This commit is contained in:
unknown 2015-11-08 12:11:43 -05:00
commit fd83088183
17 changed files with 859 additions and 326 deletions

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@ -31,6 +31,8 @@ namespace UnityStandardAssets.Characters.FirstPerson
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
[SerializeField] private AudioClip m_RespireSound; // the sound played when character touches back on ground.
[SerializeField] private AudioClip m_NoStaminaSound; // the sound played when character touches back on ground.
private Camera m_Camera; private Camera m_Camera;
private bool m_Jump; private bool m_Jump;
@ -47,6 +49,7 @@ 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 AudioSource m_AudioSourceChild;
private MilesStonesPARA currentMilestone; private MilesStonesPARA currentMilestone;
// Use this for initialization // Use this for initialization
@ -62,6 +65,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_NextStep = m_StepCycle/2f; m_NextStep = m_StepCycle/2f;
m_Jumping = false; m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>(); m_AudioSource = GetComponent<AudioSource>();
m_AudioSourceChild = GameObject.FindGameObjectWithTag("AudioSourceBreath").GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform); m_MouseLook.Init(transform , m_Camera.transform);
} }
@ -98,8 +102,46 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_AudioSource.Play(); m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f; m_NextStep = m_StepCycle + .5f;
} }
private void PlayRespireSound()
{
bool changeSound;
if(Input.GetButton("StopRespire") && canSprint)
{
//Stopper la respiration et auguementer les sons
m_AudioSourceChild.volume -= 0.05f;
if(m_AudioSourceChild.volume <0)
m_AudioSourceChild.volume=0;
}
else
{
//Repiration sounds
m_AudioSourceChild.volume += 0.3f;
if(m_AudioSourceChild.volume >1)
m_AudioSourceChild.volume=1;
}
if(m_Stamina < 100)
{
if(m_AudioSourceChild.clip == m_NoStaminaSound)
changeSound=false;
else
changeSound=true;
m_AudioSourceChild.clip = m_NoStaminaSound;
}
else
{
if(m_AudioSourceChild.clip == m_RespireSound)
changeSound=false;
else
changeSound=true;
m_AudioSourceChild.clip = m_RespireSound;
}
if(changeSound || !m_AudioSourceChild.isPlaying)
m_AudioSourceChild.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate() private void FixedUpdate()
{ {
float speed; float speed;
@ -115,7 +157,8 @@ 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;
PlayRespireSound();
//Actions joueur //Actions joueur
if(Input.GetButton("Briquet")) if(Input.GetButton("Briquet"))
{ {
@ -182,14 +225,6 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_NbrAllumettes--; m_NbrAllumettes--;
DestroyObject(GameObject.FindGameObjectWithTag("Allumettes")); 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)
{ {
m_MoveDir.y = -m_StickToGroundForce; m_MoveDir.y = -m_StickToGroundForce;
@ -293,7 +328,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
// 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 = !CrossPlatformInputManager.GetButton("Course"); m_IsWalking = !CrossPlatformInputManager.GetButton("Course");
//Si le joueur marche. Il reprend de l'énergie //Si le joueur marche. Il reprend de l'énergie
if(m_IsWalking) if(m_IsWalking && !Input.GetButton("StopRespire"))
{ {
m_Stamina += 5; m_Stamina += 5;
if(m_Stamina >= 500) if(m_Stamina >= 500)
@ -302,7 +337,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
m_Stamina = 1000; m_Stamina = 1000;
} }
//Sinon il court, mais il perd de l'énergie //Sinon il court, mais il perd de l'énergie
else else if(!m_IsWalking || Input.GetButton("StopRespire"))
{ {
m_Stamina -= 10; m_Stamina -= 10;
if(m_Stamina < 0) if(m_Stamina < 0)

View File

@ -13,8 +13,6 @@ public class FlickeringLight : MonoBehaviour
float range = MaxIntensity - MinIntensity; float range = MaxIntensity - MinIntensity;
float AverageIntensity = MinIntensity + range / 2; float AverageIntensity = MinIntensity + range / 2;
Debug.Log(Mathf.Sin(Time.timeSinceLevelLoad));
PointLight.intensity = Random.Range(MinIntensity, MaxIntensity); PointLight.intensity = Random.Range(MinIntensity, MaxIntensity);
} }
} }

9
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@ -0,0 +1,22 @@
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licenseType: Free
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sampleRateOverride: 44100
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timeCreated: 1447002560
licenseType: Free
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@ -0,0 +1,257 @@
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
[SerializeField] private bool m_IsWalking;
[SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce;
[SerializeField] private float m_GravityMultiplier;
[SerializeField] private MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
[SerializeField] private float m_StepInterval;
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
// Use this for initialization
private void Start()
{
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);
}
// 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;
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);
}
}
}

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@ -235,7 +235,7 @@ InputManager:
descriptiveNegativeName: descriptiveNegativeName:
negativeButton: negativeButton:
positiveButton: joystick button 9 positiveButton: joystick button 9
altNegativeButton: space altNegativeButton: c
altPositiveButton: altPositiveButton:
gravity: 1000 gravity: 1000
dead: .00100000005 dead: .00100000005

View File

@ -1,2 +1,2 @@
m_EditorVersion: 5.2.0f3 m_EditorVersion: 5.2.2f1
m_StandardAssetsVersion: 0 m_StandardAssetsVersion: 0

View File

@ -5,6 +5,10 @@ TagManager:
serializedVersion: 2 serializedVersion: 2
tags: tags:
- Trap - Trap
- Briquet
- MilesStones
- Allumettes
- AudioSourceBreath
layers: layers:
- Default - Default
- TransparentFX - TransparentFX