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Merge branch 'Sound' into TriceraptodactylDev

This commit is contained in:
Triceraptodactyl 2018-04-23 21:22:24 +02:00
commit c2bf1bee8c
43 changed files with 6860 additions and 163 deletions

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@ -692,7 +1192,7 @@ AudioSource:
serializedVersion: 4
OutputAudioMixerGroup: {fileID: 243359265566762914, guid: efb934a745665924d8c7dd46c0a117ae,
type: 2}
m_audioClip: {fileID: 8300000, guid: c89601ee48d799943a756d1d15cd4954, type: 3}
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m_PlayOnAwake: 0
m_Volume: 1
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@ -1005,6 +1505,11 @@ MonoBehaviour:
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@ -1704,6 +2209,11 @@ Transform:
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View file

@ -11,16 +11,17 @@ public class AudioControl : MonoBehaviour
public AudioSource gameovers;
public AudioSource[] soundeffects;
public enum Sfx { shoot, explosion, mobattack };
public enum Sfx { shoot, explosion, mobattack, door, faster, slower, driving, slowdriving };
private const float lvlbgm = 6.79f;
private const float lvlbgm = 5.725f;
private const float gobgm = 14.406f;
private const float loopdelay = 0.05f;
private const float loopdelay = 0.025f;
private bool menu;
// Use this for initialization
void Start()
{
maintheme.time = maintheme.clip.length - 3.0f;
maintheme.loop = true;
menutheme.loop = true;
gameovers.loop = true;
@ -57,10 +58,17 @@ public class AudioControl : MonoBehaviour
soundeffects[sound].Play();
}
public void SfxStop(int sound)
public void SfxPlay(Sfx sound) {
Debug.Log("Playing " + sound + " " + (int)sound);
SfxPlay((int)sound);
}
public void SfxStop(int sound)
{
soundeffects[sound].Stop();
}
public bool SfxPlaying(int sound)
{
return soundeffects[sound].isPlaying;

View file

@ -9,10 +9,16 @@ public class Bullet : MonoBehaviour {
int damage = 0;
GameObject owner;
Rigidbody2D body;
// Use this for initialization
void Start () {
}
body = GetComponent<Rigidbody2D>();
}
public void SetSpeed(float spd) {
speed = spd;
}
public void SetDamage(int dmg) {
damage = dmg;
@ -22,19 +28,18 @@ public class Bullet : MonoBehaviour {
owner = ow;
}
// Update is called once per frame
void Update () {
private void FixedUpdate() {
if ( owner == null )
return;
transform.position = transform.position + transform.localRotation * Vector3.up * speed * Time.deltaTime; // TODO do with physics (rigidbody)
}
body.MovePosition(transform.position + transform.localRotation * Vector3.up * speed * Time.fixedDeltaTime);
}
void OnCollisionEnter2D(Collision2D collision) {
void OnTriggerEnter2D(Collider2D collider) {
if ( owner == null )
return;
if ( collision.collider.gameObject.tag != owner.tag ) {
Mob m = collision.collider.gameObject.GetComponent(typeof(Mob)) as Mob;
if ( collider.gameObject.tag != owner.tag ) {
Mob m = collider.gameObject.GetComponent(typeof(Mob)) as Mob;
if (m != null) {
m.InflictDamage(damage);
}

View file

@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Assets.Scripts.Entities.Attack {
class GatlingGun : SingleShot {
public GatlingGun(GameObject owner) : base(owner) {
damage = 5;
cooldown = 0.1f;
speed = 20;
}
}
}

View file

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View file

@ -8,7 +8,7 @@ namespace Assets.Scripts.Entities.Attack {
int damage = 10;
float cooldown = 1;
float range = 2f;
float range = 1f;
GameObject owner;
public MeleeAttack(GameObject owner) {

View file

@ -5,9 +5,10 @@ using UnityEngine;
namespace Assets.Scripts.Entities.Attack {
class SingleShot : IAttack {
int damage = 12;
float cooldown = 1;
int range = 4;
protected int damage = 12;
protected float cooldown = 1;
protected int range = 4;
protected float speed = 10;
GameObject owner;
GameObject bulletPrefab;
Transform spawn;
@ -25,15 +26,18 @@ namespace Assets.Scripts.Entities.Attack {
}
public void Attack() {
if ( bulletPrefab == null )
if ( bulletPrefab == null ) {
Debug.Log("SingleShot: No Prefab defined for Bullet!");
return;
GameObject b = GameObject.Instantiate(bulletPrefab);
}
GameObject b = UnityEngine.Object.Instantiate(bulletPrefab);
b.transform.rotation = spawn.rotation;
b.transform.position = spawn.position;
Bullet bu = b.GetComponent<Bullet>();
bu.SetDamage(damage);
bu.SetSpeed(speed);
bu.SetOwner(owner);
GameController.instance.GetAudioControl().SfxPlay(0);
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.shoot);
}
public float GetCooldownTime() {

View file

@ -6,13 +6,20 @@ using Assets.Scripts.Entities.Attack;
namespace Assets.Scripts.Entities {
public class Bug : Enemy {
[SerializeField]
private Transform bulletSpawn;
[SerializeField]
private GameObject bullet;
public Bug() : base(15) {
}
private void Start() {
SetAttack(new MeleeAttack(this.gameObject));
SingleShot s = new SingleShot(this.gameObject);
s.SetPrefab(bullet);
s.SetSpawn(bulletSpawn);
SetAttack(s);
}
}
}

View file

@ -31,7 +31,9 @@ public abstract class Mob : Entity {
if ( !isDead && currentHP <= 0 ) {
isDead = true;
Death();
}
} else if (! isDead) {
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.mobattack);
}
}
/// <summary>
@ -39,7 +41,8 @@ public abstract class Mob : Entity {
/// </summary>
protected virtual void Death() {
if ( objective != null )
objective.RemoveEntity(this);
objective.RemoveEntity(this);
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.explosion);
Destroy(gameObject);
}

View file

@ -2,13 +2,18 @@
using UnityEngine;
public class Player : Mob {
Rigidbody2D body;
[SerializeField]
private GameObject bulletPrefab;
[SerializeField]
Transform bulletSpawn;
[SerializeField]
private int carDamage = 5;
//[SerializeField]
//private int carDamage = 5;
private SingleShot singleShot;
private GatlingGun ggun;
private float nextAttackTime;
@ -18,10 +23,26 @@ public class Player : Mob {
SingleShot s = new SingleShot(this.gameObject);
s.SetPrefab(bulletPrefab);
s.SetSpawn(bulletSpawn);
singleShot = s;
GatlingGun g = new GatlingGun(this.gameObject);
g.SetPrefab(bulletPrefab);
g.SetSpawn(bulletSpawn);
ggun = g;
body = GetComponent<Rigidbody2D>();
SetAttack(s);
}
void Update() {
if(Input.GetKeyDown(KeyCode.G)) {
if(attack != ggun) {
attack = ggun;
Debug.Log("Switched to GatlingGun");
} else {
attack = singleShot;
Debug.Log("Switched to SingleShot");
}
}
if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
if ( Input.GetAxis("Fire") > 0 ) {
Debug.Log("Attack pressed!");
@ -29,6 +50,10 @@ public class Player : Mob {
nextAttackTime = Time.timeSinceLevelLoad + attack.GetCooldownTime();
}
}
// scale particle emissions by speed
float velocity = body.velocity.magnitude;
ParticleSystem.EmissionModule emission = GetComponentInChildren<ParticleSystem>().emission;
emission.rateOverTime = velocity * (velocity / 2) * 20 + 20;
}

View file

@ -11,6 +11,7 @@ namespace Assets.Scripts.Entities {
private void Start() {
SetAttack(new MeleeAttack(this.gameObject));
GetComponentInChildren<ParticleSystem>().Play();
}
}
}

View file

@ -16,6 +16,8 @@ public class GameController : MonoBehaviour {
[Header("Enemys")]
[SerializeField]
GameObject scorpion;
[SerializeField]
GameObject bug;
[Space(10)]
// Generation Settings
@ -134,7 +136,8 @@ public class GameController : MonoBehaviour {
{ GenerationProcessor.ExtendedTileType.Flag, Flag }
};
enemyPrefabs = new Dictionary<Enemy.Enemys, GameObject> {
{ Enemy.Enemys.SCORPION, scorpion }
{ Enemy.Enemys.SCORPION, scorpion },
{ Enemy.Enemys.BUG, bug }
};
}

View file

@ -135,7 +135,7 @@ public class DungeonGenerator {
}
allDoors.UnionWith(r.AllDoors());
foreach ( Vector2Int v in r.AllDoors() ) {
Debug.Log("Door: " + v);
//Debug.Log("Door: " + v);
if ( !r.bounds.Contains(v) )
throw new NotSupportedException("This is a bug where doors land in the wrong room. It should have been fixed.");
else
@ -443,17 +443,35 @@ public class DungeonGenerator {
public static void GenerateObjective(Room r) {
Dictionary<Enemy.Enemys, GameObject> enemyPrefabs = GameController.instance.GetEnemyPrefabs(); // TODO not so cool
// TODO add more types
Objective o;
// ENTITYOBJECTIVE ENEMYS:
List<GameObject> lg = new List<GameObject>();
//GameObject scorp = enemyPrefabs[Enemy.Enemys.SCORPION];
lg.Add(enemyPrefabs[Enemy.Enemys.SCORPION]);
EntityObjective eo = new EntityObjective(r, lg);
o = eo;
Objective o = null;
int rand = UnityEngine.Random.Range(0, 2);
switch (rand) {
case 0: {
// Scorpion Attack!!!!:
List<GameObject> lg = new List<GameObject>();
int count = UnityEngine.Random.Range(1, r.GetSpawnpoints().Count);
for ( int c = 0; c < count; c++ ) {
lg.Add(enemyPrefabs[Enemy.Enemys.SCORPION]);
}
EntityObjective eo = new EntityObjective(r, lg);
o = eo;
}
break;
case 1: {
// Bug Attack!!!!:
List<GameObject> lg = new List<GameObject>();
int count = UnityEngine.Random.Range(1, r.GetSpawnpoints().Count);
for ( int c = 0; c < count; c++ ) {
lg.Add(enemyPrefabs[Enemy.Enemys.BUG]);
}
EntityObjective eo = new EntityObjective(r, lg);
o = eo;
}
break;
}
r.SetObjective(o);
}
}

View file

@ -20,11 +20,11 @@ public class NotificationManager : MonoBehaviour {
this.duration = duration;
}
public string getText() {
public string GetText() {
return text;
}
public float getDuration() {
public float GetDuration() {
return duration;
}
}
@ -34,43 +34,44 @@ public class NotificationManager : MonoBehaviour {
delay = 0;
messages = new List<Notification>();
text = GetComponent<Text>();
hide();
Hide();
}
void Update() {
if ( showingMessage ) {
if ( Time.time > delay ) {
if (messages.Count <= 1) {
Debug.Log(delay - Time.time);
Debug.Log(messages.Count);
if (messages.Count == 1) {
messages.Remove(messages[0]);
hide();
} else {
Hide();
} else if (messages.Count > 1) {
messages.Remove(messages[0]);
text.text = messages[0].getText();
delay = Time.time + messages[0].getDuration();
text.text = messages[0].GetText();
delay = Time.time + messages[0].GetDuration();
}
}
}
}
public void showMessage(string text, float duration) {
if ( showingMessage ) {
messages.Add(new Notification(text, duration));
} else {
showingMessage = true;
public void ShowMessage(string text, float duration) {
messages.Add(new Notification(text, duration));
if (!showingMessage) {
showingMessage = true;
GetComponent<Text>().text = text;
delay = Time.time + duration;
show();
Show();
}
}
void show() {
void Show() {
GetComponentInParent<Image>().enabled = true;
text.enabled = true;
showingMessage = true;
}
void hide() {
void Hide() {
GetComponentInParent<Image>().enabled = false;
text.enabled = false;
showingMessage = false;

View file

@ -1,7 +1,8 @@
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
private bool firstKeyPressed;
bool firstKeyPressed;
bool messagePosted;
[SerializeField]
public float acceleration = 3;
@ -14,16 +15,36 @@ public class PlayerMovement : MonoBehaviour {
[SerializeField]
public float brake = 2f;
// The time of the acceleration/deceleration sounds in seconds
public double accelerationTime;
public double decelerationTime;
public enum SpeedState
{
SLOW, FASTER, FAST, SLOWER
}
public SpeedState state;
public double changeTime;
Rigidbody2D rb;
// Use this for initialization
void Start() {
rb = GetComponent<Rigidbody2D>();
messagePosted = false;
state = SpeedState.SLOW;
}
void Update() {
if (!firstKeyPressed && !messagePosted) {
messagePosted = true;
GameController.instance.GetUI().GetNotificationManager().ShowMessage("Press any key to start!", 2);
}
if ( !firstKeyPressed && Input.anyKey ) {
firstKeyPressed = true;
state = SpeedState.FASTER;
changeTime = Time.time;
}
}
@ -34,15 +55,53 @@ public class PlayerMovement : MonoBehaviour {
Vector3 speedVec = new Vector3(rb.velocity.x, rb.velocity.y, 0);
float speed = speedVec.magnitude;
bool braking = Input.GetAxis("Vertical") < 0;
if (braking) {
switch (state) {
case SpeedState.FASTER:
if (Time.time - changeTime > accelerationTime)
state = SpeedState.SLOWER;
break;
case SpeedState.FAST:
changeTime = Time.time;
state = SpeedState.SLOWER;
break;
case SpeedState.SLOWER:
if (Time.time - changeTime > decelerationTime)
state = SpeedState.SLOW;
break;
case SpeedState.SLOW:
break;
}
} else {
switch (state)
{
case SpeedState.FASTER:
if (Time.time - changeTime > accelerationTime)
state = SpeedState.FAST;
break;
case SpeedState.FAST:
break;
case SpeedState.SLOWER:
if (Time.time - changeTime > decelerationTime)
state = SpeedState.FASTER;
break;
case SpeedState.SLOW:
changeTime = Time.time;
state = SpeedState.FASTER;
break;
}
}
{ // Forward
Vector3 acc = transform.up * acceleration;
if (Input.GetAxis("Vertical") < 0)
if (braking)
acc *= 0;
rb.AddForce(acc);
}
{// Drag
Vector3 drag = speedVec.normalized * speed * speed * friction * -1;
if (Input.GetAxis("Vertical") < 0) {
if (braking) {
drag *= brake;
drag *= speed;
}

View file

@ -106,7 +106,8 @@ public class Room : MonoBehaviour {
public void Lock() {
foreach ( Door d in doors ) {
d.Lock();
}
}
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.door);
Debug.Log("[ROOMS] Locked all doors...");
}
@ -116,7 +117,8 @@ public class Room : MonoBehaviour {
public void Unlock() {
foreach ( Door d in doors ) {
d.Unlock();
}
}
GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.door);
Debug.Log("[ROOMS] Unlocked all doors...");
}

View file

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