Conflicts:
	Assets/Prefabs/Pillow.prefab
	Assets/Scripts/Floor.cs
This commit is contained in:
jparent 2015-08-23 04:06:48 -04:00
commit 6ecf410bd9
74 changed files with 1696 additions and 19 deletions

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@ -3,13 +3,87 @@ using System.Collections;
public class Bed : MonoBehaviour
{
// Values to balance out in playtesting
public float MinSpawnDelay = 7f;
public float MaxSpawnDelay = 15f;
public Pillow PillowObject;
public Vector3 RelativePosition = new Vector3(1.6f, 0.5f, 0f);
private bool _isTaken;
private Pillow _currentPillow;
private float _elapsedTime;
private float _nextSpawnDelay;
public bool IsTaken
{
get { return _isTaken; }
}
void Awake()
{
SpawnPillow();
_nextSpawnDelay = GetNextSpawnDelay();
}
void Update()
{
if (_currentPillow == null)
{
_elapsedTime += Time.deltaTime;
if (_elapsedTime >= _nextSpawnDelay)
{
_elapsedTime = 0f;
SpawnPillow();
_nextSpawnDelay = GetNextSpawnDelay();
}
}
else if (_currentPillow.IsOwned)
{
_currentPillow = null;
_elapsedTime = 0f;
}
}
private void SpawnPillow()
{
_currentPillow = Instantiate(PillowObject, transform.position, PillowObject.transform.rotation) as Pillow;
Vector3 rot = _currentPillow.transform.eulerAngles;
rot.y = transform.eulerAngles.y - 90f;
_currentPillow.transform.eulerAngles = rot;
Vector3 pos = new Vector3();
if (Mathf.Approximately(transform.eulerAngles.y, 0f))
{
pos = RelativePosition;
}
else if (Mathf.Approximately(transform.eulerAngles.y, 90f))
{
pos = new Vector3(-RelativePosition.z, RelativePosition.y, -RelativePosition.x);
}
else if (Mathf.Approximately(transform.eulerAngles.y, 180f))
{
pos = new Vector3(-RelativePosition.x, RelativePosition.y, -RelativePosition.z);
}
else if (Mathf.Approximately(transform.eulerAngles.y, 270f))
{
pos = new Vector3(RelativePosition.z, RelativePosition.y, RelativePosition.x);
}
_currentPillow.transform.position += pos;
}
private float GetNextSpawnDelay()
{
return UnityEngine.Random.Range(MinSpawnDelay, MaxSpawnDelay);
}
public void Take()
{
_isTaken = true;
@ -19,4 +93,31 @@ public class Bed : MonoBehaviour
{
_isTaken = false;
}
/*
void OnCollisionEnter(Collision col)
{
// TODO: Check if the pillow is owned (otherwise it means the collision is only a player walking by)
if (col.gameObject.tag == "Pillow" && _currentPillow == null)
{
_currentPillow = col.gameObject.GetComponent<Pillow>();
}
}
void OnCollisionExit(Collision col)
{
if (_currentPillow != null && col.gameObject == _currentPillow.gameObject)
{
_currentPillow = null;
}
}*/
/*
void OnCollisionStay(Collision col)
{
if (col.gameObject.tag == "Player")
{
}
}*/
}

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@ -0,0 +1,182 @@
using UnityEngine;
using System.Collections.Generic;
[RequireComponent(typeof(Camera))]
public class CameraController : MonoBehaviour
{
private List<Transform> players;
private Camera cam;
private float nextUpdate = 0f;
private const float UpdateTime = 0.1f;
private bool movingLeft = false;
private bool movingRight = false;
private bool movingUp = false;
private bool movingDown = false;
private bool zoomingIn = false;
private bool zoomingOut = false;
private bool debug = false;
private float XOffset = 0.25f;
private float YOffset = 0.15f;
private Vector3 upMove;
// Use this for initialization
void Start ()
{
cam = GetComponent<Camera>();
players = new List<Transform>();
GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject go in gos)
{
if (!go.Equals(gameObject))
{
players.Add(go.transform);
}
}
upMove = new Vector3(transform.forward.x, 0, transform.forward.z).normalized;
}
// Update is called once per frame
void Update ()
{
nextUpdate -= Time.deltaTime;
if (nextUpdate < 0)
{
CalculateCameraMovement();
nextUpdate += UpdateTime;
}
if (Input.GetKeyDown(KeyCode.Z))
debug = true;
if (movingUp)
transform.Translate(upMove * -Time.deltaTime, Space.World);
if (movingDown)
transform.Translate(upMove * Time.deltaTime, Space.World);
if (movingLeft)
transform.Translate(-Time.deltaTime, 0, 0, Space.Self);
if (movingRight)
transform.Translate(Time.deltaTime, 0, 0, Space.Self);
int mod = 0;
if (zoomingIn)
mod = -10;
if (zoomingOut)
mod = 10;
//cam.fieldOfView = Mathf.Clamp(cam.fieldOfView + mod * Time.deltaTime, 30, 60);
}
void CalculateCameraMovement()
{
List<Vector3> screenPos = GetScreenPositions();
float minX = 2, maxX = -2, minY = 2, maxY = -2;
foreach (Vector3 pos in screenPos)
{
if (pos.x > maxX)
maxX = pos.x;
if (pos.x < minX)
minX = pos.x;
if (pos.y > maxY)
maxY = pos.y;
if (pos.y < minY)
minY = pos.y;
}
float distX = maxX - minX;
float distY = maxY - minY;
if (debug)
{
Debug.Log("Dist X - " + distX + "\nDist Y - " + distY);
debug = false;
}
if (movingLeft)
{
if(minX > 0.5f - XOffset / 2f)
movingLeft = false;
}
else
{
if(minX < 0.5f - XOffset)
movingLeft = true;
}
if (movingRight)
{
if(maxX < 0.5f + XOffset / 2f)
movingRight = false;
}
else
{
if(maxX > 0.5f + XOffset)
movingRight = true;
}
if (movingUp)
{
if (minY > 0.5f - YOffset / 2f)
movingUp = false;
}
else
{
if (minY < 0.5f - YOffset)
movingUp = true;
}
if (movingDown)
{
if (maxY < 0.5f + YOffset / 2f)
movingDown = false;
}
else
{
if (maxY > 0.5f + YOffset)
movingDown = true;
}
if (zoomingOut)
{
if (distX < 0.65f)
//if (Mathf.Min(distX, distY) < 0.8f)
zoomingOut = false;
}
else
{
if (distX > 0.75f)
//if (Mathf.Max(distX, distY) > 0.9f)
zoomingOut = true;
}
if (zoomingIn)
{
if (distX > 0.7f)
//if (Mathf.Max(distX, distY) > 0.7f)
zoomingIn = false;
}
else
{
if (distX < 0.6f)
//if (Mathf.Min(distX, distY) < 0.6f)
zoomingIn = true;
}
}
private List<Vector3> GetScreenPositions()
{
List<Vector3> list = new List<Vector3>();
foreach (Transform t in players)
list.Add(cam.WorldToViewportPoint(t.position));
return list;
}
}

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@ -66,6 +66,7 @@ public class Child : MonoBehaviour
pillow.transform.parent = transform; // make the pillow a child of Child
pillow.transform.localPosition = new Vector3(0f, 1.5f, 0f);
pillow.GetComponent<Rigidbody>().isKinematic = true; // dont make pillow obey to gravity when in a child's hands
pillow.IsOwned = true;
// TODO: place the pillow correctly or animate or something...
}
@ -189,6 +190,8 @@ public class Child : MonoBehaviour
pillow.Throw(direction * ThrowForce);
pillow.IsOwned = false;
pillow = null;
}
}

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@ -1,7 +1,6 @@
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(MeshRenderer))]
public class Floor : MonoBehaviour
{
public MomBehavior Mom;
@ -9,14 +8,12 @@ public class Floor : MonoBehaviour
public Material LavaMaterial;
public float PillowWaitTime = 2f;
private MeshRenderer _renderer;
public MeshRenderer Renderer;
private GameObject lostPillows;
void Awake()
{
_renderer = GetComponent<MeshRenderer>();
Mom.OnEnterRoom += ChangeToNormalFloor;
Mom.OnLeaveRoom += ChangeToLavaFloor;
lostPillows = transform.GetChild(0).gameObject;
@ -24,14 +21,14 @@ public class Floor : MonoBehaviour
private void ChangeToNormalFloor()
{
_renderer.material = NormalMaterial;
Renderer.material = NormalMaterial;
gameObject.tag = "Floor"; // Might not be necessary since the player is most likely "dead" if he touches a non-lava floor
lostPillows.SetActive(true);
}
private void ChangeToLavaFloor()
{
_renderer.material = LavaMaterial;
Renderer.material = LavaMaterial;
gameObject.tag = "Lava"; // Might not be necessary since the player is most likely "dead" if he touches a non-lava floor
lostPillows.SetActive(false);
}

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@ -0,0 +1,15 @@
using UnityEngine;
using System.Collections;
public class SimpleMenu : MonoBehaviour
{
// Use this for initialization
void Start () {
//TODO Use XInput to
}
// Update is called once per frame
void Update () {
}
}

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@ -2,7 +2,10 @@
using System.Collections;
public class Pillow : MonoBehaviour {
public Color SelectableMinColor;
public float LerpDuration = 2f;
public bool IsThrown = false;
public bool IsPickable = true;
@ -10,12 +13,31 @@ public class Pillow : MonoBehaviour {
private Collider _col;
private Rigidbody _rb;
private MeshRenderer _renderer;
private bool _isOwned;
private Color _defaultColor;
private float _ratio = 0f;
private bool _lerpingUp = false;
public bool IsOwned
{
get { return _isOwned; }
set
{
_isOwned = value;
_renderer.material.color = _defaultColor;
}
}
// Use this for initialization
void Start () {
_col = GetComponent<Collider>();
_rb = GetComponent<Rigidbody>();
_renderer = GetComponent<MeshRenderer>();
_defaultColor = _renderer.material.color;
}
// Update is called once per frame
@ -24,6 +46,27 @@ public class Pillow : MonoBehaviour {
if (transform.position.y < -1) {
Destroy(this.gameObject);
}
if (!_isOwned)
{
_ratio += Time.deltaTime / LerpDuration / 2f;
if (_lerpingUp)
{
_renderer.material.color = Color.Lerp(SelectableMinColor, _defaultColor, _ratio);
}
else
{
_renderer.material.color = Color.Lerp(_defaultColor, SelectableMinColor, _ratio);
}
if (_ratio >= 1f)
{
_lerpingUp = !_lerpingUp;
_ratio = 0f;
}
}
}
@ -43,6 +86,7 @@ public class Pillow : MonoBehaviour {
_rb.isKinematic = false;
_rb.AddForce(force, ForceMode.Impulse);
_renderer.material.color = _defaultColor;
}
public void MakePickable() {

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@ -1,22 +1,22 @@
using UnityEngine;
using UnityEngine;
using System.Collections;
using System;
using System;
public class Door : MonoBehaviour
{
public float MaxAngle = 135f;
public float OpenDuration = 5f;
public float CloseDuration = 1f;
/*
// Update is called once per frame
public float CloseDuration = 1f;
/*
// Update is called once per frame
void Update ()
{
{
state = Mathf.Clamp(state + goal * openingSpeed * Time.deltaTime, 0f, 1f);
//transform.rotation = Quaternion.identity;
//transform.Rotate(Vector3.up * state * angles);
transform.rotation = Quaternion.Euler(Vector3.up * curvature.Evaluate(state) * -angles);
transform.rotation = Quaternion.Euler(Vector3.up * curvature.Evaluate(state) * -angles);
}*/
public void Open()
@ -66,5 +66,5 @@ public class Door : MonoBehaviour
{
((Action)callback)();
}
}
}
}
}

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