Input des boutons du joueurs

This commit is contained in:
max89max 2015-11-08 16:08:55 +01:00
parent c5a8b5d9fa
commit 032ce91118
8 changed files with 521 additions and 416 deletions

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@ -378,7 +294,7 @@ MonoBehaviour:
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22
Assets/Scripts/Briquet.cs Normal file
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@ -0,0 +1,22 @@
using UnityEngine;
using System.Collections;
public class Briquet : MonoBehaviour {
public float m_Essence=500;
public bool activer;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update()
{
if (activer)
{
m_Essence--;
print("SA brule");
}
}
}

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@ -11,8 +11,12 @@ namespace UnityStandardAssets.Characters.FirstPerson
public class FirstPersonController : MonoBehaviour public class FirstPersonController : MonoBehaviour
{ {
[SerializeField] private bool m_IsWalking; [SerializeField] private bool m_IsWalking;
[SerializeField] private int m_NbrAllumettes = 10;
[SerializeField] private Briquet[] m_Briquets;
[SerializeField] private Allumettes m_Allumettes;
[SerializeField] private float m_WalkSpeed; [SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed; [SerializeField] private float m_RunSpeed;
[SerializeField] private float m_Stamina =1000;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed; [SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_StickToGroundForce;
@ -30,6 +34,8 @@ namespace UnityStandardAssets.Characters.FirstPerson
private Camera m_Camera; private Camera m_Camera;
private bool m_Jump; private bool m_Jump;
private int indexBriquet;
private bool canSprint;
private float m_YRotation; private float m_YRotation;
private Vector2 m_Input; private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero; private Vector3 m_MoveDir = Vector3.zero;
@ -41,10 +47,12 @@ namespace UnityStandardAssets.Characters.FirstPerson
private float m_NextStep; private float m_NextStep;
private bool m_Jumping; private bool m_Jumping;
private AudioSource m_AudioSource; private AudioSource m_AudioSource;
private MilesStonesPARA currentMilestone;
// Use this for initialization // Use this for initialization
private void Start() private void Start()
{ {
currentMilestone = GameObject.FindGameObjectWithTag ("MilesStones").GetComponent<MilesStonesPARA>();
m_CharacterController = GetComponent<CharacterController>(); m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main; m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition; m_OriginalCameraPosition = m_Camera.transform.localPosition;
@ -108,6 +116,79 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_MoveDir.x = desiredMove.x*speed; m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed; m_MoveDir.z = desiredMove.z*speed;
//Actions joueur
if(Input.GetButton("Briquet"))
{
//allumerBriquet
if(m_Briquets[indexBriquet]!=null)
{
//Si un briquet n'est pas déja allumé
if(!m_Briquets[indexBriquet].activer)
{
//Si il n'y a pas de briquet déja commencé
if(GameObject.FindGameObjectWithTag("Briquet")==null)
{
Instantiate(m_Briquets[indexBriquet]);
m_Briquets[indexBriquet] = GameObject.FindGameObjectWithTag("Briquet").GetComponent<Briquet>();
//Si il y a une allumette. Éteint la
}
if(GameObject.FindGameObjectWithTag("Allumettes")!=null)
{
m_NbrAllumettes--;
DestroyObject(GameObject.FindGameObjectWithTag("Allumettes"));
}
m_Briquets[indexBriquet].activer=true;
m_Briquets[indexBriquet].enabled = true;
}
//Si le briquet est déja allumé
else
{
m_Briquets[indexBriquet].activer=false;
m_Briquets[indexBriquet].enabled = false;
}
}
}
//Si le briquet est vide, le jeté
if (m_Briquets[indexBriquet].m_Essence <= 0)
{
m_Briquets[indexBriquet].activer=false;
DestroyObject(m_Briquets[indexBriquet].gameObject);
indexBriquet++;
}
if(Input.GetButton("Alumettes"))
{
//allumerAllumettes
if(m_NbrAllumettes>0)
{
//Si il y a un briquet, l'éteindre, mais le conservé
if(GameObject.FindGameObjectWithTag("Briquet")!=null)
{
m_Briquets[indexBriquet].activer=false;
m_Briquets[indexBriquet].enabled = false;
}
//Si il ny a pas d'allumettes déja allumé
if(GameObject.FindGameObjectWithTag("Allumettes")==null)
{
Instantiate(m_Allumettes);
GameObject.FindGameObjectWithTag("Allumettes").GetComponent<Allumettes>().activer=true;
}
}
}
//Si l'allumette est morte
if(GameObject.FindGameObjectWithTag("Allumettes")!=null)
if(GameObject.FindGameObjectWithTag("Allumettes").GetComponent<Allumettes>().m_Duree<=0)
{
m_NbrAllumettes--;
DestroyObject(GameObject.FindGameObjectWithTag("Allumettes"));
}
if(Input.GetButton("StopRespire"))
//Stopper la respiration et auguementer les sons
print("yo2");
else
//Repiration sounds
print("yo3");
if (m_CharacterController.isGrounded) if (m_CharacterController.isGrounded)
{ {
@ -207,11 +288,33 @@ namespace UnityStandardAssets.Characters.FirstPerson
bool waswalking = m_IsWalking; bool waswalking = m_IsWalking;
#if !MOBILE_INPUT #if !MOBILE_INPUT
// On standalone builds, walk/run speed is modified by a key press. // On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running // keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift); m_IsWalking = !CrossPlatformInputManager.GetButton("Course");
#endif //Si le joueur marche. Il reprend de l'énergie
if(m_IsWalking)
{
m_Stamina += 5;
if(m_Stamina >= 500)
canSprint=true;
if(m_Stamina >= 1000)
m_Stamina = 1000;
}
//Sinon il court, mais il perd de l'énergie
else
{
m_Stamina -= 10;
if(m_Stamina < 0)
{
canSprint=false;
m_Stamina=0;
}
}
//Si il n'a pas d'energie il doit marcher
if(!canSprint)
m_IsWalking=true;
#endif
// set the desired speed to be walking or running // set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical); m_Input = new Vector2(horizontal, vertical);
@ -230,8 +333,6 @@ namespace UnityStandardAssets.Characters.FirstPerson
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
} }
} }
private void RotateView() private void RotateView()
{ {
m_MouseLook.LookRotation (transform, m_Camera.transform); m_MouseLook.LookRotation (transform, m_Camera.transform);
@ -241,6 +342,11 @@ namespace UnityStandardAssets.Characters.FirstPerson
private void OnControllerColliderHit(ControllerColliderHit hit) private void OnControllerColliderHit(ControllerColliderHit hit)
{ {
Rigidbody body = hit.collider.attachedRigidbody; Rigidbody body = hit.collider.attachedRigidbody;
//Si le joueur touche un piege le blessant
if(hit.collider.tag == "Trap")
{
hurtPlayer();
}
//dont move the rigidbody if the character is on top of it //dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below) if (m_CollisionFlags == CollisionFlags.Below)
{ {
@ -253,5 +359,17 @@ namespace UnityStandardAssets.Characters.FirstPerson
} }
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
} }
//Si le joueur est blessé, il est de retour au point de réapparition
public void hurtPlayer()
{
print ("I'm hurt");
m_Briquets [m_Briquets.Length - 1] = new Briquet ();
transform.position = currentMilestone.Respawn.transform.position;
transform.rotation = currentMilestone.Respawn.transform.rotation;
}
public void deathPlayer()
{
print ("I'm dead");
}
} }
} }

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@ -0,0 +1,19 @@
using UnityEngine;
using System.Collections;
public class MilesStonesPARA : MonoBehaviour {
[SerializeField] private float timeMinToFinish;
[SerializeField] public GameObject Respawn;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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@ -186,8 +186,8 @@ InputManager:
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 0 positiveButton: joystick button 8
altNegativeButton: altNegativeButton: left shift
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 1000
dead: .00100000005 dead: .00100000005
@ -203,7 +203,7 @@ InputManager:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 1 positiveButton: joystick button 1
altNegativeButton: altNegativeButton: z
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 1000
dead: .00100000005 dead: .00100000005
@ -219,7 +219,7 @@ InputManager:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 2 positiveButton: joystick button 2
altNegativeButton: altNegativeButton: x
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 1000
dead: .00100000005 dead: .00100000005
@ -230,12 +230,12 @@ InputManager:
axis: 0 axis: 0
joyNum: 0 joyNum: 0
- serializedVersion: 3 - serializedVersion: 3
m_Name: Jump m_Name: StopRespire
descriptiveName: descriptiveName:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 3 positiveButton: joystick button 9
altNegativeButton: altNegativeButton: space
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 1000
dead: .00100000005 dead: .00100000005

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