            case DayTimeLabel.Morning:
+                {
+                    _elapsedTime = _morningStartFactor * secondsPerDay;
+                }
+                break;
+            case DayTimeLabel.Noon:
+                {
+                    _elapsedTime = _noonStartFactor * secondsPerDay;
+                }
+                break;
+            case DayTimeLabel.Evening:
+                {
+                    _elapsedTime = _eveningStartFactor * secondsPerDay;
+                }
+                break;
+            case DayTimeLabel.Night:
+                {
+                    _elapsedTime = _nightStartFactor * secondsPerDay;
+                }
+                break;
+        }
+        _position = sunlight.gameObject.transform.position;
+        _rotation = sunlight.gameObject.transform.rotation.eulerAngles;
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+
+        _elapsedTime += Time.deltaTime;
+        if (_elapsedTime >= secondsPerDay)
+        {
+            _elapsedTime = 0;
+        }
+
+        float intensityAngle = this.timeFactor * Mathf.PI;
+        sunlight.intensity = Mathf.Sin(intensityAngle);
+
+        float rotationDirection = (this.timeFactor - 0.5f) * 2;
+
+        // Debug.Log("DayTimeLabel: " + dayTimeLabel.ToString());
+
+        sunlight.gameObject.transform.rotation = Quaternion.Euler(_rotation.x + rotationDirection * maxAngle, _rotation.y + rotationDirection * maxAngle, _rotation.z);
+        // Debug.Log("Rotate around x: " + (_rotation.x + rotationDirection * maxAngle));
+
+        Color resultColor = Color.white;
+        if (timeFactor >= _morningStartFactor && timeFactor < _noonStartFactor)
+        {
+            float morningFactor = (timeFactor - _morningStartFactor) / (_noonStartFactor - _morningStartFactor);
+            resultColor = Color.Lerp(MorningColor, NoonColor, colorCurve.Evaluate(morningFactor));
+            dayTimeLabel = DayTimeLabel.Morning;
+        }
+
+        if (timeFactor >= _noonStartFactor && timeFactor < _eveningStartFactor)
+        {
+            float noonFactor = (timeFactor - _noonStartFactor) / (_eveningStartFactor - _noonStartFactor);
+            resultColor = Color.Lerp(NoonColor, EveningColor, colorCurve.Evaluate(noonFactor));
+            dayTimeLabel = DayTimeLabel.Noon;
+        }
+
+        if (timeFactor >= _eveningStartFactor && timeFactor < _nightStartFactor)
+        {
+            float eveningFactor = (timeFactor - _eveningStartFactor) / (_nightStartFactor - _eveningStartFactor);
+            resultColor = Color.Lerp(EveningColor, NightColor, colorCurve.Evaluate(eveningFactor));
+            dayTimeLabel = DayTimeLabel.Evening;
+        }
+
+        if (timeFactor >= _nightStartFactor && timeFactor < 1.0f)
+        {
+            float nightFactor1 = (timeFactor - _nightStartFactor) / ((1.0f - _nightStartFactor) + _morningStartFactor);
+            resultColor = Color.Lerp(NightColor, MorningColor, colorCurve.Evaluate(nightFactor1));
+            dayTimeLabel = DayTimeLabel.Night;
+        }
+
+        if (timeFactor >= 0 && timeFactor < _morningStartFactor)
+        {
+            float nightFactor2 = (timeFactor + (1.0f - _nightStartFactor)) / ((1.0f - _nightStartFactor) + _morningStartFactor);
+            resultColor = Color.Lerp(NightColor, MorningColor, colorCurve.Evaluate(nightFactor2));
+            dayTimeLabel = DayTimeLabel.Night;
+        }
+        sunlight.color = resultColor;
+        dayTime = timeFactor * 24.0f;
+    }
+
+    float FactorToDayTime(float factor)
+    {
+        return factor * 24.0f;
+    }
+
+    float DayTimeToFactor(float dayTime)
+    {
+        return dayTime / 24.0f;
+    }
 
 }

+ 0 - 1
game/Assets/Scripts/Enemy/Enemy.cs

@@ -15,7 +15,6 @@ public class Enemy : MonoBehaviour
     private bool dead = false;
 
 
-
     void OnCollisionEnter(Collision collision)
     {
         if(!dead)

+ 30 - 2
game/Assets/Scripts/Player.cs

@@ -15,6 +15,7 @@ public class Player : MonoBehaviour
         set
         {
             powerLevel = value;
+            UpdatePowerBar();
 
             if (powerLevel > powerLevelMax)
             {
@@ -23,6 +24,12 @@ public class Player : MonoBehaviour
         }
     }
 
+    private void UpdatePowerBar()
+    {
+        var level = powerLevel / powerLevelMax;
+        gauge.localScale = new Vector3(1, level, 1);
+    }
+
     public float startSpeed = 5f;
     public float lookSmoothingSeconds = 0.05f;
     public float cameraSmoothingSeconds = 1;
@@ -32,6 +39,7 @@ public class Player : MonoBehaviour
     public Transform gunTransform;
     public Rigidbody bulletPrefab;
     public Light muzzleLight;
+    public Transform gauge;
 
     private Vector3 inputDirection;
     private float speed;
@@ -42,6 +50,7 @@ public class Player : MonoBehaviour
     private Vector3 cameraVelocity;
     private bool shooting = false;
     private float lightIntensity;
+    private bool useMouseLook;
 
     // Use this for initialization
 	void Start ()
@@ -49,6 +58,13 @@ public class Player : MonoBehaviour
 	    speed = startSpeed;
 	    cameraOffset = Camera.main.transform.position - transform.position;
 	    lightIntensity = muzzleLight.intensity;
+	    var joystickNames = Input.GetJoystickNames();
+	    useMouseLook = joystickNames.Length == 0 || string.IsNullOrEmpty(joystickNames[0]);
+	    if (useMouseLook)
+	    {
+	        lookSmoothingSeconds = 0;
+
+	    }
 	}
 	
 	// Update is called once per frame
@@ -61,6 +77,8 @@ public class Player : MonoBehaviour
             transform.forward = Vector3.SmoothDamp(transform.forward, lookDirection, ref lookVelocity, lookSmoothingSeconds);
 	    transform.position += inputDirection * speed * Time.deltaTime;
 
+        UpdatePowerBar();
+
 	    Camera.main.transform.position = Vector3.SmoothDamp(Camera.main.transform.localPosition, TargetCameraPosition(), ref cameraVelocity, cameraSmoothingSeconds);
 
 	    if (shooting)
@@ -98,11 +116,21 @@ public class Player : MonoBehaviour
     void GetInput()
     {
         shooting = Input.GetButton("Fire1");
-        lookDirection = new Vector3(
+        var padLook = new Vector3(
             Input.GetAxis("LookX"),
             0,
             -Input.GetAxis("LookY")
-        ).normalized;
+        );
+        if (useMouseLook)
+        {
+            var mouseLook = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position);
+            mouseLook.Normalize();
+            lookDirection = new Vector3(mouseLook.x, 0, mouseLook.y);
+        }
+        else if (padLook.magnitude > 0.2f)
+        {
+            lookDirection = padLook.normalized;
+        }
         inputDirection = new Vector3(
             Input.GetAxis("Horizontal"),
             0,

+ 84 - 0
game/Assets/Station.cs

@@ -0,0 +1,84 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Station : MonoBehaviour
+{
+    public float maxPower;
+    public Transform gauge;
+    public float powerSuckDelay = 1;
+    public float powerLevel;
+
+    public LineRenderer lineRenderer;
+
+    private IEnumerator drainCoroutine;
+    private Transform lineTarget;
+
+    // Use this for initialization
+	void Start ()
+	{
+	    powerLevel = 0;
+	    lineTarget = lineRenderer.transform;
+        lineRenderer.SetPositions(new Vector3[]{
+            lineRenderer.transform.position,
+            lineTarget.position,
+        });
+	}
+	
+	// Update is called once per frame
+	void Update () {
+		UpdatePowerBar();
+	}
+
+    void PowerUp(float delta)
+    {
+        powerLevel += delta;
+
+        if (powerLevel >= maxPower)
+            Debug.Log("Station at max power!");
+
+        UpdatePowerBar();
+    }
+
+    private void UpdatePowerBar()
+    {
+        var level = powerLevel / maxPower;
+        gauge.localScale = new Vector3(1, level, 1);
+        lineRenderer.SetPosition(1, lineTarget.position);
+    }
+
+    void OnTriggerEnter(Collider other)
+    {
+        if (other.CompareTag("Player"))
+        {
+            lineTarget = other.transform;
+            drainCoroutine = DrainPower(other.GetComponent<Player>());
+            StartCoroutine(drainCoroutine);
+        }
+    }
+
+    void OnTriggerExit(Collider other)
+    {
+        if (other.CompareTag("Player"))
+        {
+            lineTarget = lineRenderer.transform;
+            if (drainCoroutine != null)
+                StopCoroutine(drainCoroutine);
+        }
+    }
+
+    private IEnumerator DrainPower(Player player)
+    {
+        while (player.PowerLevel >= 1f)
+        {
+            if (powerLevel >= maxPower)
+            {
+                yield break;
+            }
+            yield return new WaitForSeconds(powerSuckDelay);
+            PowerUp(1);
+            player.PowerLevel -= 1f;
+            UpdatePowerBar();
+        }
+    }
+}

+ 12 - 0
game/Assets/Station.cs.meta

@@ -0,0 +1,12 @@
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+guid: ceffab953fe77c04191a6806cb63beab
+timeCreated: 1501358869
+licenseType: Pro
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 76 - 0
game/Assets/Station.mat

@@ -0,0 +1,76 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
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+  m_ObjectHideFlags: 0
+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  m_Name: Station
+  m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
+  m_ShaderKeywords: 
+  m_LightmapFlags: 4
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
+  m_CustomRenderQueue: -1
+  stringTagMap: {}
+  disabledShaderPasses: []
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+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
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+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    m_Floats:
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+    - _Cutoff: 0.5
+    - _DetailNormalMapScale: 1
+    - _DstBlend: 0
+    - _GlossMapScale: 1
+    - _Glossiness: 0.5
+    - _GlossyReflections: 1
+    - _Metallic: 0
+    - _Mode: 0
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+    - _Parallax: 0.02
+    - _SmoothnessTextureChannel: 0
+    - _SpecularHighlights: 1
+    - _SrcBlend: 1
+    - _UVSec: 0
+    - _ZWrite: 1
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+ 9 - 0
game/Assets/Station.mat.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 136f1fa5348ff1a4d8be1cec2afbd035
+timeCreated: 1501358632
+licenseType: Pro
+NativeFormatImporter:
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+ 1 - 1
game/ProjectSettings/EditorBuildSettings.asset

@@ -5,7 +5,7 @@ EditorBuildSettings:
   m_ObjectHideFlags: 0
   serializedVersion: 2
   m_Scenes:
-  - enabled: 1
+  - enabled: 0
     path: Assets/Scenes/MenuScreen.unity
     guid: ebead55dba555954a99488bc94cb9159
   - enabled: 1

+ 1 - 0
game/ProjectSettings/GraphicsSettings.asset

@@ -35,6 +35,7 @@ GraphicsSettings:
   - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0}
   - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
   - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
+  - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
   m_PreloadedShaders: []
   m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
     type: 0}

+ 1 - 0
game/ProjectSettings/TagManager.asset

@@ -5,6 +5,7 @@ TagManager:
   serializedVersion: 2
   tags:
   - Bullet
+  - Station
   - DayTimeManager
   layers:
   - Default