Merge branch 'master' of https://github.com/jyapayne/DemonShanker2
Conflicts: Assets/Audio/beneath-surface-4.ogg.meta Assets/Scripts/PlayerController.cs
This commit is contained in:
commit
65e43434b9
20 changed files with 561 additions and 284 deletions
40
Assets/Scripts/AnimateSprite.cs
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40
Assets/Scripts/AnimateSprite.cs
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using UnityEngine;
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using System.Collections;
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public class AnimateSprite : MonoBehaviour {
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public int columns = 2;
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public int rows = 2;
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public float framesPerSecond = 10f;
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//the current frame to display
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private int index = 0;
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void Start()
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{
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StartCoroutine(updateTiling());
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//set the tile size of the texture (in UV units), based on the rows and columns
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Vector2 size = new Vector2(1f / columns, 1f / rows);
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renderer.sharedMaterial.SetTextureScale("_MainTex", size);
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}
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private IEnumerator updateTiling()
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{
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while (true)
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{
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//move to the next index
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index++;
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if (index >= rows * columns)
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index = 0;
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//split into x and y indexes
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Vector2 offset = new Vector2((float)index / columns - (index / columns), //x index
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(index / columns) / (float)rows); //y index
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renderer.sharedMaterial.SetTextureOffset("_MainTex", offset);
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yield return new WaitForSeconds(1f / framesPerSecond);
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}
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}
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}
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8
Assets/Scripts/AnimateSprite.cs.meta
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8
Assets/Scripts/AnimateSprite.cs.meta
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fileFormatVersion: 2
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guid: 019afbbcd27acf941b76ed7fd6a4eeb2
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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41
Assets/Scripts/AnimateTexture.cs
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41
Assets/Scripts/AnimateTexture.cs
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using UnityEngine;
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using System.Collections;
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public class AnimateTexture : MonoBehaviour {
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public int columns = 2;
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public int rows = 2;
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public float framesPerSecond = 10f;
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//the current frame to display
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private int index = 0;
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void Start()
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{
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StartCoroutine(updateTiling());
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//set the tile size of the texture (in UV units), based on the rows and columns
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Vector2 size = new Vector2(1f / columns, 1f / rows);
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renderer.sharedMaterial.SetTextureScale("_MainTex", size);
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}
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private IEnumerator updateTiling()
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{
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while (true)
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{
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//move to the next index
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index++;
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if (index >= rows * columns)
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index = 0;
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//split into x and y indexes
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Vector2 offset = new Vector2((float)index / columns - (index / columns), //x index
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(index / columns) / (float)rows); //y index
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renderer.sharedMaterial.SetTextureOffset("_MainTex", offset);
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yield return new WaitForSeconds(1f / framesPerSecond);
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}
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}
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}
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8
Assets/Scripts/AnimateTexture.cs.meta
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8
Assets/Scripts/AnimateTexture.cs.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 704d6d277dc28fa4c8a6a28688efd5a3
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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27
Assets/Scripts/GameController.cs
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27
Assets/Scripts/GameController.cs
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using UnityEngine;
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using System.Collections;
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public class GameController : MonoBehaviour {
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public int swigs;
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public GUIText swigText;
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// Use this for initialization
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void Start () {
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UpdateSwigText ();
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}
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// Update is called once per frame
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void Update () {
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}
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public void TakeSwig() {
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swigs -= 1;
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UpdateSwigText();
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}
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void UpdateSwigText() {
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swigText.text = "Swigs Left: " + swigs;
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}
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}
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8
Assets/Scripts/GameController.cs.meta
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8
Assets/Scripts/GameController.cs.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: cc84b14a55660b643805ae0f1878c40b
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -11,7 +11,16 @@ public class PlayerController : MonoBehaviour {
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public Transform shankSpawn;
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public GameObject vvAura;
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public int swigCounter;
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private int swigs = 0;
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private GameController gameController;
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void Start() {
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GameObject gameControllerObject = GameObject.FindWithTag("GameController");
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if (gameControllerObject != null)
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gameController = gameControllerObject.GetComponent <GameController> ();
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else
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Debug.Log("Cannot find GameController script.");
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}
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private Animator animator;
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@ -24,19 +33,17 @@ public class PlayerController : MonoBehaviour {
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{
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if (Input.GetButton("Fire1") && Time.time > nextFire)
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{
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//audio.Play ();
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nextFire = Time.time + delay;
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Instantiate(shank, shankSpawn.position, playerAngle.rotation);
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//animator.SetInteger("state", 3);
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animator.Play("player_shank");
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}
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if (Input.GetButton("ActivateVV") && swigs < swigCounter && Time.time > nextFire)
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if (Input.GetButton("ActivateVV") && gameController.swigs > 0 && Time.time > nextFire)
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{
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nextFire = Time.time + delay * 2;
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Instantiate (vvAura, rigidbody.position, rigidbody.rotation);
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swigs++;
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//animator.SetInteger("state", 1);
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gameController.TakeSwig();
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animator.Play("player_swig");
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}
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}
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@ -56,11 +63,11 @@ public class PlayerController : MonoBehaviour {
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if (moveHorizontal < 0)
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playerAngle.eulerAngles = new Vector3(0f, -180f, 0f);
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else if (moveHorizontal > 0)
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if (moveHorizontal > 0)
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playerAngle.eulerAngles = new Vector3(0f, 0f, 0f);
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else if (moveVertical < 0)
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if (moveVertical < 0)
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playerAngle.eulerAngles = new Vector3(0f, -270f, 0f);
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else if (moveVertical > 0)
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if (moveVertical > 0)
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playerAngle.eulerAngles = new Vector3(0f, -90f, 0f);
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Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
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