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

Niels Meyering hace 9 años
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da8267ad3d

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La diferencia del archivo ha sido suprimido porque es demasiado grande
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+ 9 - 0
game/Assets/Prefabs/SolarBotSpawner.prefab.meta

@@ -0,0 +1,9 @@
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+ 8 - 8
game/Assets/Scenes/DayNightChange.unity

@@ -756,35 +756,35 @@ Prefab:
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     m_TransformParent: {fileID: 0}
     m_Modifications:
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       propertyPath: m_LocalPosition.x
       value: 0
       objectReference: {fileID: 0}
-    - target: {fileID: 4618518221219600, guid: 673629bba9f02458cacf9d13115e1078, type: 2}
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       value: 0
       objectReference: {fileID: 0}
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       value: 0
       objectReference: {fileID: 0}
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La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 2116 - 503
game/Assets/Scenes/Main.unity


+ 154 - 102
game/Assets/Scripts/DayTimeManager.cs

@@ -4,109 +4,161 @@ using UnityEngine;
 
 public enum RotationAxis
 {
-	X, Y
+    X, Y
 }
 
-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();
-	}
-	
-	// 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);
-
-		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 class DayTimeManager : MonoBehaviour
+{
+
+    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;
+    }
 
 }

+ 32 - 0
game/Assets/Scripts/Enemy/Enemy.cs

@@ -14,6 +14,7 @@ public class Enemy : MonoBehaviour
     private DayTimeManager dayTimeManager;
     private bool dead = false;
 
+    private DayTimeLabel lastCharging;
 
     void OnCollisionEnter(Collision collision)
     {
@@ -40,6 +41,7 @@ public class Enemy : MonoBehaviour
     {
         if (!dead)
         {
+            // AI
             EnemyAI.Blackboard blackboard = behaviorController.blackboard;
             if (dayTimeManager.dayTimeLabel == DayTimeLabel.Night)
             {
@@ -53,6 +55,36 @@ public class Enemy : MonoBehaviour
             blackboard.EnemyPosition = transform.position;
 
             behaviorController.Update();
+
+
+            // Energy collection
+            if (dayTimeManager.dayTimeLabel != lastCharging)
+            {
+                switch (dayTimeManager.dayTimeLabel)
+                { 
+                    case (DayTimeLabel.Night):
+                        powerLevel = PowerLevels.Full;
+                        power = 16;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                    case (DayTimeLabel.Morning):
+                        powerLevel = PowerLevels.VeryLow;
+                        power = 1;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                    case (DayTimeLabel.Noon):
+                        powerLevel = PowerLevels.Low;
+                        power = 2;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                    case (DayTimeLabel.Evening):
+                        powerLevel = PowerLevels.Medium;
+                        power = 4;
+                        lastCharging = dayTimeManager.dayTimeLabel;
+                        break;
+                }
+            }
+
         }
 	}
 

+ 23 - 0
game/Assets/Scripts/Enemy/EnemyManager.cs

@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class EnemyManager : MonoBehaviour {
+
+    private EnemySpawner[] enemySpawners;
+
+	// Use this for initialization
+	void Start () 
+    {
+        enemySpawners= GameObject.FindObjectsOfType<EnemySpawner>();
+	}
+	
+	// Update is called once per frame
+	void Update () 
+    {
+		foreach(EnemySpawner spawner in enemySpawners)
+        {
+            // Just do nothing, no need to manage anything actually...
+        }
+	}
+}

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

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 5b57d2616c1b72447b09cfbe9e4595c1
+timeCreated: 1501424459
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 39 - 0
game/Assets/Scripts/Enemy/EnemySpawner.cs

@@ -0,0 +1,39 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class EnemySpawner : MonoBehaviour 
+{
+    [SerializeField]
+    private GameObject EnemyPrefab;
+    [SerializeField]
+    private float cooldownForSpawning = 2.0f;
+    private float timer;
+    private DayTimeManager dayTimeManager;
+
+	// Use this for initialization
+	void Start () 
+    {
+        dayTimeManager = FindObjectOfType<DayTimeManager>();
+	}
+	
+	// Update is called once per frame
+	void Update () 
+    {
+        if (dayTimeManager.dayTimeLabel == DayTimeLabel.Night)
+        {
+            timer += Time.deltaTime;
+            if (timer > cooldownForSpawning)
+            {
+                SpawnEnemy();
+                timer = 0.0f;
+            }
+        }
+	}
+
+    private void SpawnEnemy()
+    {
+        GameObject enemy  = GameObject.Instantiate(EnemyPrefab);
+        enemy.transform.position = this.transform.position;
+    }
+}

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

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d546e31cd9a499a44a89424a0b8259e6
+timeCreated: 1501424411
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

BIN
game/Enemy.blend


+ 1 - 0
game/ProjectSettings/TagManager.asset

@@ -7,6 +7,7 @@ TagManager:
   - Bullet
   - Station
   - DayTimeManager
+  - EnemySpawner
   layers:
   - Default
   - TransparentFX

BIN
game/Robo.blend


BIN
game/RoboWheelTemplate.blend