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Input des boutons du joueurs
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22
Assets/Scripts/Briquet.cs
Normal file
22
Assets/Scripts/Briquet.cs
Normal file
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using UnityEngine;
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using System.Collections;
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public class Briquet : MonoBehaviour {
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public float m_Essence=500;
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public bool activer;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update()
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{
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if (activer)
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{
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m_Essence--;
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print("SA brule");
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}
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}
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}
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12
Assets/Scripts/Briquet.cs.meta
Normal file
12
Assets/Scripts/Briquet.cs.meta
Normal file
@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 8ea23fececeb311438b15c556d9620f8
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timeCreated: 1446994977
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licenseType: Free
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@ -6,252 +6,370 @@ using Random = UnityEngine.Random;
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namespace UnityStandardAssets.Characters.FirstPerson
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namespace UnityStandardAssets.Characters.FirstPerson
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{
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{
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[RequireComponent(typeof (CharacterController))]
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[RequireComponent(typeof (CharacterController))]
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[RequireComponent(typeof (AudioSource))]
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[RequireComponent(typeof (AudioSource))]
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public class FirstPersonController : MonoBehaviour
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public class FirstPersonController : MonoBehaviour
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{
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{
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[SerializeField] private bool m_IsWalking;
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[SerializeField] private bool m_IsWalking;
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[SerializeField] private float m_WalkSpeed;
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[SerializeField] private int m_NbrAllumettes = 10;
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[SerializeField] private float m_RunSpeed;
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[SerializeField] private Briquet[] m_Briquets;
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[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
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[SerializeField] private Allumettes m_Allumettes;
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[SerializeField] private float m_JumpSpeed;
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[SerializeField] private float m_WalkSpeed;
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[SerializeField] private float m_StickToGroundForce;
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[SerializeField] private float m_RunSpeed;
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[SerializeField] private float m_GravityMultiplier;
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[SerializeField] private float m_Stamina =1000;
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[SerializeField] private MouseLook m_MouseLook;
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[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
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[SerializeField] private bool m_UseFovKick;
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[SerializeField] private float m_JumpSpeed;
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[SerializeField] private FOVKick m_FovKick = new FOVKick();
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[SerializeField] private float m_StickToGroundForce;
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[SerializeField] private bool m_UseHeadBob;
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[SerializeField] private float m_GravityMultiplier;
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[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
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[SerializeField] private MouseLook m_MouseLook;
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[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
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[SerializeField] private bool m_UseFovKick;
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[SerializeField] private float m_StepInterval;
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[SerializeField] private FOVKick m_FovKick = new FOVKick();
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[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
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[SerializeField] private bool m_UseHeadBob;
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[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
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[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
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[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
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[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
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[SerializeField] private float m_StepInterval;
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private Camera m_Camera;
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[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
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private bool m_Jump;
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[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
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private float m_YRotation;
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[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
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private Vector2 m_Input;
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|
||||||
private Vector3 m_MoveDir = Vector3.zero;
|
private Camera m_Camera;
|
||||||
private CharacterController m_CharacterController;
|
private bool m_Jump;
|
||||||
private CollisionFlags m_CollisionFlags;
|
private int indexBriquet;
|
||||||
private bool m_PreviouslyGrounded;
|
private bool canSprint;
|
||||||
private Vector3 m_OriginalCameraPosition;
|
private float m_YRotation;
|
||||||
private float m_StepCycle;
|
private Vector2 m_Input;
|
||||||
private float m_NextStep;
|
private Vector3 m_MoveDir = Vector3.zero;
|
||||||
private bool m_Jumping;
|
private CharacterController m_CharacterController;
|
||||||
private AudioSource m_AudioSource;
|
private CollisionFlags m_CollisionFlags;
|
||||||
|
private bool m_PreviouslyGrounded;
|
||||||
// Use this for initialization
|
private Vector3 m_OriginalCameraPosition;
|
||||||
private void Start()
|
private float m_StepCycle;
|
||||||
{
|
private float m_NextStep;
|
||||||
m_CharacterController = GetComponent<CharacterController>();
|
private bool m_Jumping;
|
||||||
m_Camera = Camera.main;
|
private AudioSource m_AudioSource;
|
||||||
m_OriginalCameraPosition = m_Camera.transform.localPosition;
|
private MilesStonesPARA currentMilestone;
|
||||||
m_FovKick.Setup(m_Camera);
|
|
||||||
m_HeadBob.Setup(m_Camera, m_StepInterval);
|
// Use this for initialization
|
||||||
m_StepCycle = 0f;
|
private void Start()
|
||||||
m_NextStep = m_StepCycle/2f;
|
{
|
||||||
m_Jumping = false;
|
currentMilestone = GameObject.FindGameObjectWithTag ("MilesStones").GetComponent<MilesStonesPARA>();
|
||||||
m_AudioSource = GetComponent<AudioSource>();
|
m_CharacterController = GetComponent<CharacterController>();
|
||||||
|
m_Camera = Camera.main;
|
||||||
|
m_OriginalCameraPosition = m_Camera.transform.localPosition;
|
||||||
|
m_FovKick.Setup(m_Camera);
|
||||||
|
m_HeadBob.Setup(m_Camera, m_StepInterval);
|
||||||
|
m_StepCycle = 0f;
|
||||||
|
m_NextStep = m_StepCycle/2f;
|
||||||
|
m_Jumping = false;
|
||||||
|
m_AudioSource = GetComponent<AudioSource>();
|
||||||
m_MouseLook.Init(transform , m_Camera.transform);
|
m_MouseLook.Init(transform , m_Camera.transform);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
RotateView();
|
||||||
|
// the jump state needs to read here to make sure it is not missed
|
||||||
|
if (!m_Jump)
|
||||||
|
{
|
||||||
|
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
|
||||||
|
{
|
||||||
|
StartCoroutine(m_JumpBob.DoBobCycle());
|
||||||
|
PlayLandingSound();
|
||||||
|
m_MoveDir.y = 0f;
|
||||||
|
m_Jumping = false;
|
||||||
|
}
|
||||||
|
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
|
||||||
|
{
|
||||||
|
m_MoveDir.y = 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_PreviouslyGrounded = m_CharacterController.isGrounded;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void PlayLandingSound()
|
||||||
|
{
|
||||||
|
m_AudioSource.clip = m_LandSound;
|
||||||
|
m_AudioSource.Play();
|
||||||
|
m_NextStep = m_StepCycle + .5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
float speed;
|
||||||
|
GetInput(out speed);
|
||||||
|
// always move along the camera forward as it is the direction that it being aimed at
|
||||||
|
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
|
||||||
|
|
||||||
|
// get a normal for the surface that is being touched to move along it
|
||||||
|
RaycastHit hitInfo;
|
||||||
|
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
|
||||||
|
m_CharacterController.height/2f);
|
||||||
|
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
|
||||||
|
|
||||||
|
m_MoveDir.x = desiredMove.x*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"));
|
||||||
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
if(Input.GetButton("StopRespire"))
|
||||||
private void Update()
|
//Stopper la respiration et auguementer les sons
|
||||||
{
|
print("yo2");
|
||||||
RotateView();
|
else
|
||||||
// the jump state needs to read here to make sure it is not missed
|
//Repiration sounds
|
||||||
if (!m_Jump)
|
print("yo3");
|
||||||
{
|
|
||||||
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
|
if (m_CharacterController.isGrounded)
|
||||||
}
|
{
|
||||||
|
m_MoveDir.y = -m_StickToGroundForce;
|
||||||
|
|
||||||
|
if (m_Jump)
|
||||||
|
{
|
||||||
|
m_MoveDir.y = m_JumpSpeed;
|
||||||
|
PlayJumpSound();
|
||||||
|
m_Jump = false;
|
||||||
|
m_Jumping = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
|
||||||
|
}
|
||||||
|
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
|
||||||
|
|
||||||
|
ProgressStepCycle(speed);
|
||||||
|
UpdateCameraPosition(speed);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void PlayJumpSound()
|
||||||
|
{
|
||||||
|
m_AudioSource.clip = m_JumpSound;
|
||||||
|
m_AudioSource.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void ProgressStepCycle(float speed)
|
||||||
|
{
|
||||||
|
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
|
||||||
|
{
|
||||||
|
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
|
||||||
|
Time.fixedDeltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!(m_StepCycle > m_NextStep))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_NextStep = m_StepCycle + m_StepInterval;
|
||||||
|
|
||||||
|
PlayFootStepAudio();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void PlayFootStepAudio()
|
||||||
|
{
|
||||||
|
if (!m_CharacterController.isGrounded)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// pick & play a random footstep sound from the array,
|
||||||
|
// excluding sound at index 0
|
||||||
|
int n = Random.Range(1, m_FootstepSounds.Length);
|
||||||
|
m_AudioSource.clip = m_FootstepSounds[n];
|
||||||
|
m_AudioSource.PlayOneShot(m_AudioSource.clip);
|
||||||
|
// move picked sound to index 0 so it's not picked next time
|
||||||
|
m_FootstepSounds[n] = m_FootstepSounds[0];
|
||||||
|
m_FootstepSounds[0] = m_AudioSource.clip;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void UpdateCameraPosition(float speed)
|
||||||
|
{
|
||||||
|
Vector3 newCameraPosition;
|
||||||
|
if (!m_UseHeadBob)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
|
||||||
|
{
|
||||||
|
m_Camera.transform.localPosition =
|
||||||
|
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
|
||||||
|
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
|
||||||
|
newCameraPosition = m_Camera.transform.localPosition;
|
||||||
|
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
newCameraPosition = m_Camera.transform.localPosition;
|
||||||
|
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
|
||||||
|
}
|
||||||
|
m_Camera.transform.localPosition = newCameraPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void GetInput(out float speed)
|
||||||
|
{
|
||||||
|
// Read input
|
||||||
|
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
|
||||||
|
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
|
||||||
|
|
||||||
|
bool waswalking = m_IsWalking;
|
||||||
|
|
||||||
|
#if !MOBILE_INPUT
|
||||||
|
// On standalone builds, walk/run speed is modified by a key press.
|
||||||
|
// keep track of whether or not the character is walking or running
|
||||||
|
m_IsWalking = !CrossPlatformInputManager.GetButton("Course");
|
||||||
|
//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
|
||||||
|
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
|
||||||
|
m_Input = new Vector2(horizontal, vertical);
|
||||||
|
|
||||||
|
// normalize input if it exceeds 1 in combined length:
|
||||||
|
if (m_Input.sqrMagnitude > 1)
|
||||||
|
{
|
||||||
|
m_Input.Normalize();
|
||||||
|
}
|
||||||
|
|
||||||
|
// handle speed change to give an fov kick
|
||||||
|
// only if the player is going to a run, is running and the fovkick is to be used
|
||||||
|
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
|
||||||
|
{
|
||||||
|
StopAllCoroutines();
|
||||||
|
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void RotateView()
|
||||||
|
{
|
||||||
|
m_MouseLook.LookRotation (transform, m_Camera.transform);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||||
|
{
|
||||||
|
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
|
||||||
|
if (m_CollisionFlags == CollisionFlags.Below)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
|
if (body == null || body.isKinematic)
|
||||||
{
|
{
|
||||||
StartCoroutine(m_JumpBob.DoBobCycle());
|
return;
|
||||||
PlayLandingSound();
|
}
|
||||||
m_MoveDir.y = 0f;
|
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
|
||||||
m_Jumping = false;
|
}
|
||||||
}
|
//Si le joueur est blessé, il est de retour au point de réapparition
|
||||||
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
|
public void hurtPlayer()
|
||||||
{
|
{
|
||||||
m_MoveDir.y = 0f;
|
print ("I'm hurt");
|
||||||
}
|
m_Briquets [m_Briquets.Length - 1] = new Briquet ();
|
||||||
|
transform.position = currentMilestone.Respawn.transform.position;
|
||||||
m_PreviouslyGrounded = m_CharacterController.isGrounded;
|
transform.rotation = currentMilestone.Respawn.transform.rotation;
|
||||||
}
|
}
|
||||||
|
public void deathPlayer()
|
||||||
|
{
|
||||||
private void PlayLandingSound()
|
print ("I'm dead");
|
||||||
{
|
}
|
||||||
m_AudioSource.clip = m_LandSound;
|
}
|
||||||
m_AudioSource.Play();
|
|
||||||
m_NextStep = m_StepCycle + .5f;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
float speed;
|
|
||||||
GetInput(out speed);
|
|
||||||
// always move along the camera forward as it is the direction that it being aimed at
|
|
||||||
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
|
|
||||||
|
|
||||||
// get a normal for the surface that is being touched to move along it
|
|
||||||
RaycastHit hitInfo;
|
|
||||||
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
|
|
||||||
m_CharacterController.height/2f);
|
|
||||||
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
|
|
||||||
|
|
||||||
m_MoveDir.x = desiredMove.x*speed;
|
|
||||||
m_MoveDir.z = desiredMove.z*speed;
|
|
||||||
|
|
||||||
|
|
||||||
if (m_CharacterController.isGrounded)
|
|
||||||
{
|
|
||||||
m_MoveDir.y = -m_StickToGroundForce;
|
|
||||||
|
|
||||||
if (m_Jump)
|
|
||||||
{
|
|
||||||
m_MoveDir.y = m_JumpSpeed;
|
|
||||||
PlayJumpSound();
|
|
||||||
m_Jump = false;
|
|
||||||
m_Jumping = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
|
|
||||||
}
|
|
||||||
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
|
|
||||||
|
|
||||||
ProgressStepCycle(speed);
|
|
||||||
UpdateCameraPosition(speed);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void PlayJumpSound()
|
|
||||||
{
|
|
||||||
m_AudioSource.clip = m_JumpSound;
|
|
||||||
m_AudioSource.Play();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void ProgressStepCycle(float speed)
|
|
||||||
{
|
|
||||||
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
|
|
||||||
{
|
|
||||||
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
|
|
||||||
Time.fixedDeltaTime;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!(m_StepCycle > m_NextStep))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_NextStep = m_StepCycle + m_StepInterval;
|
|
||||||
|
|
||||||
PlayFootStepAudio();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void PlayFootStepAudio()
|
|
||||||
{
|
|
||||||
if (!m_CharacterController.isGrounded)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// pick & play a random footstep sound from the array,
|
|
||||||
// excluding sound at index 0
|
|
||||||
int n = Random.Range(1, m_FootstepSounds.Length);
|
|
||||||
m_AudioSource.clip = m_FootstepSounds[n];
|
|
||||||
m_AudioSource.PlayOneShot(m_AudioSource.clip);
|
|
||||||
// move picked sound to index 0 so it's not picked next time
|
|
||||||
m_FootstepSounds[n] = m_FootstepSounds[0];
|
|
||||||
m_FootstepSounds[0] = m_AudioSource.clip;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void UpdateCameraPosition(float speed)
|
|
||||||
{
|
|
||||||
Vector3 newCameraPosition;
|
|
||||||
if (!m_UseHeadBob)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
|
|
||||||
{
|
|
||||||
m_Camera.transform.localPosition =
|
|
||||||
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
|
|
||||||
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
|
|
||||||
newCameraPosition = m_Camera.transform.localPosition;
|
|
||||||
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
newCameraPosition = m_Camera.transform.localPosition;
|
|
||||||
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
|
|
||||||
}
|
|
||||||
m_Camera.transform.localPosition = newCameraPosition;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void GetInput(out float speed)
|
|
||||||
{
|
|
||||||
// Read input
|
|
||||||
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
|
|
||||||
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
|
|
||||||
|
|
||||||
bool waswalking = m_IsWalking;
|
|
||||||
|
|
||||||
#if !MOBILE_INPUT
|
|
||||||
// On standalone builds, walk/run speed is modified by a key press.
|
|
||||||
// keep track of whether or not the character is walking or running
|
|
||||||
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
|
|
||||||
#endif
|
|
||||||
// set the desired speed to be walking or running
|
|
||||||
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
|
|
||||||
m_Input = new Vector2(horizontal, vertical);
|
|
||||||
|
|
||||||
// normalize input if it exceeds 1 in combined length:
|
|
||||||
if (m_Input.sqrMagnitude > 1)
|
|
||||||
{
|
|
||||||
m_Input.Normalize();
|
|
||||||
}
|
|
||||||
|
|
||||||
// handle speed change to give an fov kick
|
|
||||||
// only if the player is going to a run, is running and the fovkick is to be used
|
|
||||||
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
|
|
||||||
{
|
|
||||||
StopAllCoroutines();
|
|
||||||
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void RotateView()
|
|
||||||
{
|
|
||||||
m_MouseLook.LookRotation (transform, m_Camera.transform);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private void OnControllerColliderHit(ControllerColliderHit hit)
|
|
||||||
{
|
|
||||||
Rigidbody body = hit.collider.attachedRigidbody;
|
|
||||||
//dont move the rigidbody if the character is on top of it
|
|
||||||
if (m_CollisionFlags == CollisionFlags.Below)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (body == null || body.isKinematic)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
19
Assets/Scripts/MilesStonesPARA.cs
Normal file
19
Assets/Scripts/MilesStonesPARA.cs
Normal file
@ -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 () {
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
12
Assets/Scripts/MilesStonesPARA.cs.meta
Normal file
12
Assets/Scripts/MilesStonesPARA.cs.meta
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9dc35e923ff865d4889ba28eb1b64fd5
|
||||||
|
timeCreated: 1446994977
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -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
|
||||||
|
|||||||
@ -8,6 +8,7 @@ PlayerSettings:
|
|||||||
defaultScreenOrientation: 4
|
defaultScreenOrientation: 4
|
||||||
targetDevice: 2
|
targetDevice: 2
|
||||||
targetResolution: 0
|
targetResolution: 0
|
||||||
|
useOnDemandResources: 0
|
||||||
accelerometerFrequency: 60
|
accelerometerFrequency: 60
|
||||||
companyName: DefaultCompany
|
companyName: DefaultCompany
|
||||||
productName: EscapeTheRoom
|
productName: EscapeTheRoom
|
||||||
@ -28,6 +29,7 @@ PlayerSettings:
|
|||||||
androidShowActivityIndicatorOnLoading: -1
|
androidShowActivityIndicatorOnLoading: -1
|
||||||
iosAppInBackgroundBehavior: 0
|
iosAppInBackgroundBehavior: 0
|
||||||
displayResolutionDialog: 1
|
displayResolutionDialog: 1
|
||||||
|
iosAllowHTTPDownload: 1
|
||||||
allowedAutorotateToPortrait: 1
|
allowedAutorotateToPortrait: 1
|
||||||
allowedAutorotateToPortraitUpsideDown: 1
|
allowedAutorotateToPortraitUpsideDown: 1
|
||||||
allowedAutorotateToLandscapeRight: 1
|
allowedAutorotateToLandscapeRight: 1
|
||||||
@ -135,6 +137,15 @@ PlayerSettings:
|
|||||||
iOSLaunchScreenFillPct: 100
|
iOSLaunchScreenFillPct: 100
|
||||||
iOSLaunchScreenSize: 100
|
iOSLaunchScreenSize: 100
|
||||||
iOSLaunchScreenCustomXibPath:
|
iOSLaunchScreenCustomXibPath:
|
||||||
|
iOSLaunchScreeniPadType: 0
|
||||||
|
iOSLaunchScreeniPadImage: {fileID: 0}
|
||||||
|
iOSLaunchScreeniPadBackgroundColor:
|
||||||
|
serializedVersion: 2
|
||||||
|
rgba: 0
|
||||||
|
iOSLaunchScreeniPadFillPct: 100
|
||||||
|
iOSLaunchScreeniPadSize: 100
|
||||||
|
iOSLaunchScreeniPadCustomXibPath:
|
||||||
|
iOSDeviceRequirements: []
|
||||||
AndroidTargetDevice: 0
|
AndroidTargetDevice: 0
|
||||||
AndroidSplashScreenScale: 0
|
AndroidSplashScreenScale: 0
|
||||||
androidSplashScreen: {fileID: 0}
|
androidSplashScreen: {fileID: 0}
|
||||||
@ -152,8 +163,10 @@ PlayerSettings:
|
|||||||
m_BuildTargetIcons:
|
m_BuildTargetIcons:
|
||||||
- m_BuildTarget:
|
- m_BuildTarget:
|
||||||
m_Icons:
|
m_Icons:
|
||||||
- m_Icon: {fileID: 0}
|
- serializedVersion: 2
|
||||||
m_Size: 0
|
m_Icon: {fileID: 0}
|
||||||
|
m_Width: 0
|
||||||
|
m_Height: 0
|
||||||
m_BuildTargetBatching: []
|
m_BuildTargetBatching: []
|
||||||
m_BuildTargetGraphicsAPIs: []
|
m_BuildTargetGraphicsAPIs: []
|
||||||
webPlayerTemplate: APPLICATION:Default
|
webPlayerTemplate: APPLICATION:Default
|
||||||
@ -228,6 +241,8 @@ PlayerSettings:
|
|||||||
ps4SdkOverride:
|
ps4SdkOverride:
|
||||||
ps4BGMPath:
|
ps4BGMPath:
|
||||||
ps4ShareFilePath:
|
ps4ShareFilePath:
|
||||||
|
ps4ShareOverlayImagePath:
|
||||||
|
ps4PrivacyGuardImagePath:
|
||||||
ps4NPtitleDatPath:
|
ps4NPtitleDatPath:
|
||||||
ps4RemotePlayKeyAssignment: -1
|
ps4RemotePlayKeyAssignment: -1
|
||||||
ps4RemotePlayKeyMappingDir:
|
ps4RemotePlayKeyMappingDir:
|
||||||
@ -245,10 +260,13 @@ PlayerSettings:
|
|||||||
ps4pnGameCustomData: 1
|
ps4pnGameCustomData: 1
|
||||||
playerPrefsSupport: 0
|
playerPrefsSupport: 0
|
||||||
ps4ReprojectionSupport: 0
|
ps4ReprojectionSupport: 0
|
||||||
|
ps4UseAudio3dBackend: 0
|
||||||
|
ps4Audio3dVirtualSpeakerCount: 14
|
||||||
ps4attribUserManagement: 0
|
ps4attribUserManagement: 0
|
||||||
ps4attribMoveSupport: 0
|
ps4attribMoveSupport: 0
|
||||||
ps4attrib3DSupport: 0
|
ps4attrib3DSupport: 0
|
||||||
ps4attribShareSupport: 0
|
ps4attribShareSupport: 0
|
||||||
|
ps4IncludedModules: []
|
||||||
monoEnv:
|
monoEnv:
|
||||||
psp2Splashimage: {fileID: 0}
|
psp2Splashimage: {fileID: 0}
|
||||||
psp2NPTrophyPackPath:
|
psp2NPTrophyPackPath:
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user