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Merge branch 'master' into MapGeneration

This commit is contained in:
Unknown 2018-04-22 12:53:47 +02:00
commit 5f391b8361
67 changed files with 3807 additions and 1074 deletions

2
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@ -34,3 +34,5 @@ sysinfo.txt
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@ -446,7 +446,7 @@ GameObject:
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@ -1096,6 +1096,7 @@ GameObject:
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@ -1160,7 +1161,18 @@ MonoBehaviour:
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@ -1196,3 +1208,15 @@ CanvasRenderer:
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View file

@ -5,21 +5,31 @@ using UnityEngine;
public class CameraControl : MonoBehaviour {
[SerializeField]
public GameObject followThis;
private GameObject followThis;
private Vector3 offset;
void Start()
{
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;
}
}

View file

@ -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
View 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;
}
}

View file

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View file

@ -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;
}
}

View file

@ -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");
}
}

View file

@ -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;
}
}

View file

@ -4,16 +4,26 @@ using UnityEngine;
public class HealthbarController : MonoBehaviour {
[SerializeField]
float currentRotation;
private Player player;
// Use this for initialization
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();
}
}
}

View file

@ -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;
}
}

View file

@ -1,6 +1,7 @@
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
private bool firstKeyPressed;
[SerializeField]
public float acceleration = 3;
@ -20,7 +21,18 @@ public class PlayerMovement : MonoBehaviour {
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;

View file

@ -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()
{
if (activated)
return;
if(objective != null)
objective.Activate();
activated = true;
}
public List<Transform> GetSpawnpoints()
{
return spawnpoints;
}
public bool GetActivated()
{
return activated;
}
}

View file

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