Conflicts:
	Assets/Prefabs/Child.prefab
	Assets/Scripts/Child.cs
This commit is contained in:
jparent 2015-08-23 13:55:59 -04:00
commit 05ef9a9108
37 changed files with 7049 additions and 297 deletions

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value:
objectReference: {fileID: 0}
m_RemovedComponents: []
m_ParentPrefab: {fileID: 100100000, guid: 0839912c1546d474686e48f2f1ea76fe, type: 2}
m_IsPrefabParent: 0
@ -2554,6 +2519,14 @@ Prefab:
propertyPath: Mom
value:
objectReference: {fileID: 1257411050}
- target: {fileID: 11446734, guid: 6dd661a967968c64dbae75c01fac6a09, type: 2}
propertyPath: PlayerNumber
value: 0
objectReference: {fileID: 0}
- target: {fileID: 134552, guid: 6dd661a967968c64dbae75c01fac6a09, type: 2}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_ParentPrefab: {fileID: 100100000, guid: 6dd661a967968c64dbae75c01fac6a09, type: 2}
m_IsPrefabParent: 0

View File

@ -14,7 +14,9 @@ public class Child : MonoBehaviour
public GameObject GroundCheck;
public Pillow pillow;
public MomBehavior Mom;
public PlayerAvatar Avatar;
public Animator Animator;
public GameObject AnimationPillow;
private Rigidbody _rb;
private bool _isGrounded = false;
@ -23,6 +25,7 @@ public class Child : MonoBehaviour
private bool _isSleeping;
private float _invulnerableTime;
private Bed _currentBed;
private bool _isInLava;
private int _index;
private bool _isPushed = false;
@ -31,6 +34,17 @@ public class Child : MonoBehaviour
private float _stunTime;
private int _numZ = 0;
public int NumZ
{
get { return _numZ; }
set
{
_numZ = value;
Avatar.NumZ = _numZ;
if (_numZ == 3) Die();
}
}
private AutoTarget _autoTarget;
public int Index
@ -48,9 +62,16 @@ public class Child : MonoBehaviour
void Awake()
{
_rb = GetComponent<Rigidbody>();
AnimationPillow.SetActive(false);
_autoTarget = GetComponent<AutoTarget>();
}
void Start()
{
Avatar.PlayerNum = Index + 1;
}
void Update()
{
Animator.SetBool("IsOnBed", GetBed());
@ -184,6 +205,7 @@ public class Child : MonoBehaviour
}
public void Throw() {
if (_isInLava) return;
if (pillow != null) {
@ -207,6 +229,7 @@ public class Child : MonoBehaviour
pillow = null;
target = null;
Animator.SetTrigger("StartAttack");
}
}
@ -219,11 +242,12 @@ public class Child : MonoBehaviour
TakeLavaDamage();
ActivateVibration(true);
Animator.SetBool("IsOnLava", true);
_isInLava = true;
}
else
{
// Setup for the next time the player falls on the lava
_invulnerableTime = MaxInvulnerableTime;
//_invulnerableTime = MaxInvulnerableTime;
if (collision.gameObject.tag == "Floor")
{
@ -238,6 +262,7 @@ public class Child : MonoBehaviour
{
ActivateVibration(false);
Animator.SetBool("IsOnLava", false);
_isInLava = false;
}
}
@ -292,13 +317,19 @@ public class Child : MonoBehaviour
XInputDotNetPure.GamePad.SetVibration((XInputDotNetPure.PlayerIndex)_index, intensity, intensity);
}
private void TakeLavaDamage()
{
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds
_invulnerableTime = 0f;
}
private void TakeLavaDamage()
{
NumZ += 1;
// TODO: Lose a life (probably) and become immune for ~ 2 or 3 seconds
_invulnerableTime = 0f;
}
void OnDestroy()
void Die()
{
Destroy(gameObject);
}
void OnDestroy()
{
ActivateVibration(false);
}

View File

@ -1,156 +1,157 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
using MenusHandler;
using InputHandler;
public class MomBehavior : MonoBehaviour
{
public Action OnEnterRoom;
public Action OnLeaveRoom;
public Text WarningText;
public float MinTriggerTime = 60f;
public float MaxTriggerTime = 90f;
public float WarningHeadsupTime = 5f;
public float MotherStayTime = 2f;
public Door RoomDoor;
public Child[] Children;
public enum State { Away, Warning, InRoom }
private State _currentState;
private float _elapsedTime = 0f;
private float _nextTriggerTime;
private bool _gameOver = false;
public bool IsInRoom
{
get { return _currentState == State.InRoom; }
}
void Awake()
{
_nextTriggerTime = GetNextTriggerTime();
}
void Update()
{
if (_gameOver) return;
// When the mom hasn't been triggered for a while, it can appear anytime between 2 borders
_elapsedTime += Time.deltaTime;
switch (_currentState)
{
case State.Away:
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
{
SetState(State.Warning);
}
break;
case State.Warning:
if (_elapsedTime >= _nextTriggerTime)
{
SetState(State.InRoom);
}
break;
case State.InRoom:
if (_elapsedTime >= MotherStayTime)
{
SetState(State.Away);
}
CheckIfSleeping();
break;
}
}
private void SetState(State newState)
{
switch (newState)
{
case State.Away:
RoomDoor.Close(OnLeaveRoom);
_elapsedTime = 0f;
break;
case State.Warning:
// Temporary
WarningText.gameObject.SetActive(true);
RoomDoor.Open();
break;
case State.InRoom:
// Temporary
WarningText.gameObject.SetActive(false);
_nextTriggerTime = GetNextTriggerTime();
_elapsedTime = 0f;
if (OnEnterRoom != null)
{
OnEnterRoom();
}
break;
}
_currentState = newState;
}
public State GetState(){
return _currentState;
}
private void CheckIfSleeping()
{
List<Child> safeChildren = new List<Child>();
foreach (Child child in Children)
{
if (child == null) continue;
if (child.IsSleeping)
{
safeChildren.Add(child);
}
else
{
Debug.Log("Player " + child.Index + " has been spotted by mom.");
// TODO: Visual animation that the player lost (lasso?)
Destroy(child.gameObject);
}
}
if (safeChildren.Count == 0)
{
Debug.Log("Mom wins!");
MenusManager.Instance.ShowMenu("MomWinsMenu");
_gameOver = true;
}
else if (safeChildren.Count == 1)
{
Debug.Log("Player " + safeChildren[0].Index + " wins!");
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
menu.SetPlayerIndex(safeChildren[0].Index);
_gameOver = true;
}
}
private float GetNextTriggerTime()
{
return UnityEngine.Random.Range(MinTriggerTime, MaxTriggerTime);
}
}
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
using MenusHandler;
using InputHandler;
public class MomBehavior : MonoBehaviour
{
public Action OnEnterRoom;
public Action OnLeaveRoom;
public Text WarningText;
public float MinTriggerTime = 60f;
public float MaxTriggerTime = 90f;
public float WarningHeadsupTime = 5f;
public float MotherStayTime = 2f;
public Door RoomDoor;
public Child[] Children;
public enum State { Away, Warning, InRoom }
private State _currentState;
private float _elapsedTime = 0f;
private float _nextTriggerTime;
private bool _gameOver = false;
public bool IsInRoom
{
get { return _currentState == State.InRoom; }
}
void Awake()
{
_nextTriggerTime = GetNextTriggerTime();
}
void Update()
{
if (_gameOver) return;
// When the mom hasn't been triggered for a while, it can appear anytime between 2 borders
_elapsedTime += Time.deltaTime;
switch (_currentState)
{
case State.Away:
if (_elapsedTime >= _nextTriggerTime - WarningHeadsupTime && _elapsedTime < _nextTriggerTime)
{
SetState(State.Warning);
}
break;
case State.Warning:
if (_elapsedTime >= _nextTriggerTime)
{
SetState(State.InRoom);
}
break;
case State.InRoom:
if (_elapsedTime >= MotherStayTime)
{
SetState(State.Away);
}
CheckIfSleeping();
break;
}
}
private void SetState(State newState)
{
switch (newState)
{
case State.Away:
RoomDoor.Close(OnLeaveRoom);
_elapsedTime = 0f;
break;
case State.Warning:
// Temporary
WarningText.gameObject.SetActive(true);
RoomDoor.Open();
break;
case State.InRoom:
// Temporary
WarningText.gameObject.SetActive(false);
_nextTriggerTime = GetNextTriggerTime();
_elapsedTime = 0f;
if (OnEnterRoom != null)
{
OnEnterRoom();
}
break;
}
_currentState = newState;
}
public State GetState(){
return _currentState;
}
private void CheckIfSleeping()
{
List<Child> safeChildren = new List<Child>();
foreach (Child child in Children)
{
if (child == null) continue;
if (child.IsSleeping)
{
safeChildren.Add(child);
}
else
{
Debug.Log("Player " + child.Index + " has been spotted by mom.");
// TODO: Visual animation that the player lost (lasso?)
child.NumZ = 4;
Destroy(child.gameObject);
}
}
if (safeChildren.Count == 0)
{
Debug.Log("Mom wins!");
MenusManager.Instance.ShowMenu("MomWinsMenu");
_gameOver = true;
}
else if (safeChildren.Count == 1)
{
Debug.Log("Player " + safeChildren[0].Index + " wins!");
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
menu.SetPlayerIndex(safeChildren[0].Index);
_gameOver = true;
}
}
private float GetNextTriggerTime()
{
return UnityEngine.Random.Range(MinTriggerTime, MaxTriggerTime);
}
}

View File

@ -0,0 +1,71 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[RequireComponent(typeof(Image))]
public class PlayerAvatar : MonoBehaviour {
private const int NumSprites = 5;
private Sprite[] _sprites;
private int _playerNum;
private Image _image;
private int _numZ;
public int NumZ
{
get
{
return _numZ;
}
set
{
_numZ = value;
_image.sprite = _sprites[_numZ];
if(_numZ == 3)
StartCoroutine(Die());
}
}
public int PlayerNum
{
set
{
_playerNum = value; //child.Index + 1;
//0 - 3 - Number of Z
// 4 - Dead
_sprites = new Sprite[NumSprites];
for (int i = 0; i < NumSprites; i++)
{
_sprites[i] = Resources.Load<Sprite>("UI_P" + _playerNum + "_" + i);
}
gameObject.SetActive(true);
NumZ = _numZ;
}
}
private int curr;
private float time = 1f;
// Use this for initialization
void Awake ()
{
_image = GetComponent<Image>();
_numZ = 0;
}
// Update is called once per frame
void Update ()
{
}
IEnumerator Die()
{
yield return new WaitForSeconds(1.2f);
NumZ = 4;
}
}

View File

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