Merge branch 'master' into MapGeneration
2
.gitignore
vendored
|
@ -32,3 +32,5 @@ sysinfo.txt
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# Builds
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*.unitypackage
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Assets/Scenes/UITestingScene.unity.meta
Normal file
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25
Assets/Scripts/CameraControl.cs
Normal file
|
@ -0,0 +1,25 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraControl : MonoBehaviour {
|
||||
|
||||
[SerializeField]
|
||||
public GameObject followThis;
|
||||
|
||||
private Vector3 offset;
|
||||
|
||||
void Start()
|
||||
{
|
||||
offset = transform.position - followThis.transform.position;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
11
Assets/Scripts/CameraControl.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 5d9a051e822e2cf4ea3ca01c5a4df37c
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userData:
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assetBundleVariant:
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|
@ -12,7 +12,7 @@ public abstract class Entity : MonoBehaviour{
|
|||
}
|
||||
|
||||
// kills the entity
|
||||
public void Kill()
|
||||
public virtual void Kill()
|
||||
{
|
||||
if(referringObjective != null)
|
||||
referringObjective.Remove (this.gameObject);
|
||||
|
|
|
@ -6,7 +6,28 @@ public class Player : Mob {
|
|||
|
||||
public Player() : base(null, 100 )
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
Debug.Log("Collision");
|
||||
if (collision.collider.tag == "wall") {
|
||||
Kill();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.tag == "door") {
|
||||
Debug.Log("Open door");
|
||||
}
|
||||
}
|
||||
|
||||
public override void Kill()
|
||||
{
|
||||
base.Kill();
|
||||
Destroy(this.gameObject);
|
||||
GameController.instance.ChangeState(GameController.GameState.ENDED);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,6 +11,9 @@ public class GameController : MonoBehaviour {
|
|||
private Room start;
|
||||
private Room finish;
|
||||
|
||||
[SerializeField]
|
||||
private GameObject ui;
|
||||
|
||||
private bool engineInitDone;
|
||||
|
||||
public static GameController instance;
|
||||
|
@ -38,7 +41,7 @@ public class GameController : MonoBehaviour {
|
|||
}
|
||||
}
|
||||
|
||||
void ChangeState(GameState nextState) {
|
||||
public void ChangeState(GameState nextState) {
|
||||
if(nextState != state) {
|
||||
state = nextState;
|
||||
StateLogic(nextState);
|
||||
|
@ -91,7 +94,14 @@ public class GameController : MonoBehaviour {
|
|||
|
||||
private void Ended()
|
||||
{
|
||||
|
||||
Debug.Log("Game ended");
|
||||
//Time.timeScale = 0;
|
||||
if (ui != null) {
|
||||
Debug.Log("show gameover UI");
|
||||
ui.GetComponent<UIController>().ShowGameOverUI();
|
||||
} else {
|
||||
Debug.Log("No ui specified");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
23
Assets/Scripts/HP.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HP : MonoBehaviour {
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
}
|
||||
public void SetHP(){
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void RotateHpBar(){
|
||||
|
||||
}
|
||||
}
|
11
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Normal file
|
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19
Assets/Scripts/HealthbarController.cs
Normal file
|
@ -0,0 +1,19 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HealthbarController : MonoBehaviour {
|
||||
|
||||
[SerializeField]
|
||||
private Player player;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
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void Update () {
|
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|
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}
|
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}
|
11
Assets/Scripts/HealthbarController.cs.meta
Normal file
|
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@ -43,9 +43,11 @@ public class PlayerMovement : MonoBehaviour {
|
|||
Debug.DrawLine(transform.position, transform.position + br, Color.red, 0.01f, false);
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
transform.Rotate(Vector3.forward * turnSpeed);
|
||||
rigidbody2D.MoveRotation(rigidbody2D.rotation + turnSpeed);
|
||||
//transform.Rotate(Vector3.forward * turnSpeed);
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
transform.Rotate(Vector3.forward * -turnSpeed);
|
||||
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);
|
||||
|
|
|
@ -2,32 +2,56 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class UIController : MonoBehaviour {
|
||||
public class UIController : MonoBehaviour {
|
||||
|
||||
private GameObject score;
|
||||
private GameObject pauseMenu;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
|
||||
[SerializeField]
|
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private GameObject gameOverPanel;
|
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// Use this for initialization
|
||||
void Start () {
|
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}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
}
|
||||
public static UIController instance;
|
||||
|
||||
private GameObject score;
|
||||
private GameObject pauseMenu;
|
||||
private GameObject GameOverPanel;
|
||||
public void ShowPauseMenu()
|
||||
{
|
||||
pauseMenu.SetActive(true);
|
||||
}
|
||||
public void ClosePauseMenu()
|
||||
{
|
||||
pauseMenu.SetActive(false);
|
||||
}
|
||||
|
||||
public UIController()
|
||||
{
|
||||
UIController.instance = this;
|
||||
public void LoadSceneByIndex(int index)
|
||||
{
|
||||
Debug.Log("Loaded scene " + index);
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene(index);
|
||||
}
|
||||
|
||||
public void QuitGame()
|
||||
{
|
||||
Debug.Log("Quit game");
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
public void ShowGameOverUI() {
|
||||
if (gameOverPanel != null) {
|
||||
Canvas gameOverCanvas = gameOverPanel.GetComponent<Canvas>();
|
||||
Debug.Log("Loading Canvas");
|
||||
|
||||
if (gameOverCanvas != null) {
|
||||
Debug.Log("Loaded Canvas");
|
||||
gameOverCanvas.enabled = true;
|
||||
} else {
|
||||
Debug.Log("Gameover panel has no Canvas");
|
||||
}
|
||||
} else {
|
||||
Debug.Log("No game over panel assigned");
|
||||
}
|
||||
}
|
||||
public void quitGame()
|
||||
{
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
|
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}
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