From 12ff48310b18c293aca39aee0f7b9779055f0c7d Mon Sep 17 00:00:00 2001 From: Stefano Pigozzi Date: Sun, 12 Aug 2018 17:55:36 +0200 Subject: [PATCH] Cose! --- Assets/Animations/FadeIn.controller | 272 ++++++++++++++++ Assets/Animations/FadeIn.controller.meta | 8 + Assets/Animations/FadeOut.controller | 185 +++++++++++ Assets/Animations/FadeOut.controller.meta | 8 + Assets/Prefabs/Fish Spawner.prefab | 6 +- Assets/Prefabs/Ship.prefab | 3 +- Assets/Scenes/Game.unity | 244 ++++++++++++++ Assets/Scenes/MainMenu.unity | 320 ++++++++++++++++++- Assets/Scripts/Animation Logic.meta | 8 + Assets/Scripts/Animation Logic/Done.cs | 31 ++ Assets/Scripts/Animation Logic/Done.cs.meta | 11 + Assets/Scripts/Animation Logic/Start.cs | 32 ++ Assets/Scripts/Animation Logic/Start.cs.meta | 11 + Assets/Scripts/Cannon.cs | 7 +- Assets/Scripts/FishAi.cs | 8 +- Assets/Scripts/GameStarter.cs | 2 +- Assets/Scripts/Harpoon.cs | 16 +- Assets/Sprites/Fish1.png.meta | 2 +- Assets/Sprites/Fish2.png.meta | 2 +- 19 files changed, 1153 insertions(+), 23 deletions(-) create mode 100644 Assets/Animations/FadeIn.controller create mode 100644 Assets/Animations/FadeIn.controller.meta create mode 100644 Assets/Animations/FadeOut.controller create mode 100644 Assets/Animations/FadeOut.controller.meta create mode 100644 Assets/Scripts/Animation Logic.meta create mode 100644 Assets/Scripts/Animation Logic/Done.cs create mode 100644 Assets/Scripts/Animation Logic/Done.cs.meta create mode 100644 Assets/Scripts/Animation Logic/Start.cs create mode 100644 Assets/Scripts/Animation Logic/Start.cs.meta diff --git a/Assets/Animations/FadeIn.controller b/Assets/Animations/FadeIn.controller new file mode 100644 index 0000000..9026b8e --- /dev/null +++ b/Assets/Animations/FadeIn.controller @@ -0,0 +1,272 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!91 &9100000 +AnimatorController: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_Name: FadeIn + serializedVersion: 5 + m_AnimatorParameters: + - 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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) { + // + //} +} diff --git a/Assets/Scripts/Animation Logic/Done.cs.meta b/Assets/Scripts/Animation Logic/Done.cs.meta new file mode 100644 index 0000000..0a13b36 --- /dev/null +++ b/Assets/Scripts/Animation Logic/Done.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c24ef8654f4f1094e91a622b204e1aee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Animation Logic/Start.cs b/Assets/Scripts/Animation Logic/Start.cs new file mode 100644 index 0000000..9c82ffb --- /dev/null +++ b/Assets/Scripts/Animation Logic/Start.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Start : StateMachineBehaviour { + + // 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) { + animator.SetBool("Finished", false); + animator.SetBool("Fade", false); + } + + // 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) { + // + //} +} diff --git a/Assets/Scripts/Animation Logic/Start.cs.meta b/Assets/Scripts/Animation Logic/Start.cs.meta new file mode 100644 index 0000000..4314ba5 --- /dev/null +++ b/Assets/Scripts/Animation Logic/Start.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93eca17c08a48314496433816d36379a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Cannon.cs b/Assets/Scripts/Cannon.cs index 3ec94a6..ff7acb4 100644 --- a/Assets/Scripts/Cannon.cs +++ b/Assets/Scripts/Cannon.cs @@ -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 = GetComponent(); 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)) diff --git a/Assets/Scripts/FishAi.cs b/Assets/Scripts/FishAi.cs index cdbe3e6..af05b34 100644 --- a/Assets/Scripts/FishAi.cs +++ b/Assets/Scripts/FishAi.cs @@ -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(); + rb = GetComponent(); 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); } } diff --git a/Assets/Scripts/GameStarter.cs b/Assets/Scripts/GameStarter.cs index b35fb65..9309ef8 100644 --- a/Assets/Scripts/GameStarter.cs +++ b/Assets/Scripts/GameStarter.cs @@ -19,7 +19,7 @@ public class GameStarter : MonoBehaviour { { if (animator.GetBool("Finished")) { - SceneManager.LoadScene("Game"); + SceneManager.LoadSceneAsync("Game", LoadSceneMode.Single); } } diff --git a/Assets/Scripts/Harpoon.cs b/Assets/Scripts/Harpoon.cs index 8555fc6..d07bb75 100644 --- a/Assets/Scripts/Harpoon.cs +++ b/Assets/Scripts/Harpoon.cs @@ -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(); + rb = GetComponent(); linker = GetComponentInChildren(); - 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().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") { diff --git a/Assets/Sprites/Fish1.png.meta b/Assets/Sprites/Fish1.png.meta index c95d792..536911c 100644 --- a/Assets/Sprites/Fish1.png.meta +++ b/Assets/Sprites/Fish1.png.meta @@ -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 diff --git a/Assets/Sprites/Fish2.png.meta b/Assets/Sprites/Fish2.png.meta index 76a618b..93863f7 100644 --- a/Assets/Sprites/Fish2.png.meta +++ b/Assets/Sprites/Fish2.png.meta @@ -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