Merge branch 'master' into MapGeneration
2
.gitignore
vendored
|
@ -34,3 +34,5 @@ sysinfo.txt
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|||
*.unitypackage
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||||
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||||
Assets/graphics/textures/tmp/Thumbs\.db
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Thumbs\.db
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208
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
|
||||
Culture=neutral, PublicKeyToken=null
|
||||
--- !u!114 &1974548621
|
||||
|
@ -1196,3 +1208,15 @@ CanvasRenderer:
|
|||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 1974548618}
|
||||
--- !u!114 &1974548623
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 1974548618}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 4f52f2b666c1ec64195aad9936df2d4f, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
gameOverPanel: {fileID: 0}
|
||||
|
|
|
@ -278,7 +278,7 @@ RectTransform:
|
|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 198}
|
||||
m_AnchoredPosition: {x: 0, y: 122}
|
||||
m_SizeDelta: {x: 800, y: 200}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!114 &863866092
|
||||
|
@ -624,6 +624,7 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: 4f52f2b666c1ec64195aad9936df2d4f, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
gameOverPanel: {fileID: 0}
|
||||
--- !u!1 &1586619316
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -956,3 +957,4 @@ MonoBehaviour:
|
|||
m_Script: {fileID: 11500000, guid: 4f52f2b666c1ec64195aad9936df2d4f, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
gameOverPanel: {fileID: 0}
|
||||
|
|
|
@ -5,21 +5,31 @@ using UnityEngine;
|
|||
public class CameraControl : MonoBehaviour {
|
||||
|
||||
[SerializeField]
|
||||
public GameObject followThis;
|
||||
private GameObject followThis;
|
||||
|
||||
private Vector3 offset;
|
||||
|
||||
void Start()
|
||||
{
|
||||
offset = transform.position - followThis.transform.position;
|
||||
if (followThis == null)
|
||||
return;
|
||||
offset = transform.position - followThis.transform.position;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (followThis == null)
|
||||
return;
|
||||
var target = followThis.transform.position + offset;
|
||||
var targetVec = target - transform.position;
|
||||
targetVec.Scale (new Vector3 (0.05f, 0.05f, 0));
|
||||
|
||||
transform.position = transform.position + targetVec;
|
||||
}
|
||||
|
||||
public void SetFollow(GameObject g)
|
||||
{
|
||||
followThis = g;
|
||||
offset = transform.position - followThis.transform.position;
|
||||
}
|
||||
}
|
|
@ -5,6 +5,12 @@ using UnityEngine;
|
|||
public class Door : MonoBehaviour {
|
||||
private bool locked = false;
|
||||
|
||||
[SerializeField]
|
||||
GameObject graphics;
|
||||
|
||||
[SerializeField]
|
||||
Room parent;
|
||||
|
||||
BoxCollider2D boundingBox;
|
||||
BoxCollider2D triggerBox;
|
||||
// Use this for initialization
|
||||
|
@ -13,8 +19,10 @@ public class Door : MonoBehaviour {
|
|||
foreach (BoxCollider2D collider in colliders) {
|
||||
if (collider.isTrigger) {
|
||||
triggerBox = collider;
|
||||
Debug.Log("Found Door trigger");
|
||||
} else {
|
||||
boundingBox = collider;
|
||||
Debug.Log("Found Door collider");
|
||||
}
|
||||
}
|
||||
Unlock();
|
||||
|
@ -25,6 +33,7 @@ public class Door : MonoBehaviour {
|
|||
locked = true;
|
||||
boundingBox.enabled = true;
|
||||
triggerBox.enabled = false;
|
||||
graphics.GetComponent<SpriteRenderer>().enabled = true;
|
||||
}
|
||||
|
||||
public void Unlock()
|
||||
|
@ -32,10 +41,20 @@ public class Door : MonoBehaviour {
|
|||
locked = false;
|
||||
boundingBox.enabled = false;
|
||||
triggerBox.enabled = true;
|
||||
graphics.GetComponent<SpriteRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
public bool IsLocked()
|
||||
{
|
||||
return locked;
|
||||
}
|
||||
|
||||
private void OnTriggerExit2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
Debug.Log("Leavin Trigger");
|
||||
parent.OnPlayerEnter();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
44
Assets/Scripts/EnemyAI.cs
Normal file
|
@ -0,0 +1,44 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EnemyAI : MonoBehaviour {
|
||||
|
||||
[SerializeField]
|
||||
private GameObject victim;
|
||||
[SerializeField]
|
||||
private GameObject agressor;
|
||||
[SerializeField]
|
||||
private float speed = 1;
|
||||
[SerializeField]
|
||||
private float rotaionSpeedWIP = 1;
|
||||
|
||||
/*
|
||||
* Die destructive dumme deutsche Dungeon Diktator Drifter DLC Debakel Distribution Dokumentations - Druck Datei
|
||||
* */
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
if(victim == null)
|
||||
{
|
||||
victim = GameController.instance.GetPlayer().gameObject; // TODO testing purpose only!
|
||||
return;
|
||||
}
|
||||
// movement
|
||||
agressor.transform.Translate (Vector3.Scale ((victim.transform.position - agressor.transform.position).normalized, new Vector2 (speed, speed)));
|
||||
|
||||
// rotation
|
||||
agressor.transform.Rotate(agressor.transform.forward, Vector3.Angle(victim.transform.position - agressor.transform.position, agressor.transform.rotation * new Vector3(1, 1, 1)));
|
||||
}
|
||||
|
||||
public void SetVictim(GameObject g)
|
||||
{
|
||||
victim = g;
|
||||
}
|
||||
}
|
11
Assets/Scripts/EnemyAI.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 582bfd99a32c0ea45a7d09ef4f308d88
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -6,6 +6,7 @@ public abstract class Mob : Entity {
|
|||
readonly int maxHP;
|
||||
int currentHP;
|
||||
bool isDead;
|
||||
int damage;
|
||||
|
||||
// Constructor
|
||||
public Mob(EntityObjective referringObjective, int maxHP) : base(referringObjective)
|
||||
|
@ -33,4 +34,18 @@ public abstract class Mob : Entity {
|
|||
if (!isDead)
|
||||
currentHP = (currentHP + healAmount > currentHP) ? maxHP : currentHP + healAmount;
|
||||
}
|
||||
|
||||
public void SetDamage(int dmg)
|
||||
{
|
||||
damage = dmg;
|
||||
}
|
||||
|
||||
public int GetDamage()
|
||||
{
|
||||
return damage;
|
||||
}
|
||||
|
||||
public int getHealth() {
|
||||
return currentHP;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,13 +14,21 @@ public class Player : Mob {
|
|||
Debug.Log("Collision");
|
||||
if (collision.collider.tag == "wall") {
|
||||
Kill();
|
||||
} else if (collision.collider.tag == "enemy")
|
||||
{
|
||||
Mob m = collision.collider.GetComponent(typeof(Mob)) as Mob;
|
||||
if(m != null)
|
||||
{
|
||||
InflictDamage(m.GetDamage()); // TODO think about Mob attac mechanic
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.tag == "door") {
|
||||
Debug.Log("Open door");
|
||||
//Debug.Log("Open door");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -61,8 +61,11 @@ public class GameController : MonoBehaviour {
|
|||
[SerializeField]
|
||||
private GameObject ui;
|
||||
|
||||
private bool engineInitDone;
|
||||
[SerializeField]
|
||||
private GameObject cam;
|
||||
|
||||
private bool engineInitDone;
|
||||
private Player player;
|
||||
public static GameController instance;
|
||||
public GameController()
|
||||
{
|
||||
|
@ -150,6 +153,9 @@ public class GameController : MonoBehaviour {
|
|||
};
|
||||
start.SetObjective(new EntityObjective(start, tmp));
|
||||
start.OnPlayerEnter();
|
||||
player = ((EntityObjective) start.GetObjective()).GetEntities()[0].GetComponent<Player>();
|
||||
cam.GetComponent<CameraControl>().SetFollow(player.gameObject);
|
||||
((EntityObjective)start.GetObjective()).Remove(player.gameObject);
|
||||
}
|
||||
|
||||
private void Starting()
|
||||
|
@ -174,4 +180,8 @@ public class GameController : MonoBehaviour {
|
|||
}
|
||||
}
|
||||
|
||||
public Player GetPlayer() {
|
||||
return player;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -4,16 +4,26 @@ using UnityEngine;
|
|||
|
||||
public class HealthbarController : MonoBehaviour {
|
||||
|
||||
[SerializeField]
|
||||
float currentRotation;
|
||||
private Player player;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
void Start () {
|
||||
player = GameController.instance.GetPlayer();
|
||||
currentRotation = 100f;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
// if player alive and spawned
|
||||
if (player != null) {
|
||||
gameObject.transform.Rotate(Vector3.forward, -(currentRotation - player.getHealth()));
|
||||
currentRotation = player.getHealth();
|
||||
} else {
|
||||
//if player dead or not spawned
|
||||
gameObject.transform.Rotate(Vector3.forward, -currentRotation);
|
||||
currentRotation = 0f;
|
||||
player = GameController.instance.GetPlayer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class EntityObjective : Objective{
|
||||
public class EntityObjective : Objective {
|
||||
List<GameObject> prefabList;
|
||||
List<GameObject> entityList;
|
||||
List<Transform> spawnPointList;
|
||||
|
@ -10,6 +10,7 @@ public class EntityObjective : Objective{
|
|||
// Constructor
|
||||
public EntityObjective(Room objectiveCaller, List<GameObject> prefabList) : base(objectiveCaller)
|
||||
{
|
||||
this.entityList = new List<GameObject>();
|
||||
this.prefabList = prefabList;
|
||||
spawnPointList = objectiveCaller.GetSpawnpoints ();
|
||||
}
|
||||
|
@ -24,6 +25,7 @@ public class EntityObjective : Objective{
|
|||
Debug.Log("Instantiating Prefab");
|
||||
GameObject tempObject = GameObject.Instantiate (i);
|
||||
tempObject.transform.position = spawnPointList [Random.Range (0, spawnPointList.Count)].position;
|
||||
entityList.Add(tempObject);
|
||||
}
|
||||
|
||||
objectiveCaller.Lock();
|
||||
|
@ -36,4 +38,9 @@ public class EntityObjective : Objective{
|
|||
if (entityList.Count == 0)
|
||||
objectiveCaller.Unlock ();
|
||||
}
|
||||
|
||||
public List<GameObject> GetEntities()
|
||||
{
|
||||
return entityList;
|
||||
}
|
||||
}
|
|
@ -1,59 +1,71 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour {
|
||||
|
||||
[SerializeField]
|
||||
public float acceleration = 3;
|
||||
[SerializeField]
|
||||
public float friction = 0.1f;
|
||||
[SerializeField]
|
||||
public float turnSpeed = 2;
|
||||
[SerializeField]
|
||||
public float drift = 1f;
|
||||
[SerializeField]
|
||||
public float brake = 2f;
|
||||
|
||||
Rigidbody2D rigidbody2D;
|
||||
|
||||
// Use this for initialization
|
||||
void Start() {
|
||||
rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
Vector3 speedVec = new Vector3(rigidbody2D.velocity.x, rigidbody2D.velocity.y, 0);
|
||||
float speed = speedVec.magnitude;
|
||||
|
||||
{ // Forward
|
||||
rigidbody2D.AddForce(transform.up * acceleration);
|
||||
}
|
||||
{// Drag
|
||||
Vector3 drag = speedVec.normalized * speed * speed * friction * -1;
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
drag *= brake;
|
||||
rigidbody2D.AddForce(drag);
|
||||
Debug.DrawLine(transform.position, transform.position + drag, Color.cyan, 0.01f, false);
|
||||
}
|
||||
{ // Drift
|
||||
Vector3 forwardNorm = (transform.localRotation * Vector3.up).normalized * speedVec.magnitude;
|
||||
Vector3 br = forwardNorm - speedVec;
|
||||
br *= drift;
|
||||
rigidbody2D.AddForce(br);
|
||||
//Debug.Log(br);
|
||||
Debug.DrawLine(transform.position, transform.position + br, Color.red, 0.01f, false);
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
rigidbody2D.MoveRotation(rigidbody2D.rotation + turnSpeed);
|
||||
//transform.Rotate(Vector3.forward * turnSpeed);
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
rigidbody2D.MoveRotation(rigidbody2D.rotation - turnSpeed);
|
||||
//transform.Rotate(Vector3.forward * -turnSpeed);
|
||||
// Debug lines
|
||||
Debug.DrawLine(transform.position, transform.position + speedVec, Color.magenta, 0.01f, false);
|
||||
Debug.DrawLine(transform.position, transform.position + transform.localRotation * Vector3.up, Color.yellow, 0.01f, false);
|
||||
|
||||
//Debug.Log(transform.localRotation.eulerAngles);
|
||||
//Debug.Log(transform.localRotation * Vector3.up);
|
||||
//Debug.Log(curspeed);
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour {
|
||||
private bool firstKeyPressed;
|
||||
|
||||
[SerializeField]
|
||||
public float acceleration = 3;
|
||||
[SerializeField]
|
||||
public float friction = 0.1f;
|
||||
[SerializeField]
|
||||
public float turnSpeed = 2;
|
||||
[SerializeField]
|
||||
public float drift = 1f;
|
||||
[SerializeField]
|
||||
public float brake = 2f;
|
||||
|
||||
Rigidbody2D rigidbody2D;
|
||||
|
||||
// Use this for initialization
|
||||
void Start() {
|
||||
rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(!firstKeyPressed && Input.anyKey)
|
||||
{
|
||||
firstKeyPressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
if (!firstKeyPressed)
|
||||
return;
|
||||
|
||||
Vector3 speedVec = new Vector3(rigidbody2D.velocity.x, rigidbody2D.velocity.y, 0);
|
||||
float speed = speedVec.magnitude;
|
||||
|
||||
{ // Forward
|
||||
rigidbody2D.AddForce(transform.up * acceleration);
|
||||
}
|
||||
{// Drag
|
||||
Vector3 drag = speedVec.normalized * speed * speed * friction * -1;
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
drag *= brake;
|
||||
rigidbody2D.AddForce(drag);
|
||||
Debug.DrawLine(transform.position, transform.position + drag, Color.cyan, 0.01f, false);
|
||||
}
|
||||
{ // Drift
|
||||
Vector3 forwardNorm = (transform.localRotation * Vector3.up).normalized * speedVec.magnitude;
|
||||
Vector3 br = forwardNorm - speedVec;
|
||||
br *= drift;
|
||||
rigidbody2D.AddForce(br);
|
||||
//Debug.Log(br);
|
||||
Debug.DrawLine(transform.position, transform.position + br, Color.red, 0.01f, false);
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
rigidbody2D.MoveRotation(rigidbody2D.rotation + turnSpeed);
|
||||
//transform.Rotate(Vector3.forward * turnSpeed);
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
rigidbody2D.MoveRotation(rigidbody2D.rotation - turnSpeed);
|
||||
//transform.Rotate(Vector3.forward * -turnSpeed);
|
||||
// Debug lines
|
||||
Debug.DrawLine(transform.position, transform.position + speedVec, Color.magenta, 0.01f, false);
|
||||
Debug.DrawLine(transform.position, transform.position + transform.localRotation * Vector3.up, Color.yellow, 0.01f, false);
|
||||
|
||||
//Debug.Log(transform.localRotation.eulerAngles);
|
||||
//Debug.Log(transform.localRotation * Vector3.up);
|
||||
//Debug.Log(curspeed);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,6 +7,7 @@ public class Room : MonoBehaviour {
|
|||
public enum TileType {
|
||||
GROUND, WALL, DOOR, ROCK
|
||||
}
|
||||
private bool activated;
|
||||
|
||||
Vector2 position;
|
||||
Dictionary<Vector2, TileType> tiles;
|
||||
|
@ -23,6 +24,12 @@ public class Room : MonoBehaviour {
|
|||
[SerializeField]
|
||||
private Objective objective;
|
||||
|
||||
enum ObjectiveType { EntityObjective }
|
||||
// Params for testing
|
||||
[SerializeField]
|
||||
GameObject[] enemys;
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
doors = new List<Door>();
|
||||
|
@ -41,6 +48,9 @@ public class Room : MonoBehaviour {
|
|||
|
||||
}
|
||||
Debug.Log("Spawnpoints in Room: " + spawnpoints.Count);
|
||||
if (enemys.Length != 0)
|
||||
objective = new EntityObjective(this, new List<GameObject> (enemys));
|
||||
//Unlock();
|
||||
}
|
||||
|
||||
public void SetObjective(Objective o)
|
||||
|
@ -64,13 +74,28 @@ public class Room : MonoBehaviour {
|
|||
}
|
||||
}
|
||||
|
||||
public Objective GetObjective()
|
||||
{
|
||||
return objective;
|
||||
}
|
||||
|
||||
public void OnPlayerEnter()
|
||||
{
|
||||
objective.Activate();
|
||||
if (activated)
|
||||
return;
|
||||
if(objective != null)
|
||||
objective.Activate();
|
||||
activated = true;
|
||||
}
|
||||
|
||||
public List<Transform> GetSpawnpoints()
|
||||
{
|
||||
return spawnpoints;
|
||||
}
|
||||
|
||||
public bool GetActivated()
|
||||
{
|
||||
return activated;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -2,30 +2,30 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UIController : MonoBehaviour {
|
||||
|
||||
private GameObject score;
|
||||
public class UIController : MonoBehaviour {
|
||||
|
||||
private GameObject score;
|
||||
private GameObject pauseMenu;
|
||||
|
||||
[SerializeField]
|
||||
private GameObject gameOverPanel;
|
||||
// Use this for initialization
|
||||
private GameObject gameOverPanel;
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
}
|
||||
public static UIController instance;
|
||||
|
||||
public void ShowPauseMenu()
|
||||
{
|
||||
pauseMenu.SetActive(true);
|
||||
}
|
||||
public void ClosePauseMenu()
|
||||
{
|
||||
pauseMenu.SetActive(false);
|
||||
}
|
||||
public static UIController instance;
|
||||
|
||||
public void ShowPauseMenu()
|
||||
{
|
||||
pauseMenu.SetActive(true);
|
||||
}
|
||||
|
||||
public void ClosePauseMenu()
|
||||
{
|
||||
pauseMenu.SetActive(false);
|
||||
}
|
||||
|
||||
public void LoadSceneByIndex(int index)
|
||||
{
|
||||
Debug.Log("Loaded scene " + index);
|
||||
|
@ -52,6 +52,6 @@ public class UIController : MonoBehaviour {
|
|||
} else {
|
||||
Debug.Log("No game over panel assigned");
|
||||
}
|
||||
}
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