Fait de l'ordre dans les folders, ajout des prefabs de player avec fog, seeker, boost et slowmo
@ -47,12 +47,12 @@
|
||||
<ItemGroup>
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<Compile Include="Assets\Scripts\FloorTileGenerator.cs" />
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||||
<Compile Include="Assets\Scripts\JumpingPlayer.cs" />
|
||||
<Compile Include="Assets\Scripts\PlayerController.cs" />
|
||||
<Compile Include="Assets\Scripts\PlayerMovement.cs" />
|
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<Compile Include="Assets\Scripts\PostEffectScript.cs" />
|
||||
<Compile Include="Assets\Scripts\SlowdownScript.cs" />
|
||||
<Compile Include="Assets\Scripts\SeekerController.cs" />
|
||||
<Compile Include="Assets\Scripts\SphereMover.cs" />
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||||
<Compile Include="Assets\Scripts\TileController.cs" />
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||||
<Compile Include="Assets\Scripts\TimeManager.cs" />
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<Compile Include="Assets\Scripts\ViewControl.cs" />
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Before Width: | Height: | Size: 20 KiB |
BIN
Assets/Prefabs/Boost.prefab
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@ -0,0 +1,8 @@
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@ -1,6 +1,6 @@
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Assets/Prefabs/Seeker.prefab.meta
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@ -0,0 +1,8 @@
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@ -1,44 +0,0 @@
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||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class PlayerController : MonoBehaviour {
|
||||
|
||||
public float speed;
|
||||
GameObject gameController;
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
gameController = GameObject.Find("GameController");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
float moveHorizontal = Input.GetAxis("Horizontal");
|
||||
//float moveVertical = Input.GetAxis("Vertical");
|
||||
|
||||
Vector3 movement = new Vector3(moveHorizontal, 0.0f, 0);
|
||||
|
||||
GetComponent<Rigidbody>().AddForce(movement * speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.tag == "Tile")
|
||||
{// && gameController.GetComponent<GameController>().fallTriggerActivated == true
|
||||
other.GetComponent<TileController>().wasTouched = true;
|
||||
Debug.Log("Tile touched");
|
||||
}
|
||||
if (other.tag == "Trigger")
|
||||
{
|
||||
Debug.Log("Trigger entered");
|
||||
//gameController.GetComponent<GameController>().fallTriggerActivated = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -9,7 +9,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
public Rigidbody characterRigidBody;
|
||||
|
||||
// Boost
|
||||
public float boostFactor = 1f;
|
||||
public float boostFactor;
|
||||
public float seconds;
|
||||
float boostDeadline;
|
||||
bool SpeedBoostTimerStart;
|
||||
@ -18,6 +18,8 @@ public class PlayerMovement : MonoBehaviour
|
||||
public float duration = 5.0f;
|
||||
float slowmoDeadline;
|
||||
private bool SlowmoTimerStart = false;
|
||||
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
@ -51,7 +53,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
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||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.tag == "SpeedBoost")
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||||
if (other.gameObject.CompareTag("SpeedBoost"))
|
||||
{
|
||||
other.gameObject.SetActive(false);
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||||
SpeedBoostTimerStart = true;
|
||||
@ -68,7 +70,7 @@ public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
if (SpeedBoostTimerStart)
|
||||
{
|
||||
boostFactor = 8.0f;
|
||||
boostFactor = 2.0f;
|
||||
boostDeadline = Time.realtimeSinceStartup + seconds;
|
||||
SpeedBoostTimerStart = false;
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||||
}
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@ -1,6 +1,6 @@
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guid: c5d317885d9034ae492a544e9dd04107
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timeCreated: 1466884297
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timeCreated: 1466951958
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licenseType: Free
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@ -1,41 +0,0 @@
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class SlowdownScript : MonoBehaviour {
|
||||
|
||||
private float duration = 5.0f;
|
||||
private bool SlowmoActive = false;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (SlowmoActive)
|
||||
{
|
||||
SlowmoTimer(5.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider col)
|
||||
{
|
||||
if (col.gameObject.CompareTag("Player"))
|
||||
{
|
||||
SlowmoActive = true;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void SlowmoTimer(float seconds)
|
||||
{
|
||||
float initialTime = Time.realtimeSinceStartup + seconds;
|
||||
Time.timeScale = 0.5f;
|
||||
SlowmoActive = false;
|
||||
if (initialTime + Time.deltaTime >= initialTime)
|
||||
{
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2,29 +2,26 @@
|
||||
using System.Collections;
|
||||
|
||||
public class SphereMover : MonoBehaviour {
|
||||
public Vector3 pointB;
|
||||
private float rate;
|
||||
|
||||
public float speed = 2.0f;
|
||||
private bool goingRight = false;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
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|
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}
|
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|
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// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (goingRight)
|
||||
transform.Translate (Vector2.right * speed * Time.deltaTime);
|
||||
else
|
||||
transform.Translate (-Vector2.right * speed * Time.deltaTime);
|
||||
|
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if(transform.position.x >= transform.position.x + 4.0f) {
|
||||
goingRight = false;
|
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IEnumerator Start()
|
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{
|
||||
var pointA = transform.position;
|
||||
while (true) {
|
||||
yield return StartCoroutine(MoveObject(transform, pointA, pointB, 1.0f));
|
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yield return StartCoroutine(MoveObject(transform, pointB, pointA, 1.0f));
|
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}
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if(transform.position.x <= transform.position.x -4) {
|
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goingRight = true;
|
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}
|
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|
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IEnumerator MoveObject(Transform thisTransform, Vector3 startPos, Vector3 endPos, float time)
|
||||
{
|
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var i= 0.0f;
|
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//rate = 1.0f/time;
|
||||
while (i < 1.0f) {
|
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i += Time.deltaTime * TimeManager.SlowFactor;
|
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thisTransform.position = Vector3.Lerp(startPos, endPos, i);
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yield return null;
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}
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