mirror of
https://github.com/ConjureETS/MeltedBananasOJam2016.git
synced 2026-03-24 02:21:06 +00:00
Fixes to camera, started Slowmo
This commit is contained in:
commit
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Assets/Scripts/FloorTileGenerator.cs
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Assets/Scripts/FloorTileGenerator.cs
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using UnityEngine;
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using System.Collections;
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[ExecuteInEditMode]
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public class FloorTileGenerator : MonoBehaviour {
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public GameObject tile;
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public int x;
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public int y;
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public GameObject[] floorArray;
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//public GameObject[] testArray;
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// Use this for initialization
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void Start () {
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CreateFloor();
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}
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void CreateFloor()
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{
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floorArray = new GameObject[x*y];
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for (int i = 0; i < x * y; ++i)
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{
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floorArray[i] = (GameObject)Instantiate(tile, new Vector3(i/y, 0, i%y), new Quaternion());
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floorArray[i].name = i/y + "," + i%y;
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}
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}
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||||||
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}
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Assets/Scripts/JumpingPlayer.cs
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Assets/Scripts/JumpingPlayer.cs
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|||||||
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using UnityEngine;
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using System.Collections;
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public class JumpingPlayer : MonoBehaviour
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{
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public float jump = 0f;
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private Rigidbody rb;
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private bool isGrounded;
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Vector3 up;
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void Start()
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{
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up = new Vector3();
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rb = GetComponent<Rigidbody>();
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}
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void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.tag == "Ground")
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{
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isGrounded = true;
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Debug.Log(isGrounded);
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}
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Debug.LogWarning(isGrounded);
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (Input.GetButtonDown("Jump") && isGrounded)
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{
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up = rb.velocity;
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up.y = jump;
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rb.velocity = up;
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isGrounded = false;
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Debug.Log(isGrounded);
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}
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||||||
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}
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||||||
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}
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||||||
44
Assets/Scripts/PlayerController.cs
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44
Assets/Scripts/PlayerController.cs
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|||||||
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using UnityEngine;
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||||||
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using System.Collections;
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||||||
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public class PlayerController : MonoBehaviour {
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public float speed;
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||||||
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GameObject gameController;
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||||||
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||||||
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||||||
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// Use this for initialization
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||||||
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void Start () {
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||||||
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||||||
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gameController = GameObject.Find("GameController");
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||||||
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}
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||||||
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||||||
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// Update is called once per frame
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void Update () {
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||||||
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}
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||||||
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void FixedUpdate()
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{
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float moveHorizontal = Input.GetAxis("Horizontal");
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//float moveVertical = Input.GetAxis("Vertical");
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Vector3 movement = new Vector3(moveHorizontal, 0.0f, 0);
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GetComponent<Rigidbody>().AddForce(movement * speed * Time.deltaTime);
|
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}
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void OnTriggerEnter(Collider other)
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{
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if (other.tag == "Tile")
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{// && gameController.GetComponent<GameController>().fallTriggerActivated == true
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other.GetComponent<TileController>().wasTouched = true;
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Debug.Log("Tile touched");
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}
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if (other.tag == "Trigger")
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{
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Debug.Log("Trigger entered");
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gameController.GetComponent<GameController>().fallTriggerActivated = true;
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}
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}
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}
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@ -6,6 +6,7 @@ public class PostEffectScript : MonoBehaviour {
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public float blindness = 0.5f;
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public float blindness = 0.5f;
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public Rigidbody character;
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public Rigidbody character;
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public float blindnessRatio = 0.1f;
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public float blindnessRatio = 0.1f;
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public float blindnessSpeed = 0.1f;
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public float velocity;
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public float velocity;
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// Use this for initialization
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// Use this for initialization
|
||||||
void Start () {
|
void Start () {
|
||||||
@ -18,15 +19,16 @@ public class PostEffectScript : MonoBehaviour {
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}
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}
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void OnRenderImage(RenderTexture src, RenderTexture dest)
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void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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{
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Vector2 planarVelocity = new Vector3(character.velocity.x, 0, character.velocity.z);
|
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if (character.velocity.magnitude > 0)
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if (character.velocity.magnitude > 0)
|
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{
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{
|
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blindness = character.velocity.normalized.magnitude * blindnessRatio;
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blindness = 1 * blindnessRatio;
|
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blindnessRatio += 0.01f;
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blindnessRatio += 0.01f;
|
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}
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}
|
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else if (blindnessRatio >= 0.1f)
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else if (blindnessRatio >= 0.1f)
|
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{
|
{
|
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blindness = character.velocity.normalized.magnitude * blindnessRatio;
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blindnessRatio -= 0.01f;
|
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blindnessRatio = 0.1f;
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blindness = 1 * blindnessRatio;
|
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}
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}
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@ -45,7 +45,8 @@
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fixed4 frag (v2f i) : SV_Target
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fixed4 frag (v2f i) : SV_Target
|
||||||
{
|
{
|
||||||
fixed4 col = tex2D(_MainTex, i.uv);
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||||||
col.r = col.r+ _Blindness;
|
//half4 transparent = tex2D(_MainText, UNITY_PROJ_COORD(i));
|
||||||
|
col.r = col.r+_Blindness;
|
||||||
col.g = col.g+_Blindness;
|
col.g = col.g+_Blindness;
|
||||||
col.b = col.b+_Blindness;
|
col.b = col.b+_Blindness;
|
||||||
//col.a = (c.r + c.b + c.g) / 3;
|
//col.a = (c.r + c.b + c.g) / 3;
|
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66
Assets/Scripts/TileController.cs
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|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
public class TileController : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public float speed;
|
||||||
|
public float speedAddition;
|
||||||
|
public float seconds;
|
||||||
|
public bool wasTouched;
|
||||||
|
public bool timerStart;
|
||||||
|
float initialTime;
|
||||||
|
private bool hasStartedMovement;
|
||||||
|
Vector3 movement;
|
||||||
|
//GameObject gameController;
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
movement = new Vector3(0.0f, -1, 0.0f);
|
||||||
|
timerStart = false;
|
||||||
|
//gameController = GameObject.Find("GameController");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (wasTouched == true)
|
||||||
|
{
|
||||||
|
CountdownUntilFall(seconds);
|
||||||
|
}
|
||||||
|
if (hasStartedMovement == true)
|
||||||
|
{
|
||||||
|
GetComponent<Rigidbody>().isKinematic = false;
|
||||||
|
GetComponent<Rigidbody>().AddForce(movement * speed * Time.deltaTime);
|
||||||
|
speed = speed + speedAddition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CountdownUntilFall(float seconds)
|
||||||
|
{
|
||||||
|
if (!timerStart)
|
||||||
|
{
|
||||||
|
initialTime = Time.realtimeSinceStartup + seconds;
|
||||||
|
timerStart = true;
|
||||||
|
}
|
||||||
|
if (Time.realtimeSinceStartup >= initialTime)
|
||||||
|
{
|
||||||
|
hasStartedMovement = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnTriggerEnter (Collider other)
|
||||||
|
{
|
||||||
|
if (other.tag == "DestroyTrigger")
|
||||||
|
{
|
||||||
|
Destroy(this.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -18,17 +18,16 @@ Core gameplay principles
|
|||||||
* First person view (w/ controls of view and headbobbing) *Assigned to Alex*
|
* First person view (w/ controls of view and headbobbing) *Assigned to Alex*
|
||||||
* View controls ✓
|
* View controls ✓
|
||||||
* Headbobbing
|
* Headbobbing
|
||||||
* Movement (jumping, etc) *Assigned to Kerby*
|
* Movement (jumping, etc) *Assigned to Kerby* ✓
|
||||||
* Controls ✓
|
* Controls ✓
|
||||||
* Jumping
|
* Jumping ✓
|
||||||
* Gameplay mechanics
|
* Gameplay mechanics
|
||||||
* Fog of war
|
* Fog of war
|
||||||
* Falling tiles *Assigned to Hugo*
|
* Falling tiles *Assigned to Hugo* ✓
|
||||||
* Stay a while mechanic *Assigned to Antoine*
|
* Stay a while mechanic *Assigned to Antoine* ✓
|
||||||
|
|
||||||
###Possible traps/pick ups
|
###Possible traps/pick ups
|
||||||
* Slow down time
|
* Slow down time
|
||||||
* Transparent structures
|
|
||||||
* Super jump / speed
|
* Super jump / speed
|
||||||
* XRay
|
* XRay
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