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

Erik Wittkorn 9 years ago
parent
commit
bd1ea1a169
61 changed files with 5240 additions and 17 deletions
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  25. 788 6
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  26. BIN
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  38. 58 0
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  40. 20 0
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  44. 62 0
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  46. 18 0
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  48. 9 0
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  49. 12 0
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  50. 12 0
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  52. 112 0
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+ 16 - 0
game/Assets/Scripts/Bullet.cs

@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Bullet : MonoBehaviour {
+
+	// Use this for initialization
+	void Start () {
+		
+	}
+	
+	// Update is called once per frame
+	void Update () {
+		
+	}
+}

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game/Assets/Scripts/Bullet.cs.meta

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+ 15 - 0
game/Assets/Scripts/Enemy/Behavior.cs

@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+
+namespace EnemyAI
+{
+    internal class Behavior
+    {
+        internal BehaviorController.Behaviors behavior;
+
+        internal virtual Result Run(ref Blackboard blackboard)
+        {
+            return Result.Failure;
+        }
+    }
+}

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

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+ 58 - 0
game/Assets/Scripts/Enemy/BehaviorController.cs

@@ -0,0 +1,58 @@
+using System.Collections;
+using System.Collections.Generic;
+
+namespace EnemyAI
+{
+    public class BehaviorController
+    {
+        public Blackboard blackboard;
+
+        internal enum Behaviors { RechargeBehavior, ChaseBehavior }
+
+        private Behaviors currentBehavior;
+
+        Dictionary<Behaviors, Behavior> allBehaviors = new Dictionary<Behaviors, Behavior>();
+
+        public BehaviorController()
+        {
+            blackboard = new Blackboard();
+
+            allBehaviors.Add(Behaviors.RechargeBehavior, new RechargeBehavior());
+            allBehaviors.Add(Behaviors.ChaseBehavior, new ChaseBehavior());
+
+            currentBehavior = Behaviors.RechargeBehavior;
+        }
+
+        public void Update()
+        {
+            EnemyAI.Result result = allBehaviors[currentBehavior].Run(ref blackboard);
+
+            if (result != Result.Running)
+            {
+                switch (currentBehavior)
+                {
+                    case Behaviors.RechargeBehavior:
+                        switch (result)
+                        {
+                            case Result.Success:
+                                currentBehavior = Behaviors.ChaseBehavior;
+                                break;
+                            case Result.Failure:
+                                break;
+                        }
+                        break;
+                    case Behaviors.ChaseBehavior:
+                        switch (result)
+                        {
+                            case Result.Success:
+                                break;
+                            case Result.Failure:
+                                currentBehavior = Behaviors.RechargeBehavior;
+                                break;
+                        }
+                        break;
+                }
+            }
+        }
+    }
+}

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

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+ 20 - 0
game/Assets/Scripts/Enemy/Blackboard.cs

@@ -0,0 +1,20 @@
+using System.Collections;
+using System.Collections.Generic;
+
+namespace EnemyAI
+{
+    public class Blackboard
+    {
+        public bool Night 
+        { 
+            get; 
+            set; 
+        }
+
+        public UnityEngine.AI.NavMeshAgent navMeshAgent;
+
+        public UnityEngine.Vector3 PlayerPosition;
+
+        public UnityEngine.Vector3 EnemyPosition;
+    }
+}

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

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+ 31 - 0
game/Assets/Scripts/Enemy/ChaseBehavior.cs

@@ -0,0 +1,31 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace EnemyAI
+{
+    internal class ChaseBehavior : Behavior
+    {
+        internal override Result Run(ref Blackboard blackboard)
+        {
+            if (!blackboard.Night)
+            {
+                return Result.Failure;
+            }
+
+            if (Vector3.Distance(blackboard.PlayerPosition, blackboard.EnemyPosition) < 0.5f)
+            {
+                //Close enough to player
+                return Result.Success;
+            }
+
+            //If the player moved so far that re-pathing is necessary
+            if (Vector3.Distance(blackboard.PlayerPosition, blackboard.navMeshAgent.destination) > 0.5f)
+            {
+                blackboard.navMeshAgent.destination = blackboard.PlayerPosition;
+            }
+
+            return Result.Running;
+        }
+    }
+}

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

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+ 62 - 0
game/Assets/Scripts/Enemy/Enemy.cs

@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Enemy : MonoBehaviour 
+{
+    [SerializeField]
+    private GameObject powerDrop;
+    [SerializeField]
+    private PowerLevels powerLevel;
+    private float power = 1.0f;
+    private enum PowerLevels { VeryLow, Low, Medium, High, Full}
+    private EnemyAI.BehaviorController behaviorController;
+
+    private bool dead = false;
+
+    void OnCollisionEnter(Collision collision)
+    {
+        if(!dead)
+        {
+            if (collision.collider.tag == "Bullet")
+            {
+                Death();
+            }
+        }
+    }
+
+	// Use this for initialization
+	void Start () 
+    {
+        behaviorController = new EnemyAI.BehaviorController();
+        behaviorController.blackboard.navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
+	}
+	
+	// Update is called once per frame
+	void Update () 
+    {
+        if (!dead)
+        {
+            EnemyAI.Blackboard blackboard = behaviorController.blackboard;
+            // TODO get state
+            blackboard.Night = true;
+            blackboard.PlayerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
+            blackboard.EnemyPosition = transform.position;
+
+            behaviorController.Update();
+        }
+	}
+
+    private void Death()
+    {
+        dead = true;
+
+        GetComponent<UnityEngine.AI.NavMeshAgent>().isStopped = true;
+
+        GameObject go = GameObject.Instantiate(powerDrop);
+        go.GetComponent<PowerDrop>().powerAmount = power;
+        go.transform.position = gameObject.transform.position;
+
+        GameObject.Destroy(gameObject);
+    }
+}

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

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+ 18 - 0
game/Assets/Scripts/Enemy/RechargeBehavior.cs

@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+
+namespace EnemyAI
+{
+    internal class RechargeBehavior : Behavior
+    {
+        internal override Result Run(ref Blackboard blackboard)
+        {
+            if (blackboard.Night)
+            {
+                return Result.Success;
+            }
+
+            return Result.Running;
+        }
+    }
+}

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

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+ 9 - 0
game/Assets/Scripts/Enemy/Result.cs

@@ -0,0 +1,9 @@
+namespace EnemyAI
+{
+    public enum Result
+    {
+        Success,
+        Failure,
+        Running
+    }
+}

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

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+ 12 - 0
game/Assets/Scripts/LevelManager.cs

@@ -0,0 +1,12 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+public class LevelManager : MonoBehaviour 
+{
+    public void LoadMainGame()
+    {
+        SceneManager.LoadScene("Main");
+    }
+}

+ 12 - 0
game/Assets/Scripts/LevelManager.cs.meta

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+ 112 - 0
game/Assets/Scripts/Player.cs

@@ -0,0 +1,112 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Player : MonoBehaviour
+{
+    [SerializeField]
+    private float powerLevel;
+    public float PowerLevel
+    {
+        get
+        {
+            return powerLevel;
+        }
+        set
+        {
+            powerLevel = value;
+
+            if (powerLevel > powerLevelMax)
+            {
+                powerLevel = powerLevelMax;
+            }
+        }
+    }
+
+    public float startSpeed = 5f;
+    public float lookSmoothingSeconds = 0.05f;
+    public float cameraSmoothingSeconds = 1;
+    public float bulletUpBias = 0.1f;
+    public float bulletForce = 10f;
+    public float powerLevelMax = 8.0f;
+    public Transform gunTransform;
+    public Rigidbody bulletPrefab;
+    public Light muzzleLight;
+
+    private Vector3 inputDirection;
+    private float speed;
+    private Vector3 lookDirection;
+    private float deadZone = 0.1f;
+    private Vector3 lookVelocity;
+    private Vector3 cameraOffset;
+    private Vector3 cameraVelocity;
+    private bool shooting = false;
+    private float lightIntensity;
+
+    // Use this for initialization
+	void Start ()
+	{
+	    speed = startSpeed;
+	    cameraOffset = Camera.main.transform.position - transform.position;
+	    lightIntensity = muzzleLight.intensity;
+	}
+	
+	// Update is called once per frame
+	void Update ()
+	{
+        // TODO lerp movement direction
+        GetInput();
+
+        if (lookDirection.magnitude > deadZone)
+            transform.forward = Vector3.SmoothDamp(transform.forward, lookDirection, ref lookVelocity, lookSmoothingSeconds);
+	    transform.position += inputDirection * speed * Time.deltaTime;
+
+	    Camera.main.transform.position = Vector3.SmoothDamp(Camera.main.transform.localPosition, TargetCameraPosition(), ref cameraVelocity, cameraSmoothingSeconds);
+
+	    if (shooting)
+        {
+            if (Time.frameCount % 2 == 0)
+            {
+                muzzleLight.intensity = 0;
+            }
+            else
+            {
+                muzzleLight.intensity = Random.Range(.5f,2f) * lightIntensity;
+            }
+            Shoot();
+	    }
+	    else
+	    {
+	        muzzleLight.intensity = 0;
+	    }
+	}
+
+    private void Shoot()
+    {
+        var rb = Instantiate<Rigidbody>(bulletPrefab);
+        rb.transform.position = gunTransform.position;
+        rb.transform.forward = gunTransform.forward;
+        rb.AddForce(bulletForce * (transform.forward + Vector3.up * bulletUpBias), ForceMode.VelocityChange);
+        Destroy(rb.gameObject, 2f);
+    }
+
+    private Vector3 TargetCameraPosition()
+    {
+        return transform.position + cameraOffset;
+    }
+
+    void GetInput()
+    {
+        shooting = Input.GetButton("Fire1");
+        lookDirection = new Vector3(
+            Input.GetAxis("LookX"),
+            0,
+            -Input.GetAxis("LookY")
+        ).normalized;
+        inputDirection = new Vector3(
+            Input.GetAxis("Horizontal"),
+            0,
+            Input.GetAxis("Vertical")
+        ).normalized;
+    }
+}

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+ 40 - 0
game/Assets/Scripts/PowerDrop.cs

@@ -0,0 +1,40 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PowerDrop : MonoBehaviour 
+{
+    public float powerAmount = -100.0f;
+
+    [SerializeField]
+    private UnityEngine.UI.Text textField;
+    private bool popped = false;
+
+    void OnTriggerEnter(Collider other)
+    {
+        if (!popped)
+        {
+            if (other.tag == "Player")
+            {
+                other.GetComponent<Player>().PowerLevel += powerAmount;
+                popped = true;
+                Pop();
+            }
+        }
+    }
+
+	// Use this for initialization
+	void Start () {
+        textField.text = powerAmount.ToString();
+	}
+	
+	// Update is called once per frame
+	void Update () {
+		
+	}
+
+    private void Pop()
+    {
+        GameObject.Destroy(gameObject);
+    }
+}

+ 12 - 0
game/Assets/Scripts/PowerDrop.cs.meta

@@ -0,0 +1,12 @@
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+guid: 757eaaca7d764c845ac99cb4b058604e
+timeCreated: 1501354889
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 112 - 0
game/Assets/Skybox.mat

@@ -0,0 +1,112 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!21 &2100000
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+  m_PrefabInternal: {fileID: 0}
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+  m_Shader: {fileID: 106, guid: 0000000000000000f000000000000000, type: 0}
+  m_ShaderKeywords: _SUNDISK_HIGH_QUALITY
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+        m_Scale: {x: 1, y: 1}
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+        m_Scale: {x: 1, y: 1}
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+        m_Scale: {x: 1, y: 1}
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+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
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+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
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+    - _Exposure: 1
+    - _GlossMapScale: 1
+    - _Glossiness: 0.5
+    - _GlossyReflections: 1
+    - _Metallic: 0
+    - _Mode: 0
+    - _OcclusionStrength: 1
+    - _Parallax: 0.02
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+    - _SmoothnessTextureChannel: 0
+    - _SpecularHighlights: 1
+    - _SrcBlend: 1
+    - _SunDisk: 2
+    - _SunSize: 0.049
+    - _UVSec: 0
+    - _ZWrite: 1
+    m_Colors:
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+    - _GroundColor: {r: 0.2352941, g: 0.20527382, b: 0.10726643, a: 1}
+    - _SkyTint: {r: 0.74264705, g: 0.87221086, b: 1, a: 1}
+    - _Tint: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}

+ 9 - 0
game/Assets/Skybox.mat.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: d5b33a3e6917b8e48972700472e4b053
+timeCreated: 1501323665
+licenseType: Pro
+NativeFormatImporter:
+  mainObjectFileID: 2100000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 7 - 1
game/ProjectSettings/EditorBuildSettings.asset

@@ -4,4 +4,10 @@
 EditorBuildSettings:
   m_ObjectHideFlags: 0
   serializedVersion: 2
-  m_Scenes: []
+  m_Scenes:
+  - enabled: 1
+    path: Assets/Scenes/MenuScreen.unity
+    guid: ebead55dba555954a99488bc94cb9159
+  - enabled: 1
+    path: Assets/Scenes/Main.unity
+    guid: febe0ac5d03424919acd82e285ec70c9

+ 38 - 6
game/ProjectSettings/InputManager.asset

@@ -13,9 +13,9 @@ InputManager:
     positiveButton: right
     altNegativeButton: a
     altPositiveButton: d
-    gravity: 3
+    gravity: 10000
     dead: 0.001
-    sensitivity: 3
+    sensitivity: 10000
     snap: 1
     invert: 0
     type: 0
@@ -29,9 +29,9 @@ InputManager:
     positiveButton: up
     altNegativeButton: s
     altPositiveButton: w
-    gravity: 3
+    gravity: 10000
     dead: 0.001
-    sensitivity: 3
+    sensitivity: 10000
     snap: 1
     invert: 0
     type: 0
@@ -186,7 +186,7 @@ InputManager:
     descriptiveName: 
     descriptiveNegativeName: 
     negativeButton: 
-    positiveButton: joystick button 0
+    positiveButton: joystick button 5
     altNegativeButton: 
     altPositiveButton: 
     gravity: 1000
@@ -202,7 +202,7 @@ InputManager:
     descriptiveName: 
     descriptiveNegativeName: 
     negativeButton: 
-    positiveButton: joystick button 1
+    positiveButton: joystick button 4
     altNegativeButton: 
     altPositiveButton: 
     gravity: 1000
@@ -293,3 +293,35 @@ InputManager:
     type: 0
     axis: 0
     joyNum: 0
+  - serializedVersion: 3
+    m_Name: LookX
+    descriptiveName: 
+    descriptiveNegativeName: 
+    negativeButton: 
+    positiveButton: 
+    altNegativeButton: 
+    altPositiveButton: 
+    gravity: 0
+    dead: 0.19
+    sensitivity: 1
+    snap: 0
+    invert: 0
+    type: 2
+    axis: 3
+    joyNum: 0
+  - serializedVersion: 3
+    m_Name: LookY
+    descriptiveName: 
+    descriptiveNegativeName: 
+    negativeButton: 
+    positiveButton: 
+    altNegativeButton: 
+    altPositiveButton: 
+    gravity: 0
+    dead: 0.19
+    sensitivity: 1
+    snap: 0
+    invert: 0
+    type: 2
+    axis: 4
+    joyNum: 0

+ 8 - 1
game/ProjectSettings/ProjectSettings.asset

@@ -496,7 +496,14 @@ PlayerSettings:
   webGLUseEmbeddedResources: 0
   webGLUseWasm: 0
   webGLCompressionFormat: 1
-  scriptingDefineSymbols: {}
+  scriptingDefineSymbols:
+    1: CROSS_PLATFORM_INPUT
+    4: CROSS_PLATFORM_INPUT;MOBILE_INPUT
+    7: CROSS_PLATFORM_INPUT;MOBILE_INPUT
+    14: MOBILE_INPUT
+    17: MOBILE_INPUT
+    20: MOBILE_INPUT
+    22: MOBILE_INPUT
   platformArchitecture: {}
   scriptingBackend: {}
   incrementalIl2cppBuild: {}

+ 2 - 1
game/ProjectSettings/TagManager.asset

@@ -3,7 +3,8 @@
 --- !u!78 &1
 TagManager:
   serializedVersion: 2
-  tags: []
+  tags:
+  - Bullet
   layers:
   - Default
   - TransparentFX