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Fix animation

This commit is contained in:
Steffo 2018-08-12 16:53:14 +02:00
parent cd5be643ef
commit 094fb7b1b0
11 changed files with 402 additions and 507 deletions

View file

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View file

@ -20,13 +20,13 @@ public class Cannon : MonoBehaviour {
}
private void Update ()
{
if (harpoonAvailable)
{
Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position);
Vector2 direction = (Vector2)Input.mousePosition - screenPosition;
transform.rotation = Quaternion.LookRotation(Vector3.forward, direction);
spriteRenderer.flipX = direction.x < 0;
if (harpoonAvailable)
{
if (Input.GetMouseButton(0))
{
force = Mathf.Clamp(force + forceBuildingSpeed * Time.deltaTime, 0, maxForce);

View file

@ -9,6 +9,8 @@ public class FollowGameObject : MonoBehaviour {
public Vector2 limitSecondCorner;
void Update () {
if (target != null)
{
transform.position = new Vector3(
Mathf.Clamp(target.transform.position.x, limitFirstCorner.x, limitSecondCorner.x),
Mathf.Clamp(target.transform.position.y, limitFirstCorner.y, limitSecondCorner.y),
@ -16,3 +18,4 @@ public class FollowGameObject : MonoBehaviour {
);
}
}
}

View file

@ -2,14 +2,29 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameStarter : MonoBehaviour {
public Image image;
public Animator animator;
public GameObject fade;
private Animator animator;
private void Start()
{
animator = fade.GetComponent<Animator>();
}
private void Update()
{
if (animator.GetBool("Finished"))
{
SceneManager.LoadScene("Game");
}
}
void OnTriggerEnter2D(Collider2D GameStart)
{
animator.SetBool("Fade", false);
Application.LoadLevel(1);
animator.SetBool("Fade", true);
}
}

View file

@ -3,7 +3,8 @@
--- !u!78 &1
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tags: []
tags:
- Fish
layers:
- Default
- TransparentFX
@ -38,6 +39,9 @@ TagManager:
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-
m_SortingLayers:
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uniqueID: 3614082125
locked: 0
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uniqueID: 0
locked: 0
@ -47,3 +51,6 @@ TagManager:
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uniqueID: 2724917297
locked: 0
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uniqueID: 785011415
locked: 0