No me acuerdo

This commit is contained in:
Gerard Gascón 2023-02-28 18:02:31 +01:00
parent aabe5457e2
commit 9ecec372ce
143 changed files with 21409 additions and 2042 deletions

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@ -0,0 +1,46 @@
using System;
using System.Collections;
using System.Collections.Generic;
using MyBox;
using SimpleTools.DialogueSystem;
using UnityEngine;
using UnityEngine.UI;
public class Cutscene : MonoBehaviour {
[SerializeField] Dialogue _dialogue;
[SerializeField] float fadeDuration;
[SerializeField] float[] times;
bool _visible = true;
[SerializeField] Image occluder;
// Start is called before the first frame update
IEnumerator Start() {
foreach (float t in times) {
yield return new WaitForSeconds(fadeDuration);
if (!_visible) {
_visible = true;
_start = Time.time;
}
DialogueManager.instance.Dialogue(_dialogue);
yield return new WaitForSeconds(t);
_visible = false;
_start = Time.time;
yield return new WaitForSeconds(fadeDuration);
}
}
float _start;
void Update() {
float alpha = _visible
? Mathf.Lerp(1, 0, (Time.time - _start) / fadeDuration)
: Mathf.Lerp(0, 1, (Time.time - _start) / fadeDuration);
alpha = Mathf.Round(alpha * 5);
alpha = alpha / 5f;
occluder.SetAlpha(alpha);
}
}

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@ -7,15 +7,27 @@ public class GhostController : MonoBehaviour {
[SerializeField] float speed; [SerializeField] float speed;
[SerializeField] Transform player; [SerializeField] Transform player;
Animator _anim;
Rigidbody2D _rb2d; Rigidbody2D _rb2d;
// Start is called before the first frame update // Start is called before the first frame update
void Awake() { void Awake() {
_anim = GetComponent<Animator>();
_rb2d = GetComponent<Rigidbody2D>(); _rb2d = GetComponent<Rigidbody2D>();
} }
// Update is called once per frame // Update is called once per frame
void FixedUpdate() { void FixedUpdate() {
if (_hasKilled) return;
_rb2d.position = Vector2.MoveTowards(_rb2d.position, player.position, Time.deltaTime * speed); _rb2d.position = Vector2.MoveTowards(_rb2d.position, player.position, Time.deltaTime * speed);
} }
bool _hasKilled;
static readonly int Kill1 = Animator.StringToHash("Kill");
public void Kill() {
_hasKilled = true;
_anim.SetTrigger(Kill1);
}
} }

View file

@ -1,22 +1,23 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using GometGames.Tools; using GometGames.Tools;
using MyBox; using MyBox;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using Random = UnityEngine.Random;
[System.Serializable] [System.Serializable]
public enum OrbTypes { public enum OrbTypes {
None, None,
Blue, Blue,
Red, Red,
Purple,
InvertedControls, InvertedControls,
HighGravity, HighGravity,
LowGravity, LowGravity,
InvertedGravity,
DarkRoom, DarkRoom,
HighSpeed, Freeze
LowSpeed
}; };
public class GameManager : MonoBehaviour { public class GameManager : MonoBehaviour {
@ -24,15 +25,25 @@ public class GameManager : MonoBehaviour {
[SerializeField] GenericDictionary<OrbTypes, UnityEvent> orbStartEffects; [SerializeField] GenericDictionary<OrbTypes, UnityEvent> orbStartEffects;
[SerializeField] GenericDictionary<OrbTypes, UnityEvent> orbEndEffects; [SerializeField] GenericDictionary<OrbTypes, UnityEvent> orbEndEffects;
[SerializeField] OrbTypes currentType = OrbTypes.None; [SerializeField] OrbTypes currentType = OrbTypes.None;
OrbTypes _lastType = OrbTypes.None;
public static GameManager instance;
// Start is called before the first frame update // Start is called before the first frame update
void Start(){ void Awake() {
instance = this;
} }
// Update is called once per frame public OrbTypes SelectRandomEffect() {
void Update(){ OrbTypes selected;
Array values = Enum.GetValues(typeof(OrbTypes));
do {
selected = (OrbTypes)values.GetValue(Random.Range(1, values.Length));
} while (selected == currentType || selected == _lastType);
Debug.Log(selected);
ChangeEventCall(selected);
return selected;
} }
[Space, SerializeField] OrbTypes forceEventChangeType = OrbTypes.None; [Space, SerializeField] OrbTypes forceEventChangeType = OrbTypes.None;
@ -44,6 +55,7 @@ public class GameManager : MonoBehaviour {
void ChangeEventCall(OrbTypes type) { void ChangeEventCall(OrbTypes type) {
if(currentType != OrbTypes.None) orbEndEffects[currentType].Invoke(); if(currentType != OrbTypes.None) orbEndEffects[currentType].Invoke();
_lastType = currentType;
currentType = type; currentType = type;
if(type != OrbTypes.None) orbStartEffects[currentType].Invoke(); if(type != OrbTypes.None) orbStartEffects[currentType].Invoke();
} }

View file

@ -53,7 +53,7 @@ public class PlayerController : MonoBehaviour {
_cameraTarget = new GameObject("Camera Target").transform; _cameraTarget = new GameObject("Camera Target").transform;
vCam.m_Follow = _cameraTarget; vCam.m_Follow = _cameraTarget;
ResetSpeed(); _currentSpeed = speed;
} }
void Update() { void Update() {
@ -121,18 +121,10 @@ public class PlayerController : MonoBehaviour {
void OnTriggerEnter2D(Collider2D col) { void OnTriggerEnter2D(Collider2D col) {
if (col.CompareTag("Ghost")) { if (col.CompareTag("Ghost")) {
col.GetComponent<GhostController>().Kill();
_anim.SetTrigger(Die); _anim.SetTrigger(Die);
_dead = true; _dead = true;
ScreenShake.Shake(20f, .5f); ScreenShake.Shake(20f, .5f);
} }
} }
#region OrbPowerups
public void ResetSpeed() {
_currentSpeed = speed;
}
public void SetSpeed(float newSpeed) {
_currentSpeed = newSpeed;
}
#endregion
} }

8
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using System.Collections;
using System.Collections.Generic;
using MyBox;
using UnityEngine;
using UnityEngine.UI;
public class CanvasController : MonoBehaviour {
[SerializeField] Sprite[] orbCountdown;
[SerializeField] Image orb;
// Start is called before the first frame update
[ButtonMethod]
void Start() {
StartCoroutine(Countdown());
}
// Update is called once per frame
void Update(){
}
IEnumerator Countdown() {
for (int i = 0; i < 10; ++i) {
orb.sprite = orbCountdown[i];
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}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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Shader "TextMeshPro/Bitmap Custom Atlas" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
_FaceTex ("Font Texture", 2D) = "white" {}
[HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_MaskSoftnessX ("Mask SoftnessX", float) = 0
_MaskSoftnessY ("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_Padding ("Padding", float) = 0
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
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Cull [_CullMode]
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ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096);
output.y = uv - 4096 * output.x;
return output * 0.001953125;
}
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
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Shader "TextMeshPro/Mobile/Bitmap" {
Properties {
_MainTex ("Font Atlas", 2D) = "white" {}
[HDR]_Color ("Text Color", Color) = (1,1,1,1)
_DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
_VertexOffsetX("Vertex OffsetX", float) = 0
_VertexOffsetY("Vertex OffsetY", float) = 0
_MaskSoftnessX("Mask SoftnessX", float) = 0
_MaskSoftnessY("Mask SoftnessY", float) = 0
_ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_CullMode("Cull Mode", Float) = 0
_ColorMask("Color Mask", Float) = 15
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Lighting Off
Cull [_CullMode]
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ZWrite Off
Fog { Mode Off }
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ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 mask : TEXCOORD2;
};
sampler2D _MainTex;
fixed4 _Color;
float _DiffusePower;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
v2f vert (appdata_t v)
{
v2f OUT;
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
OUT.color = v.color;
OUT.color *= _Color;
OUT.color.rgb *= _DiffusePower;
OUT.texcoord0 = v.texcoord0;
float2 pixelSize = OUT.vertex.w;
//pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : COLOR
{
fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
BindChannels {
Bind "Color", color
Bind "Vertex", vertex
Bind "TexCoord", texcoord0
}
Pass {
SetTexture [_MainTex] {
constantColor [_Color] combine constant * primary, constant * texture
}
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}

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