Merge branch 'master' into justine_develop

Conflicts:
	Assets/Prefabs.meta
This commit is contained in:
jventalon 2015-11-19 12:06:19 -05:00
commit 1daff51b46
47 changed files with 1098 additions and 33 deletions

9
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37
Assets/MissileTravel.cs Normal file
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using UnityEngine;
using System.Collections;
public class MissileTravel : MonoBehaviour {
public float missileSpeed;
private Transform missilePos;
private bool inContact = false;
// ajouter du damage
// Use this for initialization
void Start () {
this.missilePos = this.transform;
}
// Update is called once per frame
void Update () {
if (!inContact)
{
this.missilePos.Translate(new Vector3(missileSpeed, 0, 0) * Time.deltaTime);
}
}
void OnCollisionEnter2D(Collision2D other) {
print("missile touche");
if (other.gameObject.tag == "Ennemy") {
// do shits to player
print("touchee");
Destroy(this.gameObject);
Destroy(other.gameObject);
}
if (other.gameObject.tag == "Floor") {
Destroy(this.gameObject);
}
}
}

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@ -0,0 +1,45 @@
using UnityEngine;
using System.Collections;
public class Animations : MonoBehaviour {
private Animator anim;
private bool isShooting;
// Use this for initialization
void Start () {
anim = GetComponent<Animator>();
isShooting = false;
}
// Update is called once per frame
void Update () {
float mouvementX = Input.GetAxis("Horizontal");
if (Input.GetKeyDown(KeyCode.X))
{
isShooting = true;
} // if
if (Input.GetKeyUp(KeyCode.X))
{
isShooting = false;
} // if
anim.SetFloat("SpeedX", Mathf.Abs(mouvementX));
anim.SetBool("isShooting", isShooting);
}
}

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@ -28,6 +28,7 @@ public class Character{
public void setTouchingTheFloor(bool touchFloor){ public void setTouchingTheFloor(bool touchFloor){
this.touchingTheFloor = touchFloor; this.touchingTheFloor = touchFloor;
} }
public bool isTouchingTheFloor() public bool isTouchingTheFloor()
{ {
return touchingTheFloor; return touchingTheFloor;

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@ -5,22 +5,42 @@ public class Control : MonoBehaviour {
public Transform thingsToMove; public Transform thingsToMove;
public int speed;
public float speed;
private int eulerAngle;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
} eulerAngle = 0;
}
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
float mouvement = Input.GetAxis ("Horizontal"); float mouvement = Input.GetAxis ("Horizontal");
if ( mouvement!= 0)
// aller vers la gauche
if (mouvement > 0.0)
{ {
thingsToMove.Translate(new Vector2(mouvement * speed, 0)); thingsToMove.Translate(new Vector2(mouvement * speed, 0)); // bouger le player
} eulerAngle = 0;
} } // if
// aller vers la droite
if (mouvement < 0.0)
{
thingsToMove.Translate(new Vector2(-(mouvement * speed), 0)); // bouger le player
eulerAngle = 180;
} // if
transform.eulerAngles = new Vector3(0, eulerAngle, 0); // gauche = sprite effet miroir, droite = sprite normal
}
} }

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@ -0,0 +1,22 @@
using UnityEngine;
using System.Collections;
public class DirectionChangeTrigger : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter2D(Collider2D other) {
if( other.gameObject.tag == "Ennemy" ){
other.gameObject.GetComponent<Patrolling>().setDirection(- other.gameObject.GetComponent<Patrolling>().getDirection());
//print("TriggerEnter");
}
}
}

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@ -4,6 +4,7 @@ using System.Collections;
public class Gravity : MonoBehaviour { public class Gravity : MonoBehaviour {
public Character player; public Character player;
void Start() void Start()
{ {
player = new Character(1, 10, 10, false); player = new Character(1, 10, 10, false);

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@ -3,34 +3,58 @@ using System.Collections;
public class Jump : MonoBehaviour { public class Jump : MonoBehaviour {
public int timeJump; public Rigidbody2D player; // le player
public float playerSpeedY; // la vitesse de saut
private bool isOnGround; // somme nous sur le sol?
public Transform player;
private bool isJumping;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
isJumping = false; isOnGround = false;
timeJump = 0;
} }
// Update is called once per frame // Update is called once per frame
void Update () { void Update () {
if (Input.GetButton("Fire1") && isJumping == false) if (Input.GetKeyUp(KeyCode.Space) && isOnGround == true)
{ {
timeJump = 50; player.velocity = new Vector2(player.velocity.x, playerSpeedY);
isJumping = true;
} }
if (timeJump > 0) {
player.Translate(0, 0.5f, 0);
timeJump--;
}
else
{
isJumping = false;
}
} }
void OnTriggerStay2D(Collider2D other)
{
if (other.gameObject.tag == "Floor")
{
isOnGround = true;
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.tag == "Floor")
{
isOnGround = true;
}
}
void OnTriggerExit2D(Collider2D other)
{
if (other.gameObject.tag == "Floor")
{
isOnGround = false;
}
}
} }

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@ -0,0 +1,29 @@
using UnityEngine;
using System.Collections;
public class MainCamera : MonoBehaviour {
// le player
public Rigidbody2D player;
private float positionPlayerX; // position du player en X
private float positionPlayerY; // // position du player en Y
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
// definir la position du player
positionPlayerX = player.GetComponent<Rigidbody2D>().position.x;
positionPlayerY = player.GetComponent<Rigidbody2D>().position.y;
// ajuster la camera selon la position du player
transform.position = new Vector3(positionPlayerX, positionPlayerY + 3.5F, -10);
}
}

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using UnityEngine;
using System.Collections;
public class Patrolling : MonoBehaviour {
public float speed;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
this.transform.Translate(new Vector3(speed, 0, 0) * Time.deltaTime);
}
void FixedUpdate() {
}
public void setDirection(float value) {
speed = value;
}
public float getDirection() {
return speed;
}
}

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Assets/ShootingScript.cs Normal file
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using UnityEngine;
using System.Collections;
public class ShootingScript : MonoBehaviour {
public float attackSpeed;
private float nextShootTime = 0.0f;
public GameObject Missile;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(Input.GetButton("Fire1") && Time.time > nextShootTime){
print("pewpew");
nextShootTime = Time.time + attackSpeed;
//avancer le missile au depart quand il va apparaitre (quand je vais avoir anim de combat)
GameObject clone = Instantiate( Missile,transform.position,transform.rotation) as GameObject;
}
}
}

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