Merge Kerby

This commit is contained in:
Kerby Tineus 2016-06-25 14:26:02 -04:00
commit 3cecda08e7
38 changed files with 597 additions and 12 deletions

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@ -5,19 +5,31 @@ public class PlayerMovement : MonoBehaviour {
public float speed = 0f;
public float turn = 0f;
public GameObject camera;
public Rigidbody characterRigidBody;
//private Rigidbody rb;
// Update is called once per frame
void Update () {
if (Input.GetKey(KeyCode.UpArrow))
transform.Translate(Vector3.forward * speed * Time.deltaTime);
if (Input.GetKey(KeyCode.DownArrow))
transform.Translate(-Vector3.forward * speed * Time.deltaTime);
if (Input.GetKey(KeyCode.LeftArrow))
transform.Rotate(Vector3.up, -turn * Time.deltaTime);
if (Input.GetKey(KeyCode.RightArrow))
transform.Rotate(Vector3.up, turn * Time.deltaTime);
Vector3 fowardVector = new Vector3(camera.transform.forward.x, 0, camera.transform.forward.z);
if (Input.GetAxis("Vertical")>0)
{
characterRigidBody.velocity = ( fowardVector * speed * Time.deltaTime);
}
else if (Input.GetAxis("Vertical")<0)
{
characterRigidBody.velocity = (-fowardVector * speed * Time.deltaTime);
}
if (Input.GetAxis("Horizontal")<0)
{
characterRigidBody.velocity = (Vector3.Cross(-transform.up, fowardVector) * speed * Time.deltaTime);
}
else if (Input.GetAxis("Horizontal") > 0)
{
characterRigidBody.velocity = (Vector3.Cross(transform.up, fowardVector) * speed * Time.deltaTime);
}
}
}

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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class PostEffectScript : MonoBehaviour {
public Material mat;
public float blindness = 0.5f;
public Rigidbody character;
public float blindnessRatio = 0.1f;
public float velocity;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnRenderImage(RenderTexture src, RenderTexture dest)
{
if (character.velocity.magnitude > 0)
{
blindness = character.velocity.normalized.magnitude * blindnessRatio;
blindnessRatio += 0.01f;
}
else if (blindnessRatio >= 0.1f)
{
blindness = character.velocity.normalized.magnitude * blindnessRatio;
blindnessRatio = 0.1f;
}
mat.SetFloat("_Blindness", blindness);
Graphics.Blit(src, dest,mat);
}
}

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 Shader "Custom/PostEffectShader"
{
Properties
{
_Blindness("Blindness", Float) = 0.6
_MainTex("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float _Blindness;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col.r = col.r+ _Blindness;
col.g = col.g+_Blindness;
col.b = col.b+_Blindness;
//col.a = (c.r + c.b + c.g) / 3;
// just invert the colors
//col = 1 - col;
return col;
}
ENDCG
}
}
}

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using UnityEngine;
using System.Collections;
public class ViewControl : MonoBehaviour
{
// Speed at which the camera will catch up to the mouse pointer location
public float smoothing = 1.5f;
public float mouseSensitivity = 100.0f;
public float clampAngle = 80.0f;
private float rotY = 0.0f;
// rotation around the up/y axis
private float rotX = 0.0f;
// rotation around the right/x axis
// Use this for initialization
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Vector3 rot = transform.localRotation.eulerAngles;
rotY = rot.y;
rotX = rot.x;
}
// Called once every physics update
void FixedUpdate()
{
float mouseX = Input.GetAxis("Mouse X");
float mouseY = -Input.GetAxis("Mouse Y");
rotY += mouseX * mouseSensitivity * Time.deltaTime;
rotX += mouseY * mouseSensitivity * Time.deltaTime;
rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle);
Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f);
transform.rotation = localRotation;
}
}

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Assets/ViewControl.cs Normal file
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using UnityEngine;
using System.Collections;
public class ViewControl : MonoBehaviour
{
// Speed at which the camera will catch up to the mouse pointer location
public float smoothing = 1.5f;
public float mouseSensitivity = 100.0f;
public float clampAngle = 80.0f;
private float rotY = 0.0f;
// rotation around the up/y axis
private float rotX = 0.0f;
// rotation around the right/x axis
// Use this for initialization
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Vector3 rot = transform.localRotation.eulerAngles;
rotY = rot.y;
rotX = rot.x;
}
// Called once every physics update
void FixedUpdate()
{
float mouseX = Input.GetAxis("Mouse X");
float mouseY = -Input.GetAxis("Mouse Y");
rotY += mouseX * mouseSensitivity * Time.deltaTime;
rotX += mouseY * mouseSensitivity * Time.deltaTime;
rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle);
Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f);
transform.rotation = localRotation;
}
}

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@ -16,13 +16,18 @@ Core gameplay principles
* Playable character implementation
* First person view (w/ controls of view and headbobbing) *Assigned to Alex*
* Movement (jumping, etc) *Assigned to Kerby*
* View controls ✓
* Headbobbing
* Movement (jumping, etc) *Assigned to Kerby*
* Controls ✓
* Jumping ✓
* Gameplay mechanics
* Fog of war
* Falling tiles *Assigned to Hugo*
* Stay a while mechanic *Assigned to Antoine*
* Falling tiles *Assigned to Hugo*
* Stay a while mechanic *Assigned to Antoine*
###Possible traps/pick ups
* Slow down time
* Transparent structures
* Super jump / speed
* XRay