Replace the assets with the right, updated version of the game

This commit is contained in:
Patrice Vignola 2015-10-17 17:06:57 -04:00
parent 25cb0557f1
commit 0f20ec4bd7
160 changed files with 18773 additions and 5174 deletions

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@ -11,6 +11,7 @@ Material:
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@ -101,7 +102,7 @@ Material:
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@ -102,7 +102,7 @@ Material:
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@ -1,7 +1,7 @@
// Shader created with Shader Forge v1.13 // Shader created with Shader Forge v1.13
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge // Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.13;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,nrsp:0,limd:3,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:False,rprd:False,enco:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,bsrc:0,bdst:1,culm:0,dpts:2,wrdp:True,dith:0,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:917,x:33735,y:32622,varname:node_917,prsc:2|diff-7068-OUT,spec-1052-OUT,gloss-6009-R,normal-6962-OUT,emission-7014-OUT;n:type:ShaderForge.SFN_Tex2d,id:7603,x:32429,y:33050,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:node_9565,prsc:2,ntxv:3,isnm:True;n:type:ShaderForge.SFN_ComponentMask,id:6141,x:32700,y:33038,varname:node_6141,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-7603-RGB;n:type:ShaderForge.SFN_Append,id:6962,x:33243,y:32970,varname:node_6962,prsc:2|A-5867-OUT,B-7603-B;n:type:ShaderForge.SFN_Multiply,id:5867,x:33019,y:33049,varname:node_5867,prsc:2|A-6141-OUT,B-5555-OUT;n:type:ShaderForge.SFN_Slider,id:5555,x:32592,y:33167,ptovrint:False,ptlb:N_Intensity,ptin:_N_Intensity,varname:node_1797,prsc:2,min:0,cur:0.1965812,max:1;n:type:ShaderForge.SFN_Tex2d,id:6009,x:32301,y:32805,ptovrint:False,ptlb:R,ptin:_R,varname:node_5792,prsc:2,ntxv:1,isnm:False;n:type:ShaderForge.SFN_Vector1,id:44,x:32707,y:32590,varname:node_44,prsc:2,v1:0;n:type:ShaderForge.SFN_SwitchProperty,id:1052,x:32898,y:32615,ptovrint:False,ptlb:Metal,ptin:_Metal,varname:node_382,prsc:2,on:False|A-44-OUT,B-8335-OUT;n:type:ShaderForge.SFN_Vector1,id:8335,x:32720,y:32665,varname:node_8335,prsc:2,v1:1;n:type:ShaderForge.SFN_Panner,id:6076,x:33112,y:33271,varname:node_6076,prsc:2,spu:1,spv:1;n:type:ShaderForge.SFN_Lerp,id:7068,x:33073,y:32656,varname:node_7068,prsc:2|A-7467-OUT,B-8720-OUT,T-8585-RGB;n:type:ShaderForge.SFN_Vector3,id:7467,x:32603,y:32345,varname:node_7467,prsc:2,v1:0.9921569,v2:0.56,v3:0.1254902;n:type:ShaderForge.SFN_Vector3,id:8720,x:32651,y:32486,varname:node_8720,prsc:2,v1:0.9960784,v2:0.7137255,v3:0.1372549;n:type:ShaderForge.SFN_Multiply,id:8465,x:33185,y:32790,varname:node_8465,prsc:2|A-7068-OUT,B-8585-RGB;n:type:ShaderForge.SFN_Panner,id:7035,x:32607,y:32772,varname:node_7035,prsc:2,spu:1,spv:1|DIST-4861-OUT;n:type:ShaderForge.SFN_Time,id:1786,x:31885,y:32420,varname:node_1786,prsc:2;n:type:ShaderForge.SFN_Sin,id:7265,x:32117,y:32420,varname:node_7265,prsc:2|IN-1786-TSL;n:type:ShaderForge.SFN_Multiply,id:4861,x:32445,y:32613,varname:node_4861,prsc:2|A-7265-OUT,B-846-OUT;n:type:ShaderForge.SFN_Vector1,id:846,x:32210,y:32672,varname:node_846,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Tex2d,id:8585,x:32802,y:32811,ptovrint:False,ptlb:node_8585,ptin:_node_8585,varname:node_8585,prsc:2,tex:0338019dcea126c43b8e900a49cd6325,ntxv:0,isnm:False|UVIN-7035-UVOUT;n:type:ShaderForge.SFN_Lerp,id:7014,x:33435,y:32771,varname:node_7014,prsc:2|A-8465-OUT,B-7068-OUT,T-7265-OUT;proporder:1052-7603-5555-6009-8585;pass:END;sub:END;*/ /*SF_DATA;ver:1.13;sub:START;pass:START;ps:flbk:,lico:1,lgpr:1,nrmq:1,nrsp:0,limd:3,spmd:1,trmd:0,grmd:1,uamb:True,mssp:True,bkdf:False,rprd:False,enco:False,rmgx:True,rpth:0,hqsc:True,hqlp:False,tesm:0,bsrc:0,bdst:1,culm:0,dpts:2,wrdp:True,dith:0,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,ofsf:0,ofsu:0,f2p0:False;n:type:ShaderForge.SFN_Final,id:917,x:33735,y:32622,varname:node_917,prsc:2|diff-2920-OUT,spec-1052-OUT,gloss-9334-OUT,normal-6962-OUT,emission-7014-OUT;n:type:ShaderForge.SFN_Tex2d,id:7603,x:32065,y:32976,ptovrint:False,ptlb:Normal,ptin:_Normal,varname:node_9565,prsc:2,ntxv:3,isnm:True;n:type:ShaderForge.SFN_ComponentMask,id:6141,x:32336,y:32964,varname:node_6141,prsc:2,cc1:0,cc2:1,cc3:-1,cc4:-1|IN-7603-RGB;n:type:ShaderForge.SFN_Append,id:6962,x:32879,y:32896,varname:node_6962,prsc:2|A-5867-OUT,B-7603-B;n:type:ShaderForge.SFN_Multiply,id:5867,x:32655,y:32975,varname:node_5867,prsc:2|A-6141-OUT,B-5555-OUT;n:type:ShaderForge.SFN_Slider,id:5555,x:32228,y:33093,ptovrint:False,ptlb:N_Intensity,ptin:_N_Intensity,varname:node_1797,prsc:2,min:0,cur:0.1965812,max:1;n:type:ShaderForge.SFN_Tex2d,id:6009,x:31764,y:32764,ptovrint:False,ptlb:R,ptin:_R,varname:node_5792,prsc:2,ntxv:1,isnm:False;n:type:ShaderForge.SFN_Vector1,id:44,x:32343,y:32516,varname:node_44,prsc:2,v1:0;n:type:ShaderForge.SFN_SwitchProperty,id:1052,x:32582,y:32514,ptovrint:False,ptlb:Metal,ptin:_Metal,varname:node_382,prsc:2,on:False|A-44-OUT,B-8335-OUT;n:type:ShaderForge.SFN_Vector1,id:8335,x:32356,y:32560,varname:node_8335,prsc:2,v1:1;n:type:ShaderForge.SFN_Panner,id:6076,x:32748,y:33197,varname:node_6076,prsc:2,spu:1,spv:1;n:type:ShaderForge.SFN_Lerp,id:7068,x:32797,y:32514,varname:node_7068,prsc:2|A-7467-OUT,B-8720-OUT,T-8585-RGB;n:type:ShaderForge.SFN_Vector3,id:7467,x:32239,y:32271,varname:node_7467,prsc:2,v1:0.9338235,v2:0.4716032,v3:0.006866356;n:type:ShaderForge.SFN_Vector3,id:8720,x:32109,y:32383,varname:node_8720,prsc:2,v1:0.9960784,v2:0.7137255,v3:0.1372549;n:type:ShaderForge.SFN_Multiply,id:8465,x:32797,y:32650,varname:node_8465,prsc:2|A-7068-OUT,B-8585-RGB;n:type:ShaderForge.SFN_Panner,id:7035,x:32243,y:32698,varname:node_7035,prsc:2,spu:1,spv:1|DIST-4861-OUT;n:type:ShaderForge.SFN_Time,id:1786,x:31521,y:32346,varname:node_1786,prsc:2;n:type:ShaderForge.SFN_Sin,id:7265,x:31744,y:32403,varname:node_7265,prsc:2|IN-1786-TSL;n:type:ShaderForge.SFN_Multiply,id:4861,x:32021,y:32528,varname:node_4861,prsc:2|A-7265-OUT,B-846-OUT;n:type:ShaderForge.SFN_Vector1,id:846,x:31846,y:32598,varname:node_846,prsc:2,v1:0.5;n:type:ShaderForge.SFN_Tex2d,id:8585,x:32438,y:32737,ptovrint:False,ptlb:node_8585,ptin:_node_8585,varname:node_8585,prsc:2,tex:d23fcc71ed7444b498be22911927a712,ntxv:0,isnm:False|UVIN-7035-UVOUT;n:type:ShaderForge.SFN_Lerp,id:7014,x:33045,y:32669,varname:node_7014,prsc:2|A-8465-OUT,B-7068-OUT,T-779-OUT;n:type:ShaderForge.SFN_Vector1,id:9334,x:31968,y:32766,varname:node_9334,prsc:2,v1:1;n:type:ShaderForge.SFN_Sin,id:5737,x:31783,y:32263,varname:node_5737,prsc:2|IN-1786-T;n:type:ShaderForge.SFN_Multiply,id:779,x:32026,y:32263,varname:node_779,prsc:2|A-5737-OUT,B-846-OUT;n:type:ShaderForge.SFN_Multiply,id:2920,x:33301,y:32453,varname:node_2920,prsc:2|A-7068-OUT,B-7205-OUT;n:type:ShaderForge.SFN_Vector1,id:7205,x:33123,y:32485,varname:node_7205,prsc:2,v1:0.5;proporder:1052-7603-5555-6009-8585;pass:END;sub:END;*/
Shader "Shader Forge/M_Master" { Shader "Shader Forge/M_Master" {
Properties { Properties {
@ -37,7 +37,6 @@ Shader "Shader Forge/M_Master" {
uniform float4 _TimeEditor; uniform float4 _TimeEditor;
uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform sampler2D _Normal; uniform float4 _Normal_ST;
uniform float _N_Intensity; uniform float _N_Intensity;
uniform sampler2D _R; uniform float4 _R_ST;
uniform fixed _Metal; uniform fixed _Metal;
uniform sampler2D _node_8585; uniform float4 _node_8585_ST; uniform sampler2D _node_8585; uniform float4 _node_8585_ST;
struct VertexInput { struct VertexInput {
@ -86,8 +85,7 @@ Shader "Shader Forge/M_Master" {
float Pi = 3.141592654; float Pi = 3.141592654;
float InvPi = 0.31830988618; float InvPi = 0.31830988618;
///////// Gloss: ///////// Gloss:
float4 _R_var = tex2D(_R,TRANSFORM_TEX(i.uv0, _R)); float gloss = 1.0 - 1.0; // Convert roughness to gloss
float gloss = 1.0 - _R_var.r; // Convert roughness to gloss
float specPow = exp2( gloss * 10.0+1.0); float specPow = exp2( gloss * 10.0+1.0);
/////// GI Data: /////// GI Data:
UnityLight light; UnityLight light;
@ -112,12 +110,12 @@ Shader "Shader Forge/M_Master" {
float NdotL = max(0, dot( normalDirection, lightDirection )); float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection)); float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 node_1786 = _Time + _TimeEditor; float4 node_1786 = _Time + _TimeEditor;
float node_7265 = sin(node_1786.r); float node_846 = 0.5;
float node_4861 = (node_7265*0.5); float2 node_7035 = (i.uv0+(sin(node_1786.r)*node_846)*float2(1,1));
float2 node_7035 = (i.uv0+node_4861*float2(1,1));
float4 _node_8585_var = tex2D(_node_8585,TRANSFORM_TEX(node_7035, _node_8585)); float4 _node_8585_var = tex2D(_node_8585,TRANSFORM_TEX(node_7035, _node_8585));
float3 node_7068 = lerp(float3(0.9921569,0.56,0.1254902),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb); float3 node_7068 = lerp(float3(0.9338235,0.4716032,0.006866356),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb);
float3 diffuseColor = node_7068; // Need this for specular when using metallic float node_7205 = 0.5;
float3 diffuseColor = (node_7068*node_7205); // Need this for specular when using metallic
float specularMonochrome; float specularMonochrome;
float3 specularColor; float3 specularColor;
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, lerp( 0.0, 1.0, _Metal ), specularColor, specularMonochrome ); diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, lerp( 0.0, 1.0, _Metal ), specularColor, specularMonochrome );
@ -138,8 +136,8 @@ Shader "Shader Forge/M_Master" {
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
////// Emissive: ////// Emissive:
float3 node_8465 = (node_7068*_node_8585_var.rgb); float3 node_7014 = lerp((node_7068*_node_8585_var.rgb),node_7068,(sin(node_1786.g)*node_846));
float3 emissive = lerp(node_8465,node_7068,node_7265); float3 emissive = node_7014;
/// Final Color: /// Final Color:
float3 finalColor = diffuse + specular + emissive; float3 finalColor = diffuse + specular + emissive;
fixed4 finalRGBA = fixed4(finalColor,1); fixed4 finalRGBA = fixed4(finalColor,1);
@ -171,7 +169,6 @@ Shader "Shader Forge/M_Master" {
uniform float4 _TimeEditor; uniform float4 _TimeEditor;
uniform sampler2D _Normal; uniform float4 _Normal_ST; uniform sampler2D _Normal; uniform float4 _Normal_ST;
uniform float _N_Intensity; uniform float _N_Intensity;
uniform sampler2D _R; uniform float4 _R_ST;
uniform fixed _Metal; uniform fixed _Metal;
uniform sampler2D _node_8585; uniform float4 _node_8585_ST; uniform sampler2D _node_8585; uniform float4 _node_8585_ST;
struct VertexInput { struct VertexInput {
@ -218,19 +215,18 @@ Shader "Shader Forge/M_Master" {
float Pi = 3.141592654; float Pi = 3.141592654;
float InvPi = 0.31830988618; float InvPi = 0.31830988618;
///////// Gloss: ///////// Gloss:
float4 _R_var = tex2D(_R,TRANSFORM_TEX(i.uv0, _R)); float gloss = 1.0 - 1.0; // Convert roughness to gloss
float gloss = 1.0 - _R_var.r; // Convert roughness to gloss
float specPow = exp2( gloss * 10.0+1.0); float specPow = exp2( gloss * 10.0+1.0);
////// Specular: ////// Specular:
float NdotL = max(0, dot( normalDirection, lightDirection )); float NdotL = max(0, dot( normalDirection, lightDirection ));
float LdotH = max(0.0,dot(lightDirection, halfDirection)); float LdotH = max(0.0,dot(lightDirection, halfDirection));
float4 node_1786 = _Time + _TimeEditor; float4 node_1786 = _Time + _TimeEditor;
float node_7265 = sin(node_1786.r); float node_846 = 0.5;
float node_4861 = (node_7265*0.5); float2 node_7035 = (i.uv0+(sin(node_1786.r)*node_846)*float2(1,1));
float2 node_7035 = (i.uv0+node_4861*float2(1,1));
float4 _node_8585_var = tex2D(_node_8585,TRANSFORM_TEX(node_7035, _node_8585)); float4 _node_8585_var = tex2D(_node_8585,TRANSFORM_TEX(node_7035, _node_8585));
float3 node_7068 = lerp(float3(0.9921569,0.56,0.1254902),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb); float3 node_7068 = lerp(float3(0.9338235,0.4716032,0.006866356),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb);
float3 diffuseColor = node_7068; // Need this for specular when using metallic float node_7205 = 0.5;
float3 diffuseColor = (node_7068*node_7205); // Need this for specular when using metallic
float specularMonochrome; float specularMonochrome;
float3 specularColor; float3 specularColor;
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@ -1,5 +1,6 @@
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
using System;
[RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(Rigidbody))]
public class Child : MonoBehaviour public class Child : MonoBehaviour
@ -18,6 +19,9 @@ public class Child : MonoBehaviour
public PlayerAvatar Avatar; public PlayerAvatar Avatar;
public Animator Animator; public Animator Animator;
public GameObject AnimationPillow; public GameObject AnimationPillow;
public AudioSource ReceiveSound;
public Action<Child> OnDied;
private Rigidbody _rb; private Rigidbody _rb;
private bool _isGrounded = false; private bool _isGrounded = false;
@ -163,6 +167,11 @@ public class Child : MonoBehaviour
//player is hit //player is hit
Debug.Log("Child is hit by a pillow"); Debug.Log("Child is hit by a pillow");
if (!ReceiveSound.isPlaying)
{
ReceiveSound.Play();
}
Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce); Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
Destroy(other.gameObject); Destroy(other.gameObject);
} }
@ -358,10 +367,7 @@ public class Child : MonoBehaviour
void Die() void Die()
{ {
PlayerWinsMenu menu = (PlayerWinsMenu)MenusHandler.MenusManager.Instance.ShowMenu("PlayerWinsMenu"); OnDied(this);
menu.SetPlayerIndex(this.Index == 1 ? 2 : 1);
Destroy(gameObject);
} }
void OnDestroy() void OnDestroy()

View File

@ -26,7 +26,8 @@ public class ChildController : MonoBehaviour
private void HandlePlayerAxis(MappedInput input) private void HandlePlayerAxis(MappedInput input)
{ {
if (this == null) return; // No keyboard code (only xbox controllers)
if (this == null || !_child.Mom.StartGame) return;
// movement // movement
@ -58,35 +59,42 @@ public class ChildController : MonoBehaviour
float xLookingValue = 0f; float xLookingValue = 0f;
if (input.Ranges.ContainsKey("LookLeft")) { if (input.Ranges.ContainsKey("LookLeft"))
{
xLookingValue = -input.Ranges["LookLeft"]; xLookingValue = -input.Ranges["LookLeft"];
} }
else if (input.Ranges.ContainsKey("LookRight")) { else if (input.Ranges.ContainsKey("LookRight"))
{
xLookingValue = input.Ranges["LookRight"]; xLookingValue = input.Ranges["LookRight"];
} }
float zLookingValue = 0f; float zLookingValue = 0f;
if (input.Ranges.ContainsKey("LookForward")) { if (input.Ranges.ContainsKey("LookForward"))
{
zLookingValue = input.Ranges["LookForward"]; zLookingValue = input.Ranges["LookForward"];
} }
else if (input.Ranges.ContainsKey("LookBackward")) { else if (input.Ranges.ContainsKey("LookBackward"))
{
zLookingValue = -input.Ranges["LookBackward"]; zLookingValue = -input.Ranges["LookBackward"];
} }
if (xLookingValue != 0 || zLookingValue != 0) { if (xLookingValue != 0 || zLookingValue != 0)
{
transform.eulerAngles = new Vector3( transform.eulerAngles = new Vector3(
transform.eulerAngles.x, transform.eulerAngles.x,
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg -90, // -90 to correct forward facing angle... Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg - 90, // -90 to correct forward facing angle...
transform.eulerAngles.z); transform.eulerAngles.z);
} }
else { else
{
// if player is not look with the right joystick, then face the direction we're going // if player is not look with the right joystick, then face the direction we're going
// if left joystick is used, else we don't change the facing direction // if left joystick is used, else we don't change the facing direction
if (xValue != 0 || zValue!= 0) { if (xValue != 0 || zValue != 0)
{
transform.eulerAngles = new Vector3( transform.eulerAngles = new Vector3(
transform.eulerAngles.x, transform.eulerAngles.x,
Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg - 90, Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg - 90,
@ -97,12 +105,163 @@ public class ChildController : MonoBehaviour
if (input.Ranges.ContainsKey("Throw")) if (input.Ranges.ContainsKey("Throw"))
_child.Throw(); _child.Throw();
if (input.Actions.Contains("Hit")) if (input.Actions.Contains("Hit"))
_child.Swing(); _child.Swing();
// Keyboard + mouse code (for the fourth player)
/*if (this == null || !_child.Mom.StartGame) return;
float xValue = 0f;
float zValue = 0f;
float xLookingValue = 0f;
float zLookingValue = 0f;
bool throwPressed = false;
bool hitPressed = false;
if (input.PlayerIndex == 3)
{
if (Input.GetKey(KeyCode.A))
{
xValue = -1f;
}
else if (Input.GetKey(KeyCode.D))
{
xValue = 1f;
}
if (Input.GetKey(KeyCode.W))
{
zValue = 1f;
}
else if (Input.GetKey(KeyCode.S))
{
zValue = -1f;
}
Vector3 mousePos = Input.mousePosition;
mousePos.z = Vector3.Distance(new Vector3(0f, transform.position.y, 0f), Camera.main.transform.position);
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(mousePos);
Vector3 relAxis = (new Vector3(mouseWorldPos.x, transform.position.y, mouseWorldPos.z) - transform.position).normalized;
xLookingValue = relAxis.x;
zLookingValue = relAxis.z;
// targeting
if (xLookingValue != 0 || zLookingValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg, // -90 to correct forward facing angle...
transform.eulerAngles.z);
}
else
{
// if player is not look with the right joystick, then face the direction we're going
// if left joystick is used, else we don't change the facing direction
if (xValue != 0 || zValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg,
transform.eulerAngles.z);
}
}
throwPressed = Input.GetKeyDown(KeyCode.Mouse0);
}
else
{
if (input.Ranges.ContainsKey("MoveLeft"))
{
xValue = -input.Ranges["MoveLeft"];
}
else if (input.Ranges.ContainsKey("MoveRight"))
{
xValue = input.Ranges["MoveRight"];
}
if (input.Ranges.ContainsKey("MoveForward"))
{
zValue = input.Ranges["MoveForward"];
}
else if (input.Ranges.ContainsKey("MoveBackward"))
{
zValue = -input.Ranges["MoveBackward"];
}
if (input.Ranges.ContainsKey("LookLeft"))
{
xLookingValue = -input.Ranges["LookLeft"];
}
else if (input.Ranges.ContainsKey("LookRight"))
{
xLookingValue = input.Ranges["LookRight"];
}
if (input.Ranges.ContainsKey("LookForward"))
{
zLookingValue = input.Ranges["LookForward"];
}
else if (input.Ranges.ContainsKey("LookBackward"))
{
zLookingValue = -input.Ranges["LookBackward"];
}
// targeting
if (xLookingValue != 0 || zLookingValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg - 90, // -90 to correct forward facing angle...
transform.eulerAngles.z);
}
else
{
// if player is not look with the right joystick, then face the direction we're going
// if left joystick is used, else we don't change the facing direction
if (xValue != 0 || zValue != 0)
{
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg - 90,
transform.eulerAngles.z);
}
}
throwPressed = input.Ranges.ContainsKey("Throw");
hitPressed = input.Actions.Contains("Hit");
}
_child.Move(xValue, zValue);
if (throwPressed)
_child.Throw();
if (hitPressed)
_child.Swing();*/
} }
private void HandlePlayerButtons(MappedInput input) private void HandlePlayerButtons(MappedInput input)
{ {
// No keyboard code (only xbox controllers)
/*
if (this == null) return; if (this == null) return;
if (input.Actions.Contains("Jump")) if (input.Actions.Contains("Jump"))
@ -120,6 +279,47 @@ public class ChildController : MonoBehaviour
Debug.Log("AWAKE"); Debug.Log("AWAKE");
_child.WakeUp(); _child.WakeUp();
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber); InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
}*/
if (this == null) return;
if (input.PlayerIndex == 3)
{
if (Input.GetKeyDown(KeyCode.Space))
{
_child.Jump();
}
if (Input.GetKeyDown(KeyCode.X) && !_child.IsSleeping && _child.Sleep())
{
Debug.Log("SLEEPING");
InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber);
}
else if (Input.GetKeyDown(KeyCode.X) && _child.IsSleeping)
{
Debug.Log("AWAKE");
_child.WakeUp();
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
}
}
else
{
if (input.Actions.Contains("Jump"))
{
_child.Jump();
}
if (input.Actions.Contains("Sleep") && _child.Sleep())
{
Debug.Log("SLEEPING");
InputManager.Instance.PushActiveContext("Sleeping", (int)PlayerNumber);
}
else if (input.Actions.Contains("WakeUp"))
{
Debug.Log("AWAKE");
_child.WakeUp();
InputManager.Instance.PushActiveContext("Awake", (int)PlayerNumber);
}
} }
} }

View File

@ -2,12 +2,17 @@
using System.Collections; using System.Collections;
using InputHandler; using InputHandler;
using MenusHandler; using MenusHandler;
using UnityEngine.UI;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
public int PlayerCount = 4; public int PlayerCount = 4;
private static GameManager _instance; private static GameManager _instance;
public MomBehavior mom; public MomBehavior mom;
public Image Icon1;
public Image Icon2;
public Image Icon3;
public Image IconGo;
public static GameManager Instance public static GameManager Instance
{ {
@ -40,6 +45,58 @@ public class GameManager : MonoBehaviour
// play gameplay music // play gameplay music
MusicManager.Instance.PlayGameplayMusic(); MusicManager.Instance.PlayGameplayMusic();
Icon1.gameObject.SetActive(false);
Icon2.gameObject.SetActive(false);
Icon3.gameObject.SetActive(false);
IconGo.gameObject.SetActive(false);
StartCoroutine(CountDown());
}
private IEnumerator CountDown()
{
yield return new WaitForSeconds(0.5f);
yield return StartCoroutine(FadeOutNumber(Icon3));
yield return StartCoroutine(FadeOutNumber(Icon2));
yield return StartCoroutine(FadeOutNumber(Icon1));
mom.StartGame = true;
yield return StartCoroutine(FadeOutNumber(IconGo));
}
private IEnumerator FadeOutNumber(Image number)
{
number.gameObject.SetActive(true);
number.rectTransform.offsetMax = Vector2.zero;
number.rectTransform.offsetMin = Vector2.zero;
Vector2 initialAnchorMin = new Vector2(0.4f, 0.3f);
Vector2 initialAnchorMax = new Vector2(0.6f, 0.7f);
Vector2 finalAnchor = new Vector2(0.5f, 0.5f);
float ratio = 0f;
Color initialColor = number.color;
Color finalColor = new Color(initialColor.r, initialColor.g, initialColor.b, 0f);
while (ratio < 1f)
{
ratio += Time.deltaTime / 1f;
number.rectTransform.anchorMin = Vector2.Lerp(initialAnchorMin, finalAnchor, ratio);
number.rectTransform.anchorMax = Vector2.Lerp(initialAnchorMax, finalAnchor, ratio);
number.color = Color.Lerp(initialColor, finalColor, ratio);
yield return null;
}
number.gameObject.SetActive(false);
} }
public void PushMenuContext() public void PushMenuContext()

View File

@ -42,7 +42,7 @@ namespace InputHandler
for (int i = 0; i < MAX_PLAYER_COUNT; i++) for (int i = 0; i < MAX_PLAYER_COUNT; i++)
{ {
_inputMappers[i] = new InputMapper(mappedContexts); _inputMappers[i] = new InputMapper(mappedContexts, i);
} }
// Do the needed initial setup in the derived classes // Do the needed initial setup in the derived classes

View File

@ -20,12 +20,12 @@ namespace InputHandler
private MappedInput _currentFrameMappedInput; private MappedInput _currentFrameMappedInput;
public InputMapper(Dictionary<string, InputContext> contexts) public InputMapper(Dictionary<string, InputContext> contexts, int playerIndex)
{ {
_contexts = contexts; _contexts = contexts;
_activeContexts = new Stack<InputContext>(); _activeContexts = new Stack<InputContext>();
_callbacks = new List<Action<MappedInput>>(); _callbacks = new List<Action<MappedInput>>();
_currentFrameMappedInput = new MappedInput(); _currentFrameMappedInput = new MappedInput(playerIndex);
} }
public void Dispatch() public void Dispatch()

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@ -13,6 +13,18 @@ namespace InputHandler
public HashSet<string> States = new HashSet<string>(); public HashSet<string> States = new HashSet<string>();
public Dictionary<string, float> Ranges = new Dictionary<string, float>(); public Dictionary<string, float> Ranges = new Dictionary<string, float>();
private int _playerIndex;
public int PlayerIndex
{
get { return _playerIndex; }
}
public MappedInput(int playerIndex)
{
_playerIndex = playerIndex;
}
public void Clear() public void Clear()
{ {
Actions.Clear(); Actions.Clear();

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@ -0,0 +1,27 @@
using UnityEngine;
using System.Collections;
using MenusHandler;
using UnityEngine.UI;
using InputHandler;
public class CreditsMenu : Menu
{
void Start()
{
for (int i = 0; i < 4; i++)
{
InputManager.Instance.PushActiveContext("MainMenu", i);
InputManager.Instance.AddCallback(i, HandleCreditsMenuInput);
}
}
private void HandleCreditsMenuInput(MappedInput input)
{
if (this == null || !gameObject.activeSelf) return;
if (input.Actions.Contains("BackCreditsMenu"))
{
MenusManager.Instance.ShowMenu("SimpleMenu");
}
}
}

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@ -1,22 +1,35 @@
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
using InputHandler;
using MenusHandler;
public class SimpleMenu : MonoBehaviour public class SimpleMenu : Menu
{ {
public int NextLevel; public int NextLevel;
private bool _loadingNextLevel = false;
// Update is called once per frame void Start()
void Update () { {
if (Input.anyKeyDown) { for (int i = 0; i < 4; i++)
Application.LoadLevel(NextLevel); {
InputManager.Instance.PushActiveContext("MainMenu", i);
InputManager.Instance.AddCallback(i, HandleMenuInput);
} }
} }
IEnumerator AutoSkip() {
yield return new WaitForSeconds(5);
private void HandleMenuInput(MappedInput input)
{
if (this == null || _loadingNextLevel || !gameObject.activeSelf) return;
if (input.Actions.Contains("PlayGame"))
{
Application.LoadLevel(NextLevel);
_loadingNextLevel = true;
}
else if (input.Actions.Contains("ShowCredits"))
{
MenusManager.Instance.ShowMenu("CreditsMenu");
}
} }
} }

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@ -0,0 +1,20 @@
using UnityEngine;
using System.Collections;
using InputHandler;
using MenusHandler;
public class SimpleMenu2 : Menu
{
public int NextLevel;
private bool _loadingNextLevel = false;
void Update()
{
if (Input.anyKeyDown && !_loadingNextLevel)
{
Application.LoadLevel(NextLevel);
_loadingNextLevel = true;
}
}
}

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@ -17,6 +17,7 @@ public class MomBehavior : MonoBehaviour
public float WarningHeadsupTime = 5f; public float WarningHeadsupTime = 5f;
public float MotherStayTime = 2f; public float MotherStayTime = 2f;
public Door RoomDoor; public Door RoomDoor;
public AudioSource MomEnterSound;
public Child[] Children; public Child[] Children;
@ -30,19 +31,53 @@ public class MomBehavior : MonoBehaviour
private bool _gameOver = false; private bool _gameOver = false;
private List<Child> _aliveChildren;
public bool IsInRoom public bool IsInRoom
{ {
get { return _currentState == State.InRoom; } get { return _currentState == State.InRoom; }
} }
private bool _startGame;
public bool StartGame
{
get { return _startGame; }
set { _startGame = value; }
}
void Awake() void Awake()
{ {
_nextTriggerTime = GetNextTriggerTime(); _nextTriggerTime = GetNextTriggerTime();
_aliveChildren = new List<Child>();
foreach (Child child in Children)
{
child.OnDied += OnChildDied;
_aliveChildren.Add(child);
}
}
private void OnChildDied(Child child)
{
if (_gameOver) return;
_aliveChildren.Remove(child);
Destroy(child.gameObject);
if (_aliveChildren.Count == 1)
{
MusicManager.Instance.PlayVictoryMusic();
StartCoroutine("PlayerWins", child);
}
} }
void Update() void Update()
{ {
if (_gameOver) return; if (_gameOver || !_startGame) return;
// When the mom hasn't been triggered for a while, it can appear anytime between 2 borders // When the mom hasn't been triggered for a while, it can appear anytime between 2 borders
@ -85,7 +120,12 @@ public class MomBehavior : MonoBehaviour
// Temporary // Temporary
WarningText.gameObject.SetActive(true); WarningText.gameObject.SetActive(true);
RoomDoor.Open(); RoomDoor.Open(MomEnterSound.Play);
if (OnEnterRoom != null)
{
OnEnterRoom();
}
break; break;
case State.InRoom: case State.InRoom:
// Temporary // Temporary
@ -94,10 +134,6 @@ public class MomBehavior : MonoBehaviour
_elapsedTime = 0f; _elapsedTime = 0f;
if (OnEnterRoom != null)
{
OnEnterRoom();
}
break; break;
} }
@ -110,6 +146,8 @@ public class MomBehavior : MonoBehaviour
private void CheckIfSleeping() private void CheckIfSleeping()
{ {
if (_gameOver) return;
List<Child> safeChildren = new List<Child>(); List<Child> safeChildren = new List<Child>();
foreach (Child child in Children) foreach (Child child in Children)
@ -129,6 +167,7 @@ public class MomBehavior : MonoBehaviour
// TODO: Visual animation that the player lost (lasso?) // TODO: Visual animation that the player lost (lasso?)
child.NumZ = 4; child.NumZ = 4;
_aliveChildren.Remove(child);
Destroy(child.gameObject); Destroy(child.gameObject);
} }
} }
@ -137,23 +176,52 @@ public class MomBehavior : MonoBehaviour
{ {
Debug.Log("Mom wins!"); Debug.Log("Mom wins!");
MenusManager.Instance.ShowMenu("MomWinsMenu"); MusicManager.Instance.PlayDefeatMusic();
StartCoroutine(MomWins());
_gameOver = true; _gameOver = true;
} }
else if (safeChildren.Count == 1) else if (safeChildren.Count == 1)
{ {
_gameOver = true;
Debug.Log("Player " + safeChildren[0].Index + " wins!"); Debug.Log("Player " + safeChildren[0].Index + " wins!");
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu"); PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
menu.SetPlayerIndex(safeChildren[0].Index); menu.SetPlayerIndex(safeChildren[0].Index);
MusicManager.Instance.PlayVictoryMusic();
_gameOver = true; _gameOver = true;
} }
} }
private IEnumerator MomWins()
{
yield return new WaitForSeconds(1.5f);
MenusManager.Instance.ShowMenu("MomWinsMenu");
}
private IEnumerator PlayerWins()
{
yield return new WaitForSeconds(1.5f);
PlayerWinsMenu menu = (PlayerWinsMenu)MenusHandler.MenusManager.Instance.ShowMenu("PlayerWinsMenu");
menu.SetPlayerIndex(_aliveChildren[0].Index);
}
private float GetNextTriggerTime() private float GetNextTriggerTime()
{ {
return UnityEngine.Random.Range(MinTriggerTime, MaxTriggerTime); return UnityEngine.Random.Range(MinTriggerTime, MaxTriggerTime);
} }
void OnDestroy()
{
foreach (Child child in Children)
{
child.OnDied -= OnChildDied;
}
}
} }

View File

@ -11,6 +11,8 @@ public class Pillow : MonoBehaviour {
public bool IsPickable = true; public bool IsPickable = true;
public bool IsLost = false; public bool IsLost = false;
public AudioSource ThrowSound;
private Collider _col; private Collider _col;
private Rigidbody _rb; private Rigidbody _rb;
private MeshRenderer _renderer; private MeshRenderer _renderer;
@ -97,6 +99,11 @@ public class Pillow : MonoBehaviour {
_rb.isKinematic = false; _rb.isKinematic = false;
if (!ThrowSound.isPlaying)
{
ThrowSound.Play();
}
_rb.AddForce(force, ForceMode.Impulse); _rb.AddForce(force, ForceMode.Impulse);
_renderer.material.color = _defaultColor; _renderer.material.color = _defaultColor;
} }

View File

@ -21,8 +21,8 @@ public class PlayerAvatar : MonoBehaviour {
{ {
_numZ = value; _numZ = value;
_image.sprite = _sprites[_numZ]; _image.sprite = _sprites[_numZ];
if(_numZ == 3) if (_numZ == 3)
StartCoroutine(Die()); Die();
} }
} }
@ -62,9 +62,8 @@ public class PlayerAvatar : MonoBehaviour {
{ {
} }
IEnumerator Die() private void Die()
{ {
yield return new WaitForSeconds(1.2f);
NumZ = 4; NumZ = 4;
} }

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Assets/StartScript.cs Normal file
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@ -0,0 +1,10 @@
using UnityEngine;
using System.Collections;
public class StartScript : MonoBehaviour
{
void Start()
{
MenusHandler.MenusManager.Instance.ShowMenu("SimpleMenu");
}
}

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