Fait de l'ordre dans les folders, ajout des prefabs de player avec fog, seeker, boost et slowmo

This commit is contained in:
adrenalx 2016-06-26 12:01:25 -04:00
parent 807e28a401
commit 856afddf22
206 changed files with 1487 additions and 220 deletions

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@ -47,12 +47,12 @@
<ItemGroup>
<Compile Include="Assets\Scripts\FloorTileGenerator.cs" />
<Compile Include="Assets\Scripts\JumpingPlayer.cs" />
<Compile Include="Assets\Scripts\PlayerController.cs" />
<Compile Include="Assets\Scripts\PlayerMovement.cs" />
<Compile Include="Assets\Scripts\PostEffectScript.cs" />
<Compile Include="Assets\Scripts\SlowdownScript.cs" />
<Compile Include="Assets\Scripts\SeekerController.cs" />
<Compile Include="Assets\Scripts\SphereMover.cs" />
<Compile Include="Assets\Scripts\TileController.cs" />
<Compile Include="Assets\Scripts\TimeManager.cs" />
<Compile Include="Assets\Scripts\ViewControl.cs" />
<None Include="Assets\Shaders\WaterBlurFinal.shader" />
<None Include="Assets\Shaders\WaterBlurModified.shader" />

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@ -1,44 +0,0 @@
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;
}
}
}

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@ -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
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "SpeedBoost")
if (other.gameObject.CompareTag("SpeedBoost"))
{
other.gameObject.SetActive(false);
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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@ -1,41 +0,0 @@
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;
}
}
}

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@ -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 () {
}
// 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);
if(transform.position.x >= transform.position.x + 4.0f) {
goingRight = false;
IEnumerator Start()
{
var pointA = transform.position;
while (true) {
yield return StartCoroutine(MoveObject(transform, pointA, pointB, 1.0f));
yield return StartCoroutine(MoveObject(transform, pointB, pointA, 1.0f));
}
if(transform.position.x <= transform.position.x -4) {
goingRight = true;
}
IEnumerator MoveObject(Transform thisTransform, Vector3 startPos, Vector3 endPos, float time)
{
var i= 0.0f;
//rate = 1.0f/time;
while (i < 1.0f) {
i += Time.deltaTime * TimeManager.SlowFactor;
thisTransform.position = Vector3.Lerp(startPos, endPos, i);
yield return null;
}
}
}
}

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