Pick ups 50% fonctionnel

on peut prendre une  bombe et la lancer mais elle ne tue pas l'ennemi
la caisse de vie peut être prise mais ne soigne pas
This commit is contained in:
JoelLapointe86 2015-11-25 00:55:53 -05:00
parent 615180326d
commit 77de950b72
30 changed files with 1244 additions and 16 deletions

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@ -6,6 +6,7 @@ public class CollisionCheck : MonoBehaviour {
public Text health;
public void initText(int hp)
{
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@ -17,5 +18,9 @@ public class CollisionCheck : MonoBehaviour {
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}
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80
Assets/Scripts/Bomb.cs Normal file
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@ -0,0 +1,80 @@
using UnityEngine;
using System.Collections;
public class Bomb : MonoBehaviour
{
public float bombRadius = 10f; // Radius within which enemies are killed.
public float bombForce = 100f; // Force that enemies are thrown from the blast.
public float fuseTime = 1.5f;
public GameObject explosion; // Prefab of explosion effect.
private LayBombs layBombs; // Reference to the player's LayBombs script.
void Awake ()
{
if(GameObject.FindGameObjectWithTag("Player"))
layBombs = GameObject.FindGameObjectWithTag("Player").GetComponent<LayBombs>();
}
void Start ()
{
// If the bomb has no parent, it has been laid by the player and should detonate.
if(transform.root == transform)
StartCoroutine(BombDetonation());
}
IEnumerator BombDetonation()
{
// Wait for 2 seconds.
yield return new WaitForSeconds(fuseTime);
// Explode the bomb.
Explode();
}
public void Explode()
{
// The player is now free to lay bombs when he has them.
layBombs.bombLaid = false;
// Find all the colliders on the Enemies layer within the bombRadius.
Collider2D[] enemies = Physics2D.OverlapCircleAll(transform.position, bombRadius, 1 << LayerMask.NameToLayer("Enemy"));
// For each collider...
foreach(Collider2D col in enemies)
{
// Check if it has a rigidbody (since there is only one per enemy, on the parent).
Rigidbody2D rb = col.GetComponent<Rigidbody2D>();
if(rb != null && rb.tag == "Enemy")
{
// Find the Enemy script and set the enemy's health to zero.
rb.gameObject.GetComponent<Health>().removeHP(1000);
// Find a vector from the bomb to the enemy.
Vector3 deltaPos = rb.transform.position - transform.position;
// Apply a force in this direction with a magnitude of bombForce.
Vector3 force = deltaPos.normalized * bombForce;
rb.AddForce(force);
}
}
// Create a quaternion with a random rotation in the z-axis.
Quaternion randomRotation = Quaternion.Euler (0f, 0f, Random.Range (0f, 360f));
// Instantiate the explosion where the rocket is with the random rotation.
Instantiate (explosion, transform.position, randomRotation);
// Destroy the bomb.
Destroy (gameObject);
}
}

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using UnityEngine;
using System.Collections;
public class BombPickup : MonoBehaviour
{
void Awake()
{
}
void OnTriggerEnter2D (Collider2D other)
{
// If the player enters the trigger zone...
if(other.tag == "Player")
{
// Increase the number of bombs the player has.
other.GetComponent<LayBombs>().bombCount++;
// Destroy the crate.
Destroy(gameObject);
}
}
}

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@ -8,7 +8,7 @@ public class EnemyBehavior : MonoBehaviour {
private bool facingRight = true;
private bool dead = false;
private Health hp;
//private Health hp;
// Ground
@ -20,7 +20,7 @@ public class EnemyBehavior : MonoBehaviour {
rb = GetComponent<Rigidbody2D>();
groundBounds = ground.GetComponent<Renderer>().bounds;
hp = GetComponent<Health>();
//hp = GetComponent<Health>();
}
// Update is called once per frame

View File

@ -0,0 +1,25 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class HealthPickup : MonoBehaviour
{
public Text health;
void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Player")
{
// Destroy the crate.
Destroy(gameObject);
//heal player
health.text = "Health: " + gameObject.GetComponent<Health>().addHP(3);
}
}
}

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using UnityEngine;
using System.Collections;
public class LayBombs : MonoBehaviour
{
[HideInInspector]
public bool bombLaid = false; // si une bombe a été lancé
public int bombCount = 0; // nombre bomb que le joueur possede
public GameObject bomb; // Prefab of the bomb.
private GUITexture bombHUD; // affiche si le joueur possede une bombe
void Awake ()
{
// Setting up the reference.
bombHUD = GameObject.Find("ui_bombHUD").GetComponent<GUITexture>();
}
void Update ()
{
// si le bouton est pressé et qu'aucune bombe n'a été lancé et qu'on a des bombes
if(Input.GetButtonDown("Fire2") && !bombLaid && bombCount > 0)
{
// Decremente le nb de bombe
bombCount--;
// lance une bombe
bombLaid = true;
// Instancie la bombe
Instantiate(bomb, transform.position, transform.rotation);
}
// active le display de bombe si le joueur possede des bombes(true) sinon false
bombHUD.enabled = bombCount > 0;
}
}

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displayResolutionDialog: 1
iosAllowHTTPDownload: 1
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ps4IncludedModules: []
monoEnv:
psp2Splashimage: {fileID: 0}
psp2NPTrophyPackPath:

View File

@ -1,2 +1,2 @@
m_EditorVersion: 5.2.0f3
m_EditorVersion: 5.2.1f1
m_StandardAssetsVersion: 0

View File

@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2
tags:
- Enemy
- healthCrate
layers:
- Default
- TransparentFX