Bladeren bron

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

Tobiooo 9 jaren geleden
bovenliggende
commit
646bcf3554
44 gewijzigde bestanden met toevoegingen van 12330 en 1938 verwijderingen
  1. BIN
      game/Assets/3DArt/Enemy.fbx
  2. 140 55
      game/Assets/3DArt/Enemy.fbx.meta
  3. 9 0
      game/Assets/3DArt/Materials/EnemyEnergy.meta
  4. 76 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyFull.mat
  5. 9 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyFull.mat.meta
  6. 76 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyHigh.mat
  7. 9 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyHigh.mat.meta
  8. 76 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyLow.mat
  9. 9 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyLow.mat.meta
  10. 76 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyMedium.mat
  11. 9 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyMedium.mat.meta
  12. 76 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyVeryLow.mat
  13. 9 0
      game/Assets/3DArt/Materials/EnemyEnergy/EnergyVeryLow.mat.meta
  14. 9 9
      game/Assets/3DArt/Materials/Ground.mat
  15. BIN
      game/Assets/3DArt/Materials/LargeNoise.png
  16. 82 0
      game/Assets/3DArt/Materials/LargeNoise.png.meta
  17. 78 0
      game/Assets/3DArt/Materials/ParticlesEnemyWeapon.mat
  18. 9 0
      game/Assets/3DArt/Materials/ParticlesEnemyWeapon.mat.meta
  19. 3 3
      game/Assets/3DArt/Materials/PowerDrop.mat
  20. 0 0
      game/Assets/3DArt/Materials/noise 1.png
  21. 82 0
      game/Assets/3DArt/Materials/noise 1.png.meta
  22. BIN
      game/Assets/3DArt/Materials/noise.png
  23. 3 3
      game/Assets/Materials/noise.png.meta
  24. BIN
      game/Assets/3DArt/Materials/sand.png
  25. 74 0
      game/Assets/3DArt/Materials/sand.png.meta
  26. 76 0
      game/Assets/Materials/No Name.mat
  27. 9 0
      game/Assets/Materials/No Name.mat.meta
  28. 4545 270
      game/Assets/Prefabs/Enemy.prefab
  29. 18 88
      game/Assets/Prefabs/Ground.prefab
  30. 1 1
      game/Assets/Prefabs/Ground.prefab.meta
  31. 863 49
      game/Assets/Prefabs/Player.prefab
  32. 4015 0
      game/Assets/Prefabs/PowerCore.prefab
  33. 9 0
      game/Assets/Prefabs/PowerCore.prefab.meta
  34. 169 0
      game/Assets/Prefabs/Spinner.prefab
  35. 9 0
      game/Assets/Prefabs/Spinner.prefab.meta
  36. 476 1443
      game/Assets/Scenes/Main.unity
  37. 1101 0
      game/Assets/Scenes/PlayerMovementAnimation.unity
  38. 8 0
      game/Assets/Scenes/PlayerMovementAnimation.unity.meta
  39. 45 12
      game/Assets/Scripts/Enemy/Enemy.cs
  40. 49 0
      game/Assets/Scripts/Enemy/WeaponEnemy.cs
  41. 12 0
      game/Assets/Scripts/Enemy/WeaponEnemy.cs.meta
  42. 6 4
      game/Assets/Scripts/Player.cs
  43. 5 1
      game/Assets/Scripts/WinOrLose.cs
  44. BIN
      game/Enemy.blend

BIN
game/Assets/3DArt/Enemy.fbx


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+ 863 - 49
game/Assets/Prefabs/Player.prefab


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+ 169 - 0
game/Assets/Prefabs/Spinner.prefab

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File diff suppressed because it is too large
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game/Assets/Scenes/Main.unity


File diff suppressed because it is too large
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game/Assets/Scenes/PlayerMovementAnimation.unity


+ 8 - 0
game/Assets/Scenes/PlayerMovementAnimation.unity.meta

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+ 45 - 12
game/Assets/Scripts/Enemy/Enemy.cs

@@ -2,23 +2,36 @@
 using System.Collections.Generic;
 using UnityEngine;
 
-public class Enemy : MonoBehaviour 
+public class Enemy : MonoBehaviour
 {
     [SerializeField]
     private GameObject powerDrop;
     [SerializeField]
     private PowerLevels powerLevel;
+    [SerializeField]
+    private GameObject IndicatorCoverVeryLow;
+    [SerializeField]
+    private GameObject IndicatorCoverLow;
+    [SerializeField]
+    private GameObject IndicatorCoverMedium;
+    [SerializeField]
+    private GameObject IndicatorCoverHigh;
+    [SerializeField]
+    private GameObject IndicatorCoverFull;
+
     private float power = 1.0f;
-    private enum PowerLevels { VeryLow, Low, Medium, High, Full}
+    private enum PowerLevels { VeryLow, Low, Medium, High, Full }
     private EnemyAI.BehaviorController behaviorController;
     private DayTimeManager dayTimeManager;
     private bool dead = false;
 
     private DayTimeLabel lastCharging;
 
+
+
     void OnCollisionEnter(Collision collision)
     {
-        if(!dead)
+        if (!dead)
         {
             if (collision.collider.tag == "Bullet")
             {
@@ -27,17 +40,17 @@ public class Enemy : MonoBehaviour
         }
     }
 
-	// Use this for initialization
-	void Start () 
+    // Use this for initialization
+    void Start()
     {
         dayTimeManager = GameObject.FindObjectOfType<DayTimeManager>();
 
         behaviorController = new EnemyAI.BehaviorController();
         behaviorController.blackboard.navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
-	}
-	
-	// Update is called once per frame
-	void Update () 
+    }
+
+    // Update is called once per frame
+    void Update()
     {
         if (!dead)
         {
@@ -50,7 +63,7 @@ public class Enemy : MonoBehaviour
             else
             {
                 blackboard.Night = false;
-            }            
+            }
             blackboard.PlayerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
             blackboard.EnemyPosition = transform.position;
 
@@ -60,31 +73,51 @@ public class Enemy : MonoBehaviour
             if (dayTimeManager.dayTimeLabel != lastCharging)
             {
                 switch (dayTimeManager.dayTimeLabel)
-                { 
+                {
                     case (DayTimeLabel.Night):
                         powerLevel = PowerLevels.Full;
                         power = 16;
                         lastCharging = dayTimeManager.dayTimeLabel;
+                        IndicatorCoverVeryLow.SetActive(false);
+                        IndicatorCoverLow.SetActive(false);
+                        IndicatorCoverMedium.SetActive(false);
+                        IndicatorCoverHigh.SetActive(false);
+                        IndicatorCoverFull.SetActive(false);
                         break;
                     case (DayTimeLabel.Morning):
                         powerLevel = PowerLevels.VeryLow;
                         power = 1;
                         lastCharging = dayTimeManager.dayTimeLabel;
+                        IndicatorCoverVeryLow.SetActive(false);
+                        IndicatorCoverLow.SetActive(true);
+                        IndicatorCoverMedium.SetActive(true);
+                        IndicatorCoverHigh.SetActive(true);
+                        IndicatorCoverFull.SetActive(true);
                         break;
                     case (DayTimeLabel.Noon):
                         powerLevel = PowerLevels.Low;
                         power = 2;
                         lastCharging = dayTimeManager.dayTimeLabel;
+                        IndicatorCoverVeryLow.SetActive(false);
+                        IndicatorCoverLow.SetActive(false);
+                        IndicatorCoverMedium.SetActive(true);
+                        IndicatorCoverHigh.SetActive(true);
+                        IndicatorCoverFull.SetActive(true);
                         break;
                     case (DayTimeLabel.Evening):
                         powerLevel = PowerLevels.Medium;
                         power = 4;
                         lastCharging = dayTimeManager.dayTimeLabel;
+                        IndicatorCoverVeryLow.SetActive(false);
+                        IndicatorCoverLow.SetActive(false);
+                        IndicatorCoverMedium.SetActive(false);
+                        IndicatorCoverHigh.SetActive(true);
+                        IndicatorCoverFull.SetActive(true);
                         break;
                 }
             }
         }
-	}
+    }
 
     private void Death()
     {

+ 49 - 0
game/Assets/Scripts/Enemy/WeaponEnemy.cs

@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class WeaponEnemy : MonoBehaviour
+{
+    public float powerSuckDelay = 0.3f;
+    private IEnumerator drainCoroutine;
+
+    ParticleSystem particles;
+
+    void Awake()
+    {
+        particles = GetComponent<ParticleSystem>();
+    }
+
+    void OnTriggerEnter(Collider other)
+    {
+        if (other.tag == "Player")
+        {
+            drainCoroutine = DrainPower(other.GetComponent<Player>());
+            StartCoroutine(drainCoroutine);
+            particles.Play();
+            particles.Emit(15);
+        }
+    }
+
+    void OnTriggerExit(Collider other)
+    {
+        if (other.tag == "Player")
+        {
+            if (drainCoroutine != null)
+                StopCoroutine(drainCoroutine);
+
+            particles.Stop();
+        }
+    }
+
+    private IEnumerator DrainPower(Player player)
+    {
+        while (true)
+        {
+            yield return new WaitForSeconds(powerSuckDelay);
+
+            player.PowerLevel -= 1.0f;
+        }
+    }
+
+}

+ 12 - 0
game/Assets/Scripts/Enemy/WeaponEnemy.cs.meta

@@ -0,0 +1,12 @@
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+guid: 3256c467d6d1a154783493eccb700526
+timeCreated: 1501438156
+licenseType: Free
+MonoImporter:
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+  defaultReferences: []
+  executionOrder: 0
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+ 6 - 4
game/Assets/Scripts/Player.cs

@@ -98,7 +98,6 @@ public class Player : MonoBehaviour
 
     private void UpdatePowerIndicator(float offset)
     {
-        Debug.Log("Power Offset: " + offset);
         if (offset < 0)
         {
             if (Mathf.Abs(offset) > 0)
@@ -159,7 +158,7 @@ public class Player : MonoBehaviour
         {
             walkingDegenTimer = 0;
         }
-        Debug.Log(speed + ", " + walkingDegenTimer);
+        //Debug.Log(speed + ", " + walkingDegenTimer);
     }
 
     public float movementDegenRate = 0.1f;
@@ -235,15 +234,15 @@ public class Player : MonoBehaviour
 
         if (shooting)
         {
-            if (Time.frameCount % 2 == 0)
+            if (Time.frameCount % 4 == 0)
             {
                 muzzleLight.intensity = 0;
+                Shoot();
             }
             else
             {
                 muzzleLight.intensity = Random.Range(.5f, 2f) * lightIntensity;
             }
-            Shoot();
         }
         else
         {
@@ -251,6 +250,7 @@ public class Player : MonoBehaviour
         }
     }
 
+    public float fidgetSpin = 200.0f;
 
     int bulletCounter = 5;
     private void Shoot()
@@ -258,6 +258,8 @@ public class Player : MonoBehaviour
         var rb = Instantiate<Rigidbody>(bulletPrefab);
         rb.transform.position = gunTransform.position;
         rb.transform.forward = gunTransform.forward;
+        // rb.maxAngularVelocity = fidgetSpin;
+        // rb.AddTorque(transform.up * fidgetSpin, ForceMode.VelocityChange);
         rb.AddForce(bulletForce * (transform.forward + Vector3.up * bulletUpBias), ForceMode.VelocityChange);
         Destroy(rb.gameObject, 2f);
         if (bulletCounter == 5)

+ 5 - 1
game/Assets/Scripts/WinOrLose.cs

@@ -32,6 +32,10 @@ public class WinOrLose : MonoBehaviour
             textfield.text = "You ran out of power!";
             disAndEnableObject.SetActive(true);
         }
-
 	}
+
+    public void LoadMainMenu()
+    {
+        UnityEngine.SceneManagement.SceneManager.LoadScene("MenuScreen");
+    }
 }

BIN
game/Enemy.blend