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Textur Kram

This commit is contained in:
Triceraptodactyl 2018-04-21 23:23:05 +02:00
commit badbb96ca5
34 changed files with 3300 additions and 223 deletions

View file

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonActions : MonoBehaviour {
public void LoadSceneByIndex(int index) {
UnityEngine.SceneManagement.SceneManager.LoadScene(index);
}
public void QuitGame() {
UnityEngine.Application.Quit();
}
}

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@ -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;
}
}

View file

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View file

@ -6,9 +6,17 @@ public class Door : MonoBehaviour {
private bool locked = false;
BoxCollider2D boundingBox;
BoxCollider2D triggerBox;
// Use this for initialization
void Start () {
boundingBox = GetComponent<BoxCollider2D>();
BoxCollider2D[] colliders = GetComponents<BoxCollider2D>();
foreach (BoxCollider2D collider in colliders) {
if (collider.isTrigger) {
triggerBox = collider;
} else {
boundingBox = collider;
}
}
Unlock();
}
@ -16,12 +24,14 @@ public class Door : MonoBehaviour {
{
locked = true;
boundingBox.enabled = true;
triggerBox.enabled = false;
}
public void Unlock()
{
locked = false;
boundingBox.enabled = false;
triggerBox.enabled = true;
}
public bool IsLocked()

View file

@ -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);

View file

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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);
}
}

View file

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@ -3,20 +3,40 @@ using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour {
[SerializeField]
GameObject playerPrefab;
[SerializeField]
private Room start;
private Room finish;
private bool engineInitDone;
public static GameController instance;
public GameController()
{
instance = this;
}
public enum GameState { UNSET, INIT, STARTING, RUNNING, ENDED };
private GameState state = GameState.UNSET;
// Use this for initialization
void Start () {
ChangeState(GameState.INIT);
//ChangeState(GameState.INIT);
}
// Update is called once per frame
void Update () {
}
if (!engineInitDone)
{
engineInitDone = true;
Debug.Log("First Frame");
ChangeState(GameState.INIT);
}
}
void ChangeState(GameState nextState) {
if(nextState != state) {
@ -30,9 +50,11 @@ public class GameController : MonoBehaviour {
{
case GameState.INIT:
Init();
ChangeState(GameState.STARTING);
break;
case GameState.STARTING:
Starting();
ChangeState(GameState.RUNNING);
break;
case GameState.RUNNING:
Running();
@ -49,12 +71,17 @@ public class GameController : MonoBehaviour {
private void Init()
{
ChangeState(GameState.STARTING);
List<GameObject> tmp = new List<GameObject>
{
playerPrefab
};
start.SetObjective(new EntityObjective(start, tmp));
start.OnPlayerEnter();
}
private void Starting()
{
ChangeState(GameState.RUNNING);
}
private void Running()

23
Assets/Scripts/HP.cs Normal file
View 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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View file

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View file

@ -15,12 +15,13 @@ public class EntityObjective : Objective{
}
// Activates the objective to start progresstracking
public void Activate()
public override void Activate()
{
Random newRand = new Random ();
Debug.Log("Activate");
foreach (GameObject i in prefabList)
{
Debug.Log("Instantiating Prefab");
GameObject tempObject = GameObject.Instantiate (i);
tempObject.transform.position = spawnPointList [Random.Range (0, spawnPointList.Count)].position;
}

View file

@ -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);

View file

@ -5,7 +5,7 @@ using UnityEngine;
public class Room : MonoBehaviour {
[SerializeField]
int Width, Height; // Gridsize for Generation
int width, height; // Gridsize for Generation
List<Door> doors;
List<Transform> spawnpoints;
@ -26,13 +26,23 @@ public class Room : MonoBehaviour {
{
doors.Add(d);
}
Debug.Log("Doors in Room: " + doors.Count);
spawnpoints = new List<Transform>();
foreach (Transform t in spawnpointRootObject.GetComponentsInChildren<Transform>())
{
spawnpoints.Add(t);
if( t.gameObject != spawnpointRootObject)
{
spawnpoints.Add(t);
}
}
Debug.Log("Spawnpoints in Room: " + spawnpoints.Count);
}
public void SetObjective(Objective o)
{
objective = o;
}
public void Lock()
{
@ -50,6 +60,11 @@ public class Room : MonoBehaviour {
}
}
public void OnPlayerEnter()
{
objective.Activate();
}
public List<Transform> GetSpawnpoints()
{
return spawnpoints;

View file

@ -2,32 +2,37 @@
using System.Collections.Generic;
using UnityEngine;
public class UIController : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public static UIController instance;
private GameObject score;
private GameObject pauseMenu;
private GameObject GameOverPanel;
public class UIController : MonoBehaviour {
public UIController()
{
UIController.instance = this;
}
private GameObject score;
private GameObject pauseMenu;
private GameObject GameOverPanel;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public static UIController instance;
public void quitGame()
{
Application.Quit();
}
public void ShowPauseMenu()
{
pauseMenu.SetActive(true);
}
public void ClosePauseMenu()
{
pauseMenu.SetActive(false);
}
}

View file

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@ -6,6 +6,12 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/Scenes/TitleScene.unity
guid: 4217391a181834cfa8af3877d1f9165a
- enabled: 1
path: Assets/Scenes/CodeDEV.unity
guid: 255527e00ebbce24e863f51354c47e0c
- enabled: 0
path: Assets/Scenes/SampleScene.unity
guid: 2cda990e2423bbf4892e6590ba056729
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View file

@ -19,10 +19,28 @@ Physics2DSettings:
m_LinearSleepTolerance: 0.01
m_AngularSleepTolerance: 2
m_DefaultContactOffset: 0.01
m_JobOptions:
serializedVersion: 2
useMultithreading: 0
useConsistencySorting: 0
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@ -34,4 +52,4 @@ Physics2DSettings:
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m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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View file

@ -3,7 +3,9 @@
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tags:
- wall
- door
layers:
- Default
- TransparentFX