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second: {r: .713235259, g: .713235259, b: .713235259, a: 1}
|
||||
data:
|
||||
first:
|
||||
name: _Color
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
// Shader created with Shader Forge v1.13
|
||||
// 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
|
||||
/*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" {
|
||||
Properties {
|
||||
@ -37,7 +37,6 @@ Shader "Shader Forge/M_Master" {
|
||||
uniform float4 _TimeEditor;
|
||||
uniform sampler2D _Normal; uniform float4 _Normal_ST;
|
||||
uniform float _N_Intensity;
|
||||
uniform sampler2D _R; uniform float4 _R_ST;
|
||||
uniform fixed _Metal;
|
||||
uniform sampler2D _node_8585; uniform float4 _node_8585_ST;
|
||||
struct VertexInput {
|
||||
@ -86,8 +85,7 @@ Shader "Shader Forge/M_Master" {
|
||||
float Pi = 3.141592654;
|
||||
float InvPi = 0.31830988618;
|
||||
///////// Gloss:
|
||||
float4 _R_var = tex2D(_R,TRANSFORM_TEX(i.uv0, _R));
|
||||
float gloss = 1.0 - _R_var.r; // Convert roughness to gloss
|
||||
float gloss = 1.0 - 1.0; // Convert roughness to gloss
|
||||
float specPow = exp2( gloss * 10.0+1.0);
|
||||
/////// GI Data:
|
||||
UnityLight light;
|
||||
@ -112,12 +110,12 @@ Shader "Shader Forge/M_Master" {
|
||||
float NdotL = max(0, dot( normalDirection, lightDirection ));
|
||||
float LdotH = max(0.0,dot(lightDirection, halfDirection));
|
||||
float4 node_1786 = _Time + _TimeEditor;
|
||||
float node_7265 = sin(node_1786.r);
|
||||
float node_4861 = (node_7265*0.5);
|
||||
float2 node_7035 = (i.uv0+node_4861*float2(1,1));
|
||||
float node_846 = 0.5;
|
||||
float2 node_7035 = (i.uv0+(sin(node_1786.r)*node_846)*float2(1,1));
|
||||
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 diffuseColor = node_7068; // Need this for specular when using metallic
|
||||
float3 node_7068 = lerp(float3(0.9338235,0.4716032,0.006866356),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb);
|
||||
float node_7205 = 0.5;
|
||||
float3 diffuseColor = (node_7068*node_7205); // Need this for specular when using metallic
|
||||
float specularMonochrome;
|
||||
float3 specularColor;
|
||||
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
|
||||
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
|
||||
////// Emissive:
|
||||
float3 node_8465 = (node_7068*_node_8585_var.rgb);
|
||||
float3 emissive = lerp(node_8465,node_7068,node_7265);
|
||||
float3 node_7014 = lerp((node_7068*_node_8585_var.rgb),node_7068,(sin(node_1786.g)*node_846));
|
||||
float3 emissive = node_7014;
|
||||
/// Final Color:
|
||||
float3 finalColor = diffuse + specular + emissive;
|
||||
fixed4 finalRGBA = fixed4(finalColor,1);
|
||||
@ -171,7 +169,6 @@ Shader "Shader Forge/M_Master" {
|
||||
uniform float4 _TimeEditor;
|
||||
uniform sampler2D _Normal; uniform float4 _Normal_ST;
|
||||
uniform float _N_Intensity;
|
||||
uniform sampler2D _R; uniform float4 _R_ST;
|
||||
uniform fixed _Metal;
|
||||
uniform sampler2D _node_8585; uniform float4 _node_8585_ST;
|
||||
struct VertexInput {
|
||||
@ -218,19 +215,18 @@ Shader "Shader Forge/M_Master" {
|
||||
float Pi = 3.141592654;
|
||||
float InvPi = 0.31830988618;
|
||||
///////// Gloss:
|
||||
float4 _R_var = tex2D(_R,TRANSFORM_TEX(i.uv0, _R));
|
||||
float gloss = 1.0 - _R_var.r; // Convert roughness to gloss
|
||||
float gloss = 1.0 - 1.0; // Convert roughness to gloss
|
||||
float specPow = exp2( gloss * 10.0+1.0);
|
||||
////// Specular:
|
||||
float NdotL = max(0, dot( normalDirection, lightDirection ));
|
||||
float LdotH = max(0.0,dot(lightDirection, halfDirection));
|
||||
float4 node_1786 = _Time + _TimeEditor;
|
||||
float node_7265 = sin(node_1786.r);
|
||||
float node_4861 = (node_7265*0.5);
|
||||
float2 node_7035 = (i.uv0+node_4861*float2(1,1));
|
||||
float node_846 = 0.5;
|
||||
float2 node_7035 = (i.uv0+(sin(node_1786.r)*node_846)*float2(1,1));
|
||||
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 diffuseColor = node_7068; // Need this for specular when using metallic
|
||||
float3 node_7068 = lerp(float3(0.9338235,0.4716032,0.006866356),float3(0.9960784,0.7137255,0.1372549),_node_8585_var.rgb);
|
||||
float node_7205 = 0.5;
|
||||
float3 diffuseColor = (node_7068*node_7205); // Need this for specular when using metallic
|
||||
float specularMonochrome;
|
||||
float3 specularColor;
|
||||
diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, lerp( 0.0, 1.0, _Metal ), specularColor, specularMonochrome );
|
||||
|
||||
@ -72,3 +72,16 @@ MonoBehaviour:
|
||||
Axis: 03000000
|
||||
KeyboardKeys:
|
||||
ButtonStates: []
|
||||
- name: MainMenu
|
||||
ButtonActions:
|
||||
- name: PlayGame
|
||||
XboxButtons: 00000000
|
||||
KeyboardKeys:
|
||||
- name: ShowCredits
|
||||
XboxButtons: 02000000
|
||||
KeyboardKeys:
|
||||
- name: BackCreditsMenu
|
||||
XboxButtons: 01000000
|
||||
KeyboardKeys:
|
||||
AxisRanges: []
|
||||
ButtonStates: []
|
||||
|
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BIN
Assets/Fonts/Luna.ttf
Normal file
18
Assets/Fonts/Luna.ttf.meta
Normal file
@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: be065015bc852074f92f405607d0042a
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timeCreated: 1440489199
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licenseType: Free
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TrueTypeFontImporter:
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serializedVersion: 2
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fontSize: 16
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forceTextureCase: -2
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characterSpacing: 1
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characterPadding: 0
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includeFontData: 1
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use2xBehaviour: 0
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fontNames: []
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customCharacters:
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fontRenderingMode: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -9,6 +9,43 @@ PluginImporter:
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||||
Any:
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||||
enabled: 1
|
||||
settings: {}
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||||
Editor:
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||||
enabled: 0
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settings:
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||||
CPU: x86
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DefaultValueInitialized: true
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Linux:
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||||
enabled: 1
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settings:
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||||
CPU: x86
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Linux64:
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||||
enabled: 0
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settings:
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CPU: None
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LinuxUniversal:
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enabled: 0
|
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settings:
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||||
CPU: x86
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OSXIntel:
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enabled: 1
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settings:
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||||
CPU: AnyCPU
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OSXIntel64:
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enabled: 0
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settings:
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||||
CPU: None
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OSXUniversal:
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||||
enabled: 0
|
||||
settings:
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||||
CPU: x86
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Win:
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enabled: 1
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settings:
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CPU: AnyCPU
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Win64:
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enabled: 0
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settings:
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CPU: None
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -9,6 +9,43 @@ PluginImporter:
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Any:
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enabled: 1
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settings: {}
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Editor:
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enabled: 0
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settings:
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CPU: x86_64
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DefaultValueInitialized: true
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Linux:
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enabled: 0
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settings:
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CPU: None
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Linux64:
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enabled: 1
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settings:
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CPU: x86_64
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LinuxUniversal:
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enabled: 0
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settings:
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CPU: x86_64
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OSXIntel:
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enabled: 0
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settings:
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CPU: None
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OSXIntel64:
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enabled: 1
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settings:
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CPU: AnyCPU
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OSXUniversal:
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enabled: 0
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settings:
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||||
CPU: x86_64
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Win:
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enabled: 0
|
||||
settings:
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CPU: None
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Win64:
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enabled: 1
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settings:
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CPU: AnyCPU
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -30,7 +30,7 @@ GameObject:
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- 114: {fileID: 11406500}
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- 114: {fileID: 11492118}
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m_Layer: 5
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m_Name: Avatar 3
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m_Name: Avatar 4
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -83,7 +83,7 @@ GameObject:
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- 114: {fileID: 11494372}
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- 114: {fileID: 11470378}
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m_Layer: 5
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m_Name: Avatar 4
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m_Name: Avatar 3
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -98,6 +98,7 @@ GameObject:
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m_Component:
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- 224: {fileID: 22443892}
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- 114: {fileID: 11451246}
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2779
Assets/Scenes/eclairageVio.unity
Normal file
8
Assets/Scenes/eclairageVio.unity.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 68fbcbbdc92f2a74e97cf195e75bae27
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@ -1,5 +1,6 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class Child : MonoBehaviour
|
||||
@ -18,6 +19,9 @@ public class Child : MonoBehaviour
|
||||
public PlayerAvatar Avatar;
|
||||
public Animator Animator;
|
||||
public GameObject AnimationPillow;
|
||||
public AudioSource ReceiveSound;
|
||||
|
||||
public Action<Child> OnDied;
|
||||
|
||||
private Rigidbody _rb;
|
||||
private bool _isGrounded = false;
|
||||
@ -163,6 +167,11 @@ public class Child : MonoBehaviour
|
||||
//player is hit
|
||||
Debug.Log("Child is hit by a pillow");
|
||||
|
||||
if (!ReceiveSound.isPlaying)
|
||||
{
|
||||
ReceiveSound.Play();
|
||||
}
|
||||
|
||||
Push(other.GetComponent<Rigidbody>().velocity.normalized * 10 * hitPushBackForce);
|
||||
Destroy(other.gameObject);
|
||||
}
|
||||
@ -358,10 +367,7 @@ public class Child : MonoBehaviour
|
||||
|
||||
void Die()
|
||||
{
|
||||
PlayerWinsMenu menu = (PlayerWinsMenu)MenusHandler.MenusManager.Instance.ShowMenu("PlayerWinsMenu");
|
||||
menu.SetPlayerIndex(this.Index == 1 ? 2 : 1);
|
||||
|
||||
Destroy(gameObject);
|
||||
OnDied(this);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
|
||||
@ -26,7 +26,8 @@ public class ChildController : MonoBehaviour
|
||||
|
||||
private void HandlePlayerAxis(MappedInput input)
|
||||
{
|
||||
if (this == null) return;
|
||||
// No keyboard code (only xbox controllers)
|
||||
if (this == null || !_child.Mom.StartGame) return;
|
||||
|
||||
// movement
|
||||
|
||||
@ -58,35 +59,42 @@ public class ChildController : MonoBehaviour
|
||||
|
||||
float xLookingValue = 0f;
|
||||
|
||||
if (input.Ranges.ContainsKey("LookLeft")) {
|
||||
if (input.Ranges.ContainsKey("LookLeft"))
|
||||
{
|
||||
xLookingValue = -input.Ranges["LookLeft"];
|
||||
}
|
||||
else if (input.Ranges.ContainsKey("LookRight")) {
|
||||
else if (input.Ranges.ContainsKey("LookRight"))
|
||||
{
|
||||
xLookingValue = input.Ranges["LookRight"];
|
||||
}
|
||||
|
||||
float zLookingValue = 0f;
|
||||
|
||||
if (input.Ranges.ContainsKey("LookForward")) {
|
||||
if (input.Ranges.ContainsKey("LookForward"))
|
||||
{
|
||||
zLookingValue = input.Ranges["LookForward"];
|
||||
}
|
||||
else if (input.Ranges.ContainsKey("LookBackward")) {
|
||||
else if (input.Ranges.ContainsKey("LookBackward"))
|
||||
{
|
||||
zLookingValue = -input.Ranges["LookBackward"];
|
||||
}
|
||||
|
||||
if (xLookingValue != 0 || zLookingValue != 0) {
|
||||
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...
|
||||
Mathf.Atan2(xLookingValue, zLookingValue) * Mathf.Rad2Deg - 90, // -90 to correct forward facing angle...
|
||||
transform.eulerAngles.z);
|
||||
|
||||
}
|
||||
else {
|
||||
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) {
|
||||
if (xValue != 0 || zValue != 0)
|
||||
{
|
||||
transform.eulerAngles = new Vector3(
|
||||
transform.eulerAngles.x,
|
||||
Mathf.Atan2(xValue, zValue) * Mathf.Rad2Deg - 90,
|
||||
@ -99,10 +107,161 @@ public class ChildController : MonoBehaviour
|
||||
|
||||
if (input.Actions.Contains("Hit"))
|
||||
_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)
|
||||
{
|
||||
// No keyboard code (only xbox controllers)
|
||||
/*
|
||||
if (this == null) return;
|
||||
|
||||
if (input.Actions.Contains("Jump"))
|
||||
@ -120,6 +279,47 @@ public class ChildController : MonoBehaviour
|
||||
Debug.Log("AWAKE");
|
||||
_child.WakeUp();
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -2,12 +2,17 @@
|
||||
using System.Collections;
|
||||
using InputHandler;
|
||||
using MenusHandler;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
public int PlayerCount = 4;
|
||||
private static GameManager _instance;
|
||||
public MomBehavior mom;
|
||||
public Image Icon1;
|
||||
public Image Icon2;
|
||||
public Image Icon3;
|
||||
public Image IconGo;
|
||||
|
||||
public static GameManager Instance
|
||||
{
|
||||
@ -40,6 +45,58 @@ public class GameManager : MonoBehaviour
|
||||
|
||||
// play gameplay music
|
||||
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()
|
||||
|
||||
@ -42,7 +42,7 @@ namespace InputHandler
|
||||
|
||||
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
|
||||
|
||||
@ -20,12 +20,12 @@ namespace InputHandler
|
||||
|
||||
private MappedInput _currentFrameMappedInput;
|
||||
|
||||
public InputMapper(Dictionary<string, InputContext> contexts)
|
||||
public InputMapper(Dictionary<string, InputContext> contexts, int playerIndex)
|
||||
{
|
||||
_contexts = contexts;
|
||||
_activeContexts = new Stack<InputContext>();
|
||||
_callbacks = new List<Action<MappedInput>>();
|
||||
_currentFrameMappedInput = new MappedInput();
|
||||
_currentFrameMappedInput = new MappedInput(playerIndex);
|
||||
}
|
||||
|
||||
public void Dispatch()
|
||||
|
||||
@ -13,6 +13,18 @@ namespace InputHandler
|
||||
public HashSet<string> States = new HashSet<string>();
|
||||
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()
|
||||
{
|
||||
Actions.Clear();
|
||||
|
||||
27
Assets/Scripts/Menus/CreditsMenu.cs
Normal file
@ -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");
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/Scripts/Menus/CreditsMenu.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 396d3ce2dff6ce34291874d31ce4885a
|
||||
timeCreated: 1440488499
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,22 +1,35 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using InputHandler;
|
||||
using MenusHandler;
|
||||
|
||||
public class SimpleMenu : MonoBehaviour
|
||||
public class SimpleMenu : Menu
|
||||
{
|
||||
public int NextLevel;
|
||||
|
||||
private bool _loadingNextLevel = false;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if (Input.anyKeyDown) {
|
||||
void Start()
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
InputManager.Instance.PushActiveContext("MainMenu", i);
|
||||
InputManager.Instance.AddCallback(i, HandleMenuInput);
|
||||
}
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
|
||||
IEnumerator AutoSkip() {
|
||||
|
||||
yield return new WaitForSeconds(5);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
20
Assets/Scripts/Menus/SimpleMenu2.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/Scripts/Menus/SimpleMenu2.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 538dd2002d2ec384aa912feff98fa9df
|
||||
timeCreated: 1440490038
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -17,6 +17,7 @@ public class MomBehavior : MonoBehaviour
|
||||
public float WarningHeadsupTime = 5f;
|
||||
public float MotherStayTime = 2f;
|
||||
public Door RoomDoor;
|
||||
public AudioSource MomEnterSound;
|
||||
|
||||
public Child[] Children;
|
||||
|
||||
@ -30,19 +31,53 @@ public class MomBehavior : MonoBehaviour
|
||||
|
||||
private bool _gameOver = false;
|
||||
|
||||
private List<Child> _aliveChildren;
|
||||
|
||||
public bool IsInRoom
|
||||
{
|
||||
get { return _currentState == State.InRoom; }
|
||||
}
|
||||
|
||||
private bool _startGame;
|
||||
|
||||
public bool StartGame
|
||||
{
|
||||
get { return _startGame; }
|
||||
set { _startGame = value; }
|
||||
}
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_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()
|
||||
{
|
||||
if (_gameOver) return;
|
||||
if (_gameOver || !_startGame) return;
|
||||
|
||||
// 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
|
||||
WarningText.gameObject.SetActive(true);
|
||||
|
||||
RoomDoor.Open();
|
||||
RoomDoor.Open(MomEnterSound.Play);
|
||||
|
||||
if (OnEnterRoom != null)
|
||||
{
|
||||
OnEnterRoom();
|
||||
}
|
||||
break;
|
||||
case State.InRoom:
|
||||
// Temporary
|
||||
@ -94,10 +134,6 @@ public class MomBehavior : MonoBehaviour
|
||||
|
||||
_elapsedTime = 0f;
|
||||
|
||||
if (OnEnterRoom != null)
|
||||
{
|
||||
OnEnterRoom();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@ -110,6 +146,8 @@ public class MomBehavior : MonoBehaviour
|
||||
|
||||
private void CheckIfSleeping()
|
||||
{
|
||||
if (_gameOver) return;
|
||||
|
||||
List<Child> safeChildren = new List<Child>();
|
||||
|
||||
foreach (Child child in Children)
|
||||
@ -129,6 +167,7 @@ public class MomBehavior : MonoBehaviour
|
||||
// TODO: Visual animation that the player lost (lasso?)
|
||||
|
||||
child.NumZ = 4;
|
||||
_aliveChildren.Remove(child);
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
}
|
||||
@ -137,23 +176,52 @@ public class MomBehavior : MonoBehaviour
|
||||
{
|
||||
Debug.Log("Mom wins!");
|
||||
|
||||
MenusManager.Instance.ShowMenu("MomWinsMenu");
|
||||
MusicManager.Instance.PlayDefeatMusic();
|
||||
|
||||
StartCoroutine(MomWins());
|
||||
|
||||
_gameOver = true;
|
||||
}
|
||||
else if (safeChildren.Count == 1)
|
||||
{
|
||||
_gameOver = true;
|
||||
|
||||
Debug.Log("Player " + safeChildren[0].Index + " wins!");
|
||||
|
||||
PlayerWinsMenu menu = (PlayerWinsMenu)MenusManager.Instance.ShowMenu("PlayerWinsMenu");
|
||||
menu.SetPlayerIndex(safeChildren[0].Index);
|
||||
|
||||
MusicManager.Instance.PlayVictoryMusic();
|
||||
|
||||
_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()
|
||||
{
|
||||
return UnityEngine.Random.Range(MinTriggerTime, MaxTriggerTime);
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
foreach (Child child in Children)
|
||||
{
|
||||
child.OnDied -= OnChildDied;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -11,6 +11,8 @@ public class Pillow : MonoBehaviour {
|
||||
public bool IsPickable = true;
|
||||
public bool IsLost = false;
|
||||
|
||||
public AudioSource ThrowSound;
|
||||
|
||||
private Collider _col;
|
||||
private Rigidbody _rb;
|
||||
private MeshRenderer _renderer;
|
||||
@ -97,6 +99,11 @@ public class Pillow : MonoBehaviour {
|
||||
|
||||
_rb.isKinematic = false;
|
||||
|
||||
if (!ThrowSound.isPlaying)
|
||||
{
|
||||
ThrowSound.Play();
|
||||
}
|
||||
|
||||
_rb.AddForce(force, ForceMode.Impulse);
|
||||
_renderer.material.color = _defaultColor;
|
||||
}
|
||||
|
||||
@ -21,8 +21,8 @@ public class PlayerAvatar : MonoBehaviour {
|
||||
{
|
||||
_numZ = value;
|
||||
_image.sprite = _sprites[_numZ];
|
||||
if(_numZ == 3)
|
||||
StartCoroutine(Die());
|
||||
if (_numZ == 3)
|
||||
Die();
|
||||
}
|
||||
}
|
||||
|
||||
@ -62,9 +62,8 @@ public class PlayerAvatar : MonoBehaviour {
|
||||
{
|
||||
}
|
||||
|
||||
IEnumerator Die()
|
||||
private void Die()
|
||||
{
|
||||
yield return new WaitForSeconds(1.2f);
|
||||
NumZ = 4;
|
||||
}
|
||||
|
||||
|
||||
BIN
Assets/Sprites/360_B.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
55
Assets/Sprites/360_B.png.meta
Normal file
@ -0,0 +1,55 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43a13bc8e039e744588a2177112263d9
|
||||
timeCreated: 1440489151
|
||||
licenseType: Free
|
||||
TextureImporter:
|
||||
fileIDToRecycleName: {}
|
||||
serializedVersion: 2
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
linearTexture: 0
|
||||
correctGamma: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: .25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 0
|
||||
cubemapConvolution: 0
|
||||
cubemapConvolutionSteps: 8
|
||||
cubemapConvolutionExponent: 1.5
|
||||
seamlessCubemap: 0
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textureFormat: -1
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maxTextureSize: 2048
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textureSettings:
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filterMode: -1
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aniso: 16
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mipBias: -1
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wrapMode: 1
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nPOTScale: 0
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lightmap: 0
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rGBM: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: .5, y: .5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spritePixelsToUnits: 100
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alphaIsTransparency: 1
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textureType: 8
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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10
Assets/StartScript.cs
Normal file
@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class StartScript : MonoBehaviour
|
||||
{
|
||||
void Start()
|
||||
{
|
||||
MenusHandler.MenusManager.Instance.ShowMenu("SimpleMenu");
|
||||
}
|
||||
}
|
||||
12
Assets/StartScript.cs.meta
Normal file
@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: e2661b0ef9078e3469f7090733b155eb
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timeCreated: 1440489649
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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