From 5d203d1e9dcc154f1fcddf4388ae7e7b65cc54ad Mon Sep 17 00:00:00 2001 From: shakurass Date: Sun, 27 Apr 2014 19:49:21 -0600 Subject: [PATCH] Patrons now spawn in and are randomly assigned demon status. --- Assets/Prefabs/Demon.prefab | 186 ------ Assets/Prefabs/Demon.prefab.meta | 4 - Assets/Prefabs/PatronCoolGuy.prefab | 4 +- Assets/Prefabs/PatronFatty.prefab | 4 +- Assets/Prefabs/PatronTits.prefab | 4 +- Assets/Scenes/Main.unity | 970 +--------------------------- Assets/Scripts/GameController.cs | 16 +- Assets/Scripts/Patron.cs | 14 +- Assets/Scripts/PlayerController.cs | 82 ++- Assets/Scripts/WalkAI.cs | 13 +- Assets/Sprites/Materials/floor2.mat | 2 +- ProjectSettings/TagManager.asset | 1 + 12 files changed, 111 insertions(+), 1189 deletions(-) delete mode 100644 Assets/Prefabs/Demon.prefab delete mode 100644 Assets/Prefabs/Demon.prefab.meta diff --git a/Assets/Prefabs/Demon.prefab b/Assets/Prefabs/Demon.prefab deleted file mode 100644 index 52c593d..0000000 --- a/Assets/Prefabs/Demon.prefab +++ /dev/null @@ -1,186 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!1 &100000 -GameObject: - 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public int patronCount; + public int maxPatrons; public float spawnWait; public float startWait; public float waveWait; - public GameObject[] patron; + public GameObject[] patronObjects; private int score = 0; - private int patrons = 0; + private int patronCounter = 0; // Use this for initialization void Start () { @@ -34,14 +34,14 @@ public class GameController : MonoBehaviour { while (true) { - if (patrons < patronCount) + if (patronCounter < maxPatrons) { - Vector3 spawnPosition = new Vector3 (40f, 2.5f, 10f); + Vector3 spawnPosition = new Vector3 (8f, 9.7f, -3f); Quaternion spawnRotation = Quaternion.identity; - GameObject patron = Instantiate (patron[Random.Range (0, patron.Length)], spawnPosition, spawnRotation); + Instantiate (patronObjects[Random.Range (0, patronObjects.Length-1)], spawnPosition, spawnRotation); - patrons++; + patronCounter++; yield return new WaitForSeconds (spawnWait); } @@ -58,11 +58,13 @@ public class GameController : MonoBehaviour { public void AddScore() { score += 100; UpdateScoreText (); + patronCounter--; } public void DetractScore() { score -= 150; UpdateScoreText (); + patronCounter--; } void UpdateSwigText() { diff --git a/Assets/Scripts/Patron.cs b/Assets/Scripts/Patron.cs index 76d36a0..bf34d5e 100644 --- a/Assets/Scripts/Patron.cs +++ b/Assets/Scripts/Patron.cs @@ -2,8 +2,10 @@ using System.Collections; public class Patron : MonoBehaviour { + public Renderer characterSprite; private GameController gameController; + private bool isDemon = false; void Start() { GameObject gameControllerObject = GameObject.FindWithTag("GameController"); @@ -12,6 +14,9 @@ public class Patron : MonoBehaviour { gameController = gameControllerObject.GetComponent (); else Debug.Log("Cannot find GameController script."); + + if (Random.value > 0.6) + isDemon = true; } void OnTriggerEnter(Collider other) { @@ -20,7 +25,14 @@ public class Patron : MonoBehaviour { { //Instantiate (playerExplosion, other.transform.position, other.transform.rotation); Destroy(gameObject); - gameController.DetractScore (); + if(isDemon) + gameController.AddScore (); + else + gameController.DetractScore (); + } + + if (other.tag == "VVAura" && isDemon) { + characterSprite.renderer.material.color = Color.red; } } } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index e0593c5..ba60253 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -60,57 +60,69 @@ public class PlayerController : MonoBehaviour { gameController.TakeSwig(); animator.Play("player_swig"); } - } - void FixedUpdate() { float moveHorizontal = Input.GetAxis ("Horizontal"); float moveVertical = Input.GetAxis ("Vertical"); - if (moveVertical > 0){ // Walking up + if (moveHorizontal < 0 && moveVertical > 0) { // left up + playerAngle.eulerAngles = new Vector3(0f, -135, 0f); + MakePlayerSpriteFace(Direction.Left); animator.SetBool("isWalkingUp", true); animator.SetBool("isWalking", false); } - else if (!Mathf.Approximately (moveHorizontal, 0) || moveVertical < 0) { // walking sideways + else if (moveHorizontal < 0 && moveVertical < 0) {// left down + playerAngle.eulerAngles = new Vector3(0f, -225f, 0f); + MakePlayerSpriteFace(Direction.Left); animator.SetBool("isWalking", true); animator.SetBool("isWalkingUp", false); } + else if (moveHorizontal > 0 && moveVertical > 0) {//right up + playerAngle.eulerAngles = new Vector3(0f, -45f, 0f); + MakePlayerSpriteFace(Direction.Right); + animator.SetBool("isWalkingUp", true); + animator.SetBool("isWalking", false); + } + else if (moveHorizontal > 0 && moveVertical < 0) {//right down + playerAngle.eulerAngles = new Vector3(0f, 45f, 0f); + MakePlayerSpriteFace(Direction.Right); + animator.SetBool("isWalking", true); + animator.SetBool("isWalkingUp", false); + } + else if (moveHorizontal < 0) { // Stab left + playerAngle.eulerAngles = new Vector3(0f, -180f, 0f); + MakePlayerSpriteFace(Direction.Left); + animator.SetBool("isWalking", true); + animator.SetBool("isWalkingUp", false); + } + else if (moveHorizontal > 0) { // Stab right + playerAngle.eulerAngles = new Vector3 (0f, 0f, 0f); + MakePlayerSpriteFace(Direction.Right); + animator.SetBool("isWalking", true); + animator.SetBool("isWalkingUp", false); + } + else if (moveVertical < 0) {// Stab down + playerAngle.eulerAngles = new Vector3(0f, -270f, 0f); + animator.SetBool("isWalking", true); + animator.SetBool("isWalkingUp", false); + } + else if (moveVertical > 0) // Stab up + { + playerAngle.eulerAngles = new Vector3(0f, -90f, 0f); + animator.SetBool("isWalkingUp", true); + animator.SetBool("isWalking", false); + } else { animator.SetBool("isWalking", false); animator.SetBool("isWalkingUp", false); } - - if (moveHorizontal < 0 && moveVertical > 0) { // left up - playerAngle.eulerAngles = new Vector3(0f, -135, 0f); - MakePlayerSpriteFace(Direction.Left); - } - else if (moveHorizontal < 0 && moveVertical < 0) {// left down - playerAngle.eulerAngles = new Vector3(0f, -225f, 0f); - MakePlayerSpriteFace(Direction.Left); - } - else if (moveHorizontal > 0 && moveVertical > 0) {//right up - playerAngle.eulerAngles = new Vector3(0f, -45f, 0f); - MakePlayerSpriteFace(Direction.Right); - } - else if (moveHorizontal > 0 && moveVertical < 0) {//right down - playerAngle.eulerAngles = new Vector3(0f, 45f, 0f); - MakePlayerSpriteFace(Direction.Right); - } - else if (moveHorizontal < 0) { // Stab left - playerAngle.eulerAngles = new Vector3(0f, -180f, 0f); - MakePlayerSpriteFace(Direction.Left); - } - else if (moveHorizontal > 0) { // Stab right - playerAngle.eulerAngles = new Vector3 (0f, 0f, 0f); - MakePlayerSpriteFace(Direction.Right); - } - else if (moveVertical < 0) // Stab down - playerAngle.eulerAngles = new Vector3(0f, -270f, 0f); - else if (moveVertical > 0) // Stab up - playerAngle.eulerAngles = new Vector3(0f, -90f, 0f); - + Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); rigidbody.velocity = movement * speed; - + rigidbody.freezeRotation = true; } + + void FixedUpdate() { + + } } diff --git a/Assets/Scripts/WalkAI.cs b/Assets/Scripts/WalkAI.cs index 3694654..5b0241f 100644 --- a/Assets/Scripts/WalkAI.cs +++ b/Assets/Scripts/WalkAI.cs @@ -3,12 +3,23 @@ using System.Collections; public class WalkAI : MonoBehaviour { - public GameObject[] destinations; + private GameObject[] destinations; public int currentDestIndex = 0; private NavMeshAgent nva; void Awake() { + + GameObject[] allPois = GameObject.FindGameObjectsWithTag("pois"); + + GameObject poi1 = allPois[Random.Range (0, allPois.Length)]; + GameObject poi2 = allPois[Random.Range (0, allPois.Length)]; + + destinations = new GameObject[2] { + poi1, + poi2 + }; + nva = GetComponent(); nva.updateRotation = false; nva.SetDestination(destinations[currentDestIndex].transform.position); diff --git a/Assets/Sprites/Materials/floor2.mat b/Assets/Sprites/Materials/floor2.mat index dc5dda7..0c01e13 100644 --- a/Assets/Sprites/Materials/floor2.mat +++ b/Assets/Sprites/Materials/floor2.mat @@ -18,7 +18,7 @@ Material: name: _MainTex second: m_Texture: {fileID: 2800000, guid: aad1c3a7e9be2d84ebed6243e1a7541b, type: 3} - m_Scale: {x: 8, y: 3.43000007} + m_Scale: {x: 10, y: 10} m_Offset: {x: 0, y: 0} m_Floats: {} m_Colors: diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 92ede53..0f13e1b 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -6,6 +6,7 @@ TagManager: - Shank - Demon - VVAura + - pois - Builtin Layer 0: Default Builtin Layer 1: TransparentFX