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.gitignore
vendored
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.gitignore
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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#
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.utmp/
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/[Ll]ibrary/
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*.booproj
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*.VC.db
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*.pidb.meta
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*.pdb.meta
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8
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8
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1726
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Normal file
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31
Assets/DragonState1.cs
Normal file
31
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Normal file
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|||
using System.Collections;
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using UnityEngine;
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public class DragonState1 : StateMachineBehaviour{
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Transform player;
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bool alreadyAtacked;
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float randomTime;
|
||||
|
||||
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
|
||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
player = FindObjectOfType<PlayerController>().GetComponent<Transform>();
|
||||
alreadyAtacked = false;
|
||||
randomTime = Random.Range(1f, 3f);
|
||||
}
|
||||
|
||||
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
||||
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
randomTime = randomTime - (1 * Time.fixedDeltaTime);
|
||||
if (randomTime <= 0 && !alreadyAtacked){
|
||||
animator.SetTrigger("FireBallAttack");
|
||||
alreadyAtacked = true;
|
||||
}
|
||||
}
|
||||
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
animator.ResetTrigger("FireBallAttack");
|
||||
}
|
||||
}
|
11
Assets/DragonState1.cs.meta
Normal file
11
Assets/DragonState1.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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38
Assets/DragonState2.cs
Normal file
38
Assets/DragonState2.cs
Normal file
|
@ -0,0 +1,38 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DragonState2 : StateMachineBehaviour{
|
||||
|
||||
Transform player;
|
||||
bool alreadyAtacked;
|
||||
float randomTime;
|
||||
int randomAttack;
|
||||
|
||||
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
|
||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
player = FindObjectOfType<PlayerController>().GetComponent<Transform>();
|
||||
alreadyAtacked = false;
|
||||
randomTime = Random.Range(1f, 3f);
|
||||
randomAttack = Mathf.RoundToInt(Random.Range(550f, 2450f) / 1000f);
|
||||
}
|
||||
|
||||
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
||||
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
randomTime = randomTime - (1 * Time.fixedDeltaTime);
|
||||
if (randomTime <= 0 && !alreadyAtacked){
|
||||
if(randomAttack == 1){
|
||||
animator.SetTrigger("FireBallAttack");
|
||||
alreadyAtacked = true;
|
||||
}else if(randomAttack == 2){
|
||||
animator.SetTrigger("FireAttack");
|
||||
alreadyAtacked = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
animator.ResetTrigger("FireBallAttack");
|
||||
}
|
||||
}
|
11
Assets/DragonState2.cs.meta
Normal file
11
Assets/DragonState2.cs.meta
Normal file
|
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31
Assets/DragonState3.cs
Normal file
31
Assets/DragonState3.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DragonState3 : StateMachineBehaviour{
|
||||
|
||||
Transform player;
|
||||
bool alreadyAtacked;
|
||||
float randomTime;
|
||||
|
||||
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
|
||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
player = FindObjectOfType<PlayerController>().GetComponent<Transform>();
|
||||
alreadyAtacked = false;
|
||||
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|
||||
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|
||||
|
||||
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
||||
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
randomTime = randomTime - (1 * Time.fixedDeltaTime);
|
||||
if (randomTime <= 0 && !alreadyAtacked){
|
||||
animator.SetTrigger("FireAttack");
|
||||
alreadyAtacked = true;
|
||||
}
|
||||
}
|
||||
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){
|
||||
animator.ResetTrigger("FireAttack");
|
||||
}
|
||||
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|
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Normal file
11
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Normal file
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4815
Assets/FireBallExplosion.prefab
Normal file
4815
Assets/FireBallExplosion.prefab
Normal file
File diff suppressed because it is too large
Load diff
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Normal file
7
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Normal file
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Assets/Fireball.prefab
Normal file
9569
Assets/Fireball.prefab
Normal file
File diff suppressed because it is too large
Load diff
7
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Normal file
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Assets/Fireball.prefab.meta
Normal file
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194
Assets/Global Volume Profile.asset
Normal file
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Assets/Grapple.prefab.meta
Normal file
7
Assets/Grapple.prefab.meta
Normal file
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11
Assets/Ground.physicsMaterial2D
Normal file
11
Assets/Ground.physicsMaterial2D
Normal file
|
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%YAML 1.1
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m_PrefabAsset: {fileID: 0}
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m_Name: Ground
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friction: 0.1
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bounciness: 0
|
8
Assets/Ground.physicsMaterial2D.meta
Normal file
8
Assets/Ground.physicsMaterial2D.meta
Normal file
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11
Assets/Plain.physicsMaterial2D
Normal file
11
Assets/Plain.physicsMaterial2D
Normal file
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Plain
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friction: 0
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bounciness: 0
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8
Assets/Plain.physicsMaterial2D.meta
Normal file
8
Assets/Plain.physicsMaterial2D.meta
Normal file
|
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8
Assets/Scripts.meta
Normal file
8
Assets/Scripts.meta
Normal file
|
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fileFormatVersion: 2
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52
Assets/Scripts/AudioManager.cs
Normal file
52
Assets/Scripts/AudioManager.cs
Normal file
|
@ -0,0 +1,52 @@
|
|||
using UnityEngine.Audio;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class AudioManager : MonoBehaviour{
|
||||
|
||||
public AudioMixerGroup mixerGroup;
|
||||
|
||||
public Sound[] sounds;
|
||||
|
||||
public static AudioManager instance;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake(){
|
||||
if (instance == null)
|
||||
instance = this;
|
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else{
|
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Destroy(gameObject);
|
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return;
|
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}
|
||||
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
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foreach (Sound s in sounds){
|
||||
s.source = gameObject.AddComponent<AudioSource>();
|
||||
s.source.clip = s.clip;
|
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|
||||
s.source.volume = s.volume;
|
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s.source.pitch = s.pitch;
|
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s.source.loop = s.loop;
|
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|
||||
s.source.outputAudioMixerGroup = mixerGroup;
|
||||
}
|
||||
}
|
||||
|
||||
public void Play(string name){
|
||||
Sound s = Array.Find(sounds, sound => sound.name == name);
|
||||
if (s == null){
|
||||
Debug.LogError("Sound: " + name + " not found!");
|
||||
return;
|
||||
}
|
||||
s.source.Play();
|
||||
}
|
||||
public void Stop(string name){
|
||||
Sound s = Array.Find(sounds, sound => sound.name == name);
|
||||
if (s == null){
|
||||
Debug.LogError("Sound: " + name + " not found!");
|
||||
return;
|
||||
}
|
||||
s.source.Stop();
|
||||
}
|
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}
|
11
Assets/Scripts/AudioManager.cs.meta
Normal file
11
Assets/Scripts/AudioManager.cs.meta
Normal file
|
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22
Assets/Scripts/Bullet.cs
Normal file
22
Assets/Scripts/Bullet.cs
Normal file
|
@ -0,0 +1,22 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Bullet : MonoBehaviour{
|
||||
|
||||
public float speed;
|
||||
|
||||
Rigidbody2D rb2d;
|
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|
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void Start(){
|
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rb2d = GetComponent<Rigidbody2D>();
|
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rb2d.AddRelativeForce(Vector2.right * speed, ForceMode2D.Impulse);
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D col){
|
||||
if(col.gameObject.tag == "Dragon"){
|
||||
FindObjectOfType<Dragon>().TakeDamage(5);
|
||||
}
|
||||
Destroy(gameObject);
|
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}
|
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}
|
11
Assets/Scripts/Bullet.cs.meta
Normal file
11
Assets/Scripts/Bullet.cs.meta
Normal file
|
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fileFormatVersion: 2
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34
Assets/Scripts/CameraShake.cs
Normal file
34
Assets/Scripts/CameraShake.cs
Normal file
|
@ -0,0 +1,34 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraShake : MonoBehaviour{
|
||||
|
||||
float shakeAmount = 0;
|
||||
Vector3 startPos;
|
||||
|
||||
public void Shake(float amt, float length){
|
||||
shakeAmount = amt;
|
||||
startPos = transform.localPosition;
|
||||
InvokeRepeating("DoShake", 0, 0.01f);
|
||||
Invoke("StopShake", length);
|
||||
}
|
||||
|
||||
void DoShake(){
|
||||
if (shakeAmount > 0){
|
||||
Vector3 camPos = transform.position;
|
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|
||||
float offsetX = Random.value * shakeAmount * 2 - shakeAmount;
|
||||
float offsetY = Random.value * shakeAmount * 2 - shakeAmount;
|
||||
camPos.x += offsetX;
|
||||
camPos.y += offsetY;
|
||||
|
||||
transform.position = camPos;
|
||||
}
|
||||
}
|
||||
|
||||
void StopShake(){
|
||||
CancelInvoke("DoShake");
|
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transform.localPosition = startPos;
|
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}
|
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}
|
11
Assets/Scripts/CameraShake.cs.meta
Normal file
11
Assets/Scripts/CameraShake.cs.meta
Normal file
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20
Assets/Scripts/CheckPoint.cs
Normal file
20
Assets/Scripts/CheckPoint.cs
Normal file
|
@ -0,0 +1,20 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CheckPoint : MonoBehaviour{
|
||||
|
||||
public Transform checkpointPos;
|
||||
|
||||
void OnTriggerEnter2D(Collider2D col){
|
||||
if (col.CompareTag("Player")){
|
||||
col.GetComponent<PlayerController>().lastCheckpoint = checkpointPos.position;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmos(){
|
||||
Gizmos.color = Color.green;
|
||||
BoxCollider2D col = GetComponent<BoxCollider2D>();
|
||||
Gizmos.DrawWireCube(col.transform.position, col.size);
|
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}
|
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}
|
11
Assets/Scripts/CheckPoint.cs.meta
Normal file
11
Assets/Scripts/CheckPoint.cs.meta
Normal file
|
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27
Assets/Scripts/CineCamChange.cs
Normal file
27
Assets/Scripts/CineCamChange.cs
Normal file
|
@ -0,0 +1,27 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
public class CineCamChange : MonoBehaviour{
|
||||
|
||||
CinemachineVirtualCamera vcam;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake(){
|
||||
vcam = GetComponentInChildren<CinemachineVirtualCamera>();
|
||||
vcam.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D col){
|
||||
if (col.CompareTag("Player")){
|
||||
vcam.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D col){
|
||||
if (col.CompareTag("Player")){
|
||||
vcam.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
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}
|
11
Assets/Scripts/CineCamChange.cs.meta
Normal file
11
Assets/Scripts/CineCamChange.cs.meta
Normal file
|
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fileFormatVersion: 2
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18
Assets/Scripts/DrawSceneLine.cs
Normal file
18
Assets/Scripts/DrawSceneLine.cs
Normal file
|
@ -0,0 +1,18 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DrawSceneLine : MonoBehaviour {
|
||||
|
||||
public Transform from;
|
||||
public Transform to;
|
||||
|
||||
void OnDrawGizmosSelected(){
|
||||
if (from != null && to != null){
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawLine(from.position, to.position);
|
||||
Gizmos.DrawSphere(from.position, 0.15f);
|
||||
Gizmos.DrawSphere(to.position, 0.15f);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/DrawSceneLine.cs.meta
Normal file
11
Assets/Scripts/DrawSceneLine.cs.meta
Normal file
|
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8
Assets/Scripts/Enemies.meta
Normal file
8
Assets/Scripts/Enemies.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: ca6dfe94bf658a440a59fe2ec2c78915
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131
Assets/Scripts/Enemies/Dragon.cs
Normal file
131
Assets/Scripts/Enemies/Dragon.cs
Normal file
|
@ -0,0 +1,131 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Dragon : MonoBehaviour{
|
||||
|
||||
public GameObject colliderStop;
|
||||
public GameObject[] diable;
|
||||
public GameObject[] phase2Enable;
|
||||
public GameObject[] phase3Enable;
|
||||
public Vector2[] phasesPositions;
|
||||
public GameObject fire;
|
||||
public GameObject fireball;
|
||||
public int maxHp;
|
||||
public float hp;
|
||||
public Transform mouth;
|
||||
public CameraShake cameraShake;
|
||||
Animator anim;
|
||||
public int phase = 1;
|
||||
bool vulnerable;
|
||||
Transform player;
|
||||
Transform parent;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
parent = GetComponentInParent<Transform>();
|
||||
anim = GetComponent<Animator>();
|
||||
hp = maxHp;
|
||||
vulnerable = false;
|
||||
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
|
||||
foreach(GameObject g in diable){
|
||||
g.SetActive(false);
|
||||
}
|
||||
if(phase == 2){
|
||||
anim.SetBool("Phase2", true);
|
||||
}else if(phase == 3){
|
||||
anim.SetBool("Phase2", true);
|
||||
anim.SetBool("Phase3", true);
|
||||
}
|
||||
Invoke("DisableColliderStop", 2f);
|
||||
}
|
||||
|
||||
void DisableColliderStop(){
|
||||
colliderStop.SetActive(false);
|
||||
}
|
||||
|
||||
float speed;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
if(phase == 1){
|
||||
if(hp <= 60){
|
||||
phase = 2;
|
||||
anim.SetBool("Die", true);
|
||||
foreach (GameObject g in diable){
|
||||
g.SetActive(false);
|
||||
}
|
||||
foreach (GameObject g in phase2Enable){
|
||||
g.SetActive(true);
|
||||
}
|
||||
}
|
||||
}else if(phase == 2){
|
||||
if (hp <= 30){
|
||||
phase = 3;
|
||||
anim.SetBool("Die", true);
|
||||
foreach (GameObject g in diable){
|
||||
g.SetActive(false);
|
||||
}
|
||||
foreach (GameObject g in phase3Enable){
|
||||
g.SetActive(true);
|
||||
}
|
||||
}
|
||||
}else if(phase == 3){
|
||||
if(hp <= 0){
|
||||
Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Die(){
|
||||
anim.SetBool("Die", true);
|
||||
}
|
||||
|
||||
public void TakeDamage(float amt){
|
||||
if (vulnerable){
|
||||
hp = Mathf.Clamp(hp - amt, 0f, maxHp);
|
||||
}
|
||||
}
|
||||
|
||||
public void IsIdle(){
|
||||
vulnerable = true;
|
||||
}
|
||||
|
||||
public void Shake(){
|
||||
cameraShake.Shake(.1f, 1.5f);
|
||||
AudioManager.instance.Play("DragonShout");
|
||||
}
|
||||
|
||||
public void FireSound(){
|
||||
AudioManager.instance.Play("DragonFire");
|
||||
}
|
||||
|
||||
public void FireAttack(){
|
||||
vulnerable = false;
|
||||
Instantiate(fire, mouth.position, Quaternion.identity, mouth);
|
||||
}
|
||||
|
||||
public void EndFireAttack(){
|
||||
vulnerable = true;
|
||||
}
|
||||
|
||||
public void FireBallAtack(){
|
||||
AudioManager.instance.Play("DragonFireBall");
|
||||
vulnerable = false;
|
||||
Instantiate(fireball, mouth.position, Quaternion.Euler(0, 0, 90f));
|
||||
}
|
||||
|
||||
public void EndFireBallAttack(){
|
||||
vulnerable = true;
|
||||
}
|
||||
|
||||
public void Win(){
|
||||
StartCoroutine(WinScreen());
|
||||
}
|
||||
|
||||
IEnumerator WinScreen(){
|
||||
yield return new WaitForSeconds(2f);
|
||||
SceneManager.LoadScene(0);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Enemies/Dragon.cs.meta
Normal file
11
Assets/Scripts/Enemies/Dragon.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1ef43442db8ab3e479dcbc5b021cc1f9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
29
Assets/Scripts/Enemies/Goomba.cs
Normal file
29
Assets/Scripts/Enemies/Goomba.cs
Normal file
|
@ -0,0 +1,29 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Goomba : MonoBehaviour{
|
||||
|
||||
public float speed;
|
||||
public float maxSpeed;
|
||||
|
||||
Rigidbody2D rb2d;
|
||||
|
||||
bool canMove;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
rb2d = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
void OnBecameVisible(){
|
||||
canMove = true;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
rb2d.AddForce(Vector2.left * speed);
|
||||
float limitedSpeed = Mathf.Clamp(rb2d.velocity.x, -maxSpeed, maxSpeed);
|
||||
rb2d.velocity = new Vector2(limitedSpeed, rb2d.velocity.y);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Enemies/Goomba.cs.meta
Normal file
11
Assets/Scripts/Enemies/Goomba.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 333ed2053e3b1ef40b6dd6f7c0dc3026
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
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|
||||
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|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
31
Assets/Scripts/Fireball.cs
Normal file
31
Assets/Scripts/Fireball.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Fireball : MonoBehaviour{
|
||||
|
||||
public float speed;
|
||||
public float attackSpeed;
|
||||
public GameObject explosion;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
StartCoroutine(Attack());
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
transform.Translate(Vector3.right * speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
IEnumerator Attack(){
|
||||
yield return new WaitForSeconds(2f);
|
||||
transform.position = new Vector2(GameObject.FindGameObjectWithTag("Player").transform.position.x, transform.position.y);
|
||||
speed = -attackSpeed;
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D col){
|
||||
Instantiate(explosion, transform.position, Quaternion.identity);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Fireball.cs.meta
Normal file
11
Assets/Scripts/Fireball.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4dc95da467401be41814a9e2e5c75a89
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
69
Assets/Scripts/Grapple.cs
Normal file
69
Assets/Scripts/Grapple.cs
Normal file
|
@ -0,0 +1,69 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Grapple : MonoBehaviour{
|
||||
|
||||
public GameObject selector;
|
||||
public float rotationSpeed;
|
||||
|
||||
Rigidbody2D rb2d;
|
||||
GameObject player;
|
||||
|
||||
void Start(){
|
||||
rb2d = GetComponent<Rigidbody2D>();
|
||||
player = GameObject.FindGameObjectWithTag("Player");
|
||||
selector.SetActive(false);
|
||||
}
|
||||
|
||||
void Update(){
|
||||
selector.transform.Rotate(0, 0, rotationSpeed);
|
||||
}
|
||||
|
||||
void OnMouseOver(){
|
||||
if (Vector2.Distance(player.transform.position, transform.position) <= 10){
|
||||
selector.SetActive(true);
|
||||
player.GetComponent<PlayerController>().ableToGrapple = true;
|
||||
}else{
|
||||
selector.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
bool grappled;
|
||||
|
||||
void OnMouseExit(){
|
||||
if (!grappled){
|
||||
selector.SetActive(false);
|
||||
if (!player.GetComponent<PlayerController>().grappled){
|
||||
player.GetComponent<PlayerController>().ableToGrapple = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnMouseDown(){
|
||||
if(Vector2.Distance(player.transform.position, transform.position) <= 10){
|
||||
grappled = true;
|
||||
SpringJoint2D grapple = player.GetComponent<SpringJoint2D>();
|
||||
player.GetComponent<PlayerController>().grappled = true;
|
||||
player.GetComponent<CapsuleCollider2D>().isTrigger = true;
|
||||
LineRenderer line = player.GetComponent<LineRenderer>();
|
||||
line.SetPosition(1, transform.position);
|
||||
line.enabled = true;
|
||||
grapple.connectedBody = rb2d;
|
||||
grapple.distance = Vector2.Distance(player.transform.position, transform.position) - 1f;
|
||||
grapple.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
void OnMouseUp(){
|
||||
grappled = false;
|
||||
SpringJoint2D grapple = player.GetComponent<SpringJoint2D>();
|
||||
LineRenderer line = player.GetComponent<LineRenderer>();
|
||||
player.GetComponent<PlayerController>().grappled = false;
|
||||
player.GetComponent<CapsuleCollider2D>().isTrigger = false;
|
||||
line.enabled = false;
|
||||
grapple.enabled = false;
|
||||
selector.SetActive(false);
|
||||
player.GetComponent<PlayerController>().ableToGrapple = false;
|
||||
}
|
||||
}
|
11
Assets/Scripts/Grapple.cs.meta
Normal file
11
Assets/Scripts/Grapple.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2f4d01e5879aeca4caf58e82bf42a428
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
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|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
35
Assets/Scripts/Menu.cs
Normal file
35
Assets/Scripts/Menu.cs
Normal file
|
@ -0,0 +1,35 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
public class Menu : MonoBehaviour{
|
||||
|
||||
public CinemachineVirtualCamera cam;
|
||||
public GameObject canvas;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Awake(){
|
||||
Time.timeScale = 0;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
|
||||
}
|
||||
|
||||
public void Play(){
|
||||
Time.timeScale = 1;
|
||||
cam.gameObject.SetActive(false);
|
||||
StartCoroutine(DisableCanvas());
|
||||
}
|
||||
|
||||
public void Quit(){
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
IEnumerator DisableCanvas(){
|
||||
yield return new WaitForSeconds(1f);
|
||||
canvas.SetActive(false);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Menu.cs.meta
Normal file
11
Assets/Scripts/Menu.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3ca874bd750987147a8b6c00d773de15
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Scripts/ObjectSpawner.cs
Normal file
24
Assets/Scripts/ObjectSpawner.cs
Normal file
|
@ -0,0 +1,24 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ObjectSpawner : MonoBehaviour{
|
||||
|
||||
public GameObject objectToSpawn;
|
||||
public Vector2 whereToSpawn;
|
||||
public float nextSpawn;
|
||||
public float spawnRate = 2f;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
if (Time.time > nextSpawn){
|
||||
nextSpawn = Time.time + spawnRate;
|
||||
Instantiate(objectToSpawn, whereToSpawn, Quaternion.identity);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/ObjectSpawner.cs.meta
Normal file
11
Assets/Scripts/ObjectSpawner.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fdaaee5b57cbfd846928616728b16dc6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
44
Assets/Scripts/PlataformaFalling.cs
Normal file
44
Assets/Scripts/PlataformaFalling.cs
Normal file
|
@ -0,0 +1,44 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlataformaFalling : MonoBehaviour {
|
||||
|
||||
public float fallDelay = 1f;
|
||||
public float respawnDelay = 5f;
|
||||
|
||||
private Rigidbody2D rb2d;
|
||||
private PolygonCollider2D pc2d;
|
||||
private Vector3 start;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
rb2d = GetComponent<Rigidbody2D>();
|
||||
pc2d = GetComponent<PolygonCollider2D>();
|
||||
start = transform.position;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D col){
|
||||
if (col.gameObject.CompareTag("Player")){
|
||||
Invoke("Fall", fallDelay);
|
||||
Invoke("Respawn", fallDelay + respawnDelay);
|
||||
}
|
||||
}
|
||||
|
||||
void Fall(){
|
||||
rb2d.isKinematic = false;
|
||||
pc2d.isTrigger = true;
|
||||
}
|
||||
|
||||
void Respawn(){
|
||||
transform.position = start;
|
||||
rb2d.isKinematic = true;
|
||||
rb2d.velocity = Vector3.zero;
|
||||
pc2d.isTrigger = false;
|
||||
}
|
||||
}
|
11
Assets/Scripts/PlataformaFalling.cs.meta
Normal file
11
Assets/Scripts/PlataformaFalling.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 61146d2956748fb49bc56b616c8022c7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
51
Assets/Scripts/PlataformaMovil.cs
Normal file
51
Assets/Scripts/PlataformaMovil.cs
Normal file
|
@ -0,0 +1,51 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlataformaMovil : MonoBehaviour {
|
||||
|
||||
public Transform target;
|
||||
public float speed;
|
||||
public bool enableOnCollision;
|
||||
|
||||
bool working;
|
||||
|
||||
private Vector3 start, end;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
if (!enableOnCollision){
|
||||
working = true;
|
||||
}
|
||||
if(target != null) {
|
||||
target.parent = null;
|
||||
start = transform.position;
|
||||
end = target.position;
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
}
|
||||
|
||||
void FixedUpdate(){
|
||||
if (target != null && working) {
|
||||
float fixedSpeed = speed * Time.deltaTime;
|
||||
transform.position = Vector3.MoveTowards(transform.position, target.position, fixedSpeed);
|
||||
}
|
||||
|
||||
if (transform.position == target.position){
|
||||
target.position = (target.position == start) ? end : start;
|
||||
}
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D col){
|
||||
if(col.gameObject.tag == "Player"){
|
||||
if (enableOnCollision){
|
||||
working = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/PlataformaMovil.cs.meta
Normal file
11
Assets/Scripts/PlataformaMovil.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 165d805924249484a97bd465aed8a8c3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
135
Assets/Scripts/PlayerController.cs
Normal file
135
Assets/Scripts/PlayerController.cs
Normal file
|
@ -0,0 +1,135 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerController : MonoBehaviour{
|
||||
|
||||
[HideInInspector]
|
||||
public Vector2 lastCheckpoint;
|
||||
|
||||
public SpriteRenderer[] deathDisable;
|
||||
|
||||
public float speed;
|
||||
public float airSpeed;
|
||||
[HideInInspector]
|
||||
public bool grappled;
|
||||
[HideInInspector]
|
||||
public bool ableToGrapple;
|
||||
|
||||
[Header("Jump")]
|
||||
public float jumpForce;
|
||||
public float groundDetectionRadius;
|
||||
public LayerMask whatIsGround;
|
||||
[Space(10)]
|
||||
public GameObject death;
|
||||
public Transform gun;
|
||||
public Transform firePos;
|
||||
LineRenderer line;
|
||||
|
||||
bool dead;
|
||||
bool moving;
|
||||
bool jump;
|
||||
bool isGrounded;
|
||||
Rigidbody2D rb2d;
|
||||
Shoot shoot;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start(){
|
||||
AudioManager.instance.Play("Theme");
|
||||
shoot = GetComponent<Shoot>();
|
||||
rb2d = GetComponent<Rigidbody2D>();
|
||||
line = GetComponent<LineRenderer>();
|
||||
lastCheckpoint = transform.position;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update(){
|
||||
if (!dead){
|
||||
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
|
||||
float rotZ = Mathf.Atan2(mousePos.y, mousePos.x) * Mathf.Rad2Deg;
|
||||
gun.transform.rotation = Quaternion.Euler(0f, 0f, rotZ);
|
||||
|
||||
isGrounded = Physics2D.OverlapCircle(transform.position, groundDetectionRadius, whatIsGround);
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
|
||||
jump = true;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate(){
|
||||
line.SetPosition(0, firePos.position);
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected(){
|
||||
Gizmos.DrawWireSphere(transform.position, groundDetectionRadius);
|
||||
}
|
||||
|
||||
void FixedUpdate(){
|
||||
if (!dead){
|
||||
if (!moving && isGrounded){
|
||||
float fixedVelocity = rb2d.angularVelocity;
|
||||
fixedVelocity *= .98f;
|
||||
rb2d.angularVelocity = fixedVelocity;
|
||||
}
|
||||
|
||||
float h = Input.GetAxisRaw("Horizontal");
|
||||
if (h != 0){
|
||||
moving = true;
|
||||
}else{
|
||||
moving = false;
|
||||
}
|
||||
|
||||
if (isGrounded && !grappled){
|
||||
rb2d.AddForce(Vector2.right * speed * h);
|
||||
float limitedSpeed = Mathf.Clamp(rb2d.velocity.x, -speed, speed);
|
||||
rb2d.velocity = new Vector2(limitedSpeed, rb2d.velocity.y);
|
||||
}else if (!grappled){
|
||||
rb2d.AddForce(Vector2.right * airSpeed * h);
|
||||
float limitedSpeed = Mathf.Clamp(rb2d.velocity.x, -airSpeed, airSpeed);
|
||||
rb2d.velocity = new Vector2(limitedSpeed, rb2d.velocity.y);
|
||||
}
|
||||
|
||||
if (Input.GetMouseButton(0) && !ableToGrapple){
|
||||
shoot.Fire();
|
||||
}
|
||||
|
||||
if (jump){
|
||||
rb2d.velocity = new Vector2(rb2d.velocity.x, 0);
|
||||
rb2d.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
|
||||
jump = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnParticleCollision(GameObject col){
|
||||
Instantiate(death, transform.position, Quaternion.identity);
|
||||
Die();
|
||||
}
|
||||
void OnCollisionEnter2D(Collision2D col){
|
||||
if(col.gameObject.tag == "Death"){
|
||||
Instantiate(death, transform.position, Quaternion.identity);
|
||||
Die();
|
||||
}
|
||||
}
|
||||
|
||||
void Die(){
|
||||
foreach(SpriteRenderer s in deathDisable){
|
||||
s.enabled = false;
|
||||
}
|
||||
GetComponent<CapsuleCollider2D>().isTrigger = true;
|
||||
Invoke("Respawn", 2f);
|
||||
dead = true;
|
||||
rb2d.bodyType = RigidbodyType2D.Static;
|
||||
}
|
||||
|
||||
void Respawn(){
|
||||
transform.position = lastCheckpoint;
|
||||
foreach (SpriteRenderer s in deathDisable){
|
||||
s.enabled = true;
|
||||
}
|
||||
GetComponent<CapsuleCollider2D>().isTrigger = false;
|
||||
rb2d.bodyType = RigidbodyType2D.Dynamic;
|
||||
rb2d.velocity = Vector2.zero;
|
||||
dead = false;
|
||||
}
|
||||
}
|
11
Assets/Scripts/PlayerController.cs.meta
Normal file
11
Assets/Scripts/PlayerController.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
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26
Assets/Scripts/Shoot.cs
Normal file
26
Assets/Scripts/Shoot.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Shoot : MonoBehaviour{
|
||||
|
||||
public float timeBetweenShots;
|
||||
public Transform firePoint;
|
||||
public GameObject bullet;
|
||||
|
||||
float lastTimeShot;
|
||||
float shotCounter;
|
||||
|
||||
public void Fire(){
|
||||
if (Time.time > lastTimeShot + timeBetweenShots){
|
||||
shotCounter -= Time.deltaTime;
|
||||
if (shotCounter <= 0){
|
||||
lastTimeShot = Time.time;
|
||||
shotCounter = timeBetweenShots;
|
||||
Instantiate(bullet, firePoint.position, firePoint.rotation);
|
||||
}
|
||||
}else{
|
||||
shotCounter = 0;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Shoot.cs.meta
Normal file
11
Assets/Scripts/Shoot.cs.meta
Normal file
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22
Assets/Scripts/Sound.cs
Normal file
22
Assets/Scripts/Sound.cs
Normal file
|
@ -0,0 +1,22 @@
|
|||
using UnityEngine.Audio;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class Sound{
|
||||
|
||||
public string name;
|
||||
|
||||
public AudioClip clip;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float volume = 1f;
|
||||
[Range(0.1f, 3f)]
|
||||
public float pitch = 1f;
|
||||
|
||||
public bool loop;
|
||||
|
||||
public AudioMixerGroup mixerGroup;
|
||||
|
||||
[HideInInspector]
|
||||
public AudioSource source;
|
||||
}
|
11
Assets/Scripts/Sound.cs.meta
Normal file
11
Assets/Scripts/Sound.cs.meta
Normal file
|
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Assets/Scripts/SpikyBall.cs
Normal file
12
Assets/Scripts/SpikyBall.cs
Normal file
|
@ -0,0 +1,12 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class SpikyBall : MonoBehaviour{
|
||||
|
||||
void OnTriggerEnter2D(Collider2D col){
|
||||
if(col.gameObject.tag == "BallDestroyer"){
|
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Destroy(gameObject);
|
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}
|
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}
|
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}
|
11
Assets/Scripts/SpikyBall.cs.meta
Normal file
11
Assets/Scripts/SpikyBall.cs.meta
Normal file
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37
Assets/Scripts/TriggerEnableAndDisable.cs
Normal file
37
Assets/Scripts/TriggerEnableAndDisable.cs
Normal file
|
@ -0,0 +1,37 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TriggerEnableAndDisable : MonoBehaviour{
|
||||
|
||||
public GameObject enable;
|
||||
public GameObject disable;
|
||||
public float delay;
|
||||
|
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void OnTriggerEnter2D(Collider2D col){
|
||||
if(col.gameObject.tag == "Player"){
|
||||
if(delay == 0){
|
||||
if (enable != null){
|
||||
enable.SetActive(true);
|
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}
|
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if (disable != null){
|
||||
disable.SetActive(false);
|
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}
|
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gameObject.SetActive(false);
|
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}else{
|
||||
StartCoroutine(Delay());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Delay(){
|
||||
yield return new WaitForSeconds(delay);
|
||||
if (enable != null){
|
||||
enable.SetActive(true);
|
||||
}
|
||||
if (disable != null){
|
||||
disable.SetActive(false);
|
||||
}
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
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Assets/Scripts/TriggerEnableAndDisable.cs.meta
Normal file
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Assets/Scripts/TriggerEnableAndDisable.cs.meta
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Assets/Settings.meta
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Assets/Settings/ForwardRenderer.asset
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Assets/Settings/ForwardRenderer.asset
Normal file
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Assets/Settings/SampleSceneProfile.asset
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Assets/Settings/SampleSceneProfile.asset
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m_RequireDepthTexture: 0
|
||||
m_RequireOpaqueTexture: 0
|
||||
m_OpaqueDownsampling: 1
|
||||
m_SupportsHDR: 0
|
||||
m_MSAA: 1
|
||||
m_RenderScale: 1
|
||||
m_MainLightRenderingMode: 1
|
||||
m_MainLightShadowsSupported: 0
|
||||
m_MainLightShadowmapResolution: 2048
|
||||
m_AdditionalLightsRenderingMode: 0
|
||||
m_AdditionalLightsPerObjectLimit: 4
|
||||
m_AdditionalLightShadowsSupported: 0
|
||||
m_AdditionalLightsShadowmapResolution: 512
|
||||
m_ShadowDistance: 50
|
||||
m_ShadowCascades: 0
|
||||
m_Cascade2Split: 0.25
|
||||
m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467}
|
||||
m_ShadowDepthBias: 1
|
||||
m_ShadowNormalBias: 1
|
||||
m_SoftShadowsSupported: 0
|
||||
m_UseSRPBatcher: 1
|
||||
m_SupportsDynamicBatching: 0
|
||||
m_MixedLightingSupported: 1
|
||||
m_DebugLevel: 0
|
||||
m_ColorGradingMode: 0
|
||||
m_ColorGradingLutSize: 16
|
||||
m_ShadowType: 1
|
||||
m_LocalShadowsSupported: 0
|
||||
m_LocalShadowsAtlasResolution: 256
|
||||
m_MaxPixelLights: 0
|
||||
m_ShadowAtlasResolution: 256
|
||||
m_ShaderVariantLogLevel: 0
|
8
Assets/Settings/UniversalRP-LowQuality.asset.meta
Normal file
8
Assets/Settings/UniversalRP-LowQuality.asset.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a31e9f9f9c9d4b9429ed0d1234e22103
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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Reference in a new issue