Did the game ending scene

This commit is contained in:
RosimInc 2016-01-31 15:08:14 -05:00
parent 41e620a54c
commit b0723b1bc4
11 changed files with 599 additions and 65 deletions

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@ -41,6 +41,7 @@ public class Character : MonoBehaviour
void Start()
{
selector = GameObject.FindObjectOfType<SelectorWithBolts>();
GameState.Instance.players[playerId].character = this;
}
void Update()

View File

@ -9,7 +9,9 @@ public class LevelManager : MonoBehaviour {
public float xScale = 1f;
public float yScale = 0.8f;
public float colSpacing = 0f;
public float rowSpacing = 0f;
public float rowSpacing = 0f;
public Camera camera;
public Transform darkness;
public float dimension = 0.6f;
public GameObject hexagon;
@ -76,6 +78,15 @@ public class LevelManager : MonoBehaviour {
Selector = GameObject.FindObjectOfType<SelectorWithBolts>();
PhysicsContainer = GameObject.Find("PhysicsContainer");
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
StartCoroutine(SendWinnerToTheSky(state.players[1]));
StartCoroutine(FadeToDark());
}
}
public void PressTile(int letterNum, RuneBehaviour tile)
@ -90,14 +101,6 @@ public class LevelManager : MonoBehaviour {
StartCoroutine(MoveSelectorToTile(tile));
SoundManager.Instance.PlayRunePickup();
//Do something
if (player.hasWon())
{
Debug.Log("Player won!");
//Yeah maybe don't quit at this point...
Application.Quit();
}
}
}
}
@ -109,7 +112,7 @@ public class LevelManager : MonoBehaviour {
InputManager.Instance.PushActiveContext("CinematicEvent", i);
}
// We dontt want the color to lerp back to white while we are moving to the rune
// We don't want the color to lerp back to white while we are moving to the rune
tile.GetComponent<RuneBehaviour>().enabled = false;
tile.GetComponent<CapsuleCollider>().enabled = false;
@ -192,17 +195,90 @@ public class LevelManager : MonoBehaviour {
trans.localScale = Vector3.Lerp(startScale, endScale, ratio);
yield return null;
}
// At the end of it all, we re-enabled the controls
for (int i = 0; i < 3; i++)
{
InputManager.Instance.PushActiveContext("Normal", i);
}
EnableKinematics(false);
Destroy(tile.gameObject);
}
}
bool gameWasWon = false;
foreach (Player player in state.players)
{
if (player.hasWon())
{
gameWasWon = true;
StartCoroutine(SendWinnerToTheSky(player));
}
}
if (gameWasWon)
{
StartCoroutine(FadeToDark());
}
else
{
// At the end of it all, we re-enabled the controls
for (int i = 0; i < 3; i++)
{
InputManager.Instance.PushActiveContext("Normal", i);
}
EnableKinematics(false);
Destroy(tile.gameObject);
}
}
private IEnumerator SendWinnerToTheSky(Player player)
{
GameObject soul = GameObject.Instantiate(player.character.gameObject, player.character.transform.position, player.character.transform.rotation) as GameObject;
Color c;
Material m = Resources.Load<Material>("soul");
foreach (Renderer r in soul.GetComponentsInChildren<Renderer>())
{
r.material = m;
}
Vector3 startPos = soul.transform.position;
Vector3 endPos = startPos + Vector3.up * 20;
float ratio = 0f;
while (ratio < 1f)
{
ratio += Time.deltaTime / 4f;
soul.transform.position = Vector3.Lerp(startPos, endPos, ratio);
yield return null;
}
}
private IEnumerator FadeToDark()
{
//GameObject darkness = Instantiate(Resources.Load<GameObject>("Darkness"), new Vector3(0,15,0), Quaternion.Euler(90f,0f,0f)) as GameObject;
//SpriteRenderer s = darkness.GetComponent<SpriteRenderer>();
Vector3 startPos = camera.transform.position;
Vector3 endPos = startPos + Vector3.up * 20;
//Vector3 darkOffset = darkness.position - camera.transform.position;
camera.GetComponent<MainCameraBehavior>().enabled = false;
ratio = 0f;
while (ratio < 1f)
{
ratio += Time.deltaTime / 4f;
camera.transform.position = Vector3.Lerp(startPos, endPos, ratio);
//darkness.transform.position = Vector3.Lerp(darkOffset + startPos, darkOffset + endPos, ratio);
/*if (ratio > 0.5f)
{
s.color = new Color(0f, 0f, 0f, (ratio-0.5f)*2);
}*/
yield return null;
}
Application.LoadLevel(0);
}
private void EnableKinematics(bool state)
{

View File

@ -6,6 +6,7 @@ public class Player {
public int[] letters;
public int index = 0;
public int score = 0;
public Character character = null;
public Player(int num)
{