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19 changed files with 1153 additions and 23 deletions
272
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8
Assets/Scripts/Animation Logic.meta
generated
Normal file
8
Assets/Scripts/Animation Logic.meta
generated
Normal file
|
@ -0,0 +1,8 @@
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31
Assets/Scripts/Animation Logic/Done.cs
Normal file
31
Assets/Scripts/Animation Logic/Done.cs
Normal file
|
@ -0,0 +1,31 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Done : StateMachineBehaviour {
|
||||
|
||||
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
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||||
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
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animator.SetBool("Finished", true);
|
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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) {
|
||||
//
|
||||
//}
|
||||
|
||||
// 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) {
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
|
||||
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
|
||||
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
//
|
||||
//}
|
||||
}
|
11
Assets/Scripts/Animation Logic/Done.cs.meta
generated
Normal file
11
Assets/Scripts/Animation Logic/Done.cs.meta
generated
Normal file
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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32
Assets/Scripts/Animation Logic/Start.cs
Normal file
32
Assets/Scripts/Animation Logic/Start.cs
Normal file
|
@ -0,0 +1,32 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
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public class Start : StateMachineBehaviour {
|
||||
|
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// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
|
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override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
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animator.SetBool("Finished", false);
|
||||
animator.SetBool("Fade", false);
|
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}
|
||||
|
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// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
|
||||
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
|
||||
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
//
|
||||
//}
|
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}
|
11
Assets/Scripts/Animation Logic/Start.cs.meta
generated
Normal file
11
Assets/Scripts/Animation Logic/Start.cs.meta
generated
Normal file
|
@ -0,0 +1,11 @@
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|||
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@ -6,15 +6,18 @@ public class Cannon : MonoBehaviour {
|
|||
|
||||
public bool harpoonAvailable = true;
|
||||
public GameObject harpoon;
|
||||
public GameObject hull;
|
||||
public float maxForce = 5f;
|
||||
public float forceBuildingSpeed = 2f;
|
||||
public float startingForce = 1f;
|
||||
private float force = 1f;
|
||||
|
||||
|
||||
private SpriteRenderer hullSpriteRenderer;
|
||||
private SpriteRenderer spriteRenderer;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
hullSpriteRenderer = hull.GetComponent<SpriteRenderer>();
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
Physics2D.IgnoreLayerCollision(8, 8);
|
||||
}
|
||||
|
@ -24,7 +27,7 @@ public class Cannon : MonoBehaviour {
|
|||
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;
|
||||
spriteRenderer.flipX = !((direction.x < 0) ^ (hull.transform.localScale.x > 0));
|
||||
if (harpoonAvailable)
|
||||
{
|
||||
if (Input.GetMouseButton(0))
|
||||
|
|
|
@ -9,10 +9,10 @@ public class FishAi : MonoBehaviour {
|
|||
public GameObject hook = null;
|
||||
public GameObject sea;
|
||||
private Vector3 direction;
|
||||
private Rigidbody2D rigidbody2D;
|
||||
private Rigidbody2D rb;
|
||||
|
||||
void Start () {
|
||||
rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
InvokeRepeating("ChangeDirection", 0, timeBetweenDirectionChanges);
|
||||
}
|
||||
|
||||
|
@ -28,11 +28,11 @@ public class FishAi : MonoBehaviour {
|
|||
{
|
||||
direction = new Vector3(Random.Range(-1f, 1f), Random.Range(-4f, -2f));
|
||||
}
|
||||
rigidbody2D.MovePosition(transform.position + direction * Time.deltaTime * speed);
|
||||
rb.MovePosition(transform.position + direction * Time.deltaTime * speed);
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidbody2D.MovePosition(hook.transform.position);
|
||||
rb.MovePosition(hook.transform.position);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -19,7 +19,7 @@ public class GameStarter : MonoBehaviour {
|
|||
{
|
||||
if (animator.GetBool("Finished"))
|
||||
{
|
||||
SceneManager.LoadScene("Game");
|
||||
SceneManager.LoadSceneAsync("Game", LoadSceneMode.Single);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -6,36 +6,36 @@ public class Harpoon : MonoBehaviour {
|
|||
|
||||
public float returnSpeed = 5f;
|
||||
|
||||
private Rigidbody2D rigidbody2D;
|
||||
private Rigidbody2D rb;
|
||||
private bool going = true;
|
||||
private Linker linker;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
linker = GetComponentInChildren<Linker>();
|
||||
rigidbody2D.useFullKinematicContacts = true;
|
||||
rb.useFullKinematicContacts = true;
|
||||
}
|
||||
|
||||
void Update ()
|
||||
{
|
||||
if(going)
|
||||
{
|
||||
transform.rotation = Quaternion.LookRotation(Vector3.forward, rigidbody2D.velocity.normalized);
|
||||
transform.rotation = Quaternion.LookRotation(Vector3.forward, rb.velocity.normalized);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (transform.position.y > linker.firstObject.transform.position.y)
|
||||
{
|
||||
|
||||
rigidbody2D.MoveRotation(Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f);
|
||||
rb.MoveRotation(Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
rigidbody2D.MoveRotation(-Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f);
|
||||
rb.MoveRotation(-Vector2.Angle(transform.position - linker.firstObject.transform.position, Vector2.right) - 90f);
|
||||
}
|
||||
rigidbody2D.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.position, returnSpeed * Time.deltaTime));
|
||||
rb.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.position, returnSpeed * Time.deltaTime));
|
||||
if(Vector3.Distance(transform.position, linker.firstObject.transform.position) < 0.2f)
|
||||
{
|
||||
linker.firstObject.GetComponent<Cannon>().harpoonAvailable = true;
|
||||
|
@ -49,7 +49,7 @@ public class Harpoon : MonoBehaviour {
|
|||
if (going)
|
||||
{
|
||||
going = false;
|
||||
rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
|
||||
rb.bodyType = RigidbodyType2D.Kinematic;
|
||||
}
|
||||
if (collision.gameObject.tag == "Fish")
|
||||
{
|
||||
|
|
2
Assets/Sprites/Fish1.png.meta
generated
2
Assets/Sprites/Fish1.png.meta
generated
|
@ -45,7 +45,7 @@ TextureImporter:
|
|||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 25
|
||||
spritePixelsToUnits: 32
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
|
|
2
Assets/Sprites/Fish2.png.meta
generated
2
Assets/Sprites/Fish2.png.meta
generated
|
@ -45,7 +45,7 @@ TextureImporter:
|
|||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 25
|
||||
spritePixelsToUnits: 32
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
|
|
Loading…
Reference in a new issue