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Steffo 2018-08-12 17:55:36 +02:00
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commit 12ff48310b
19 changed files with 1153 additions and 23 deletions

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8
Assets/Scripts/Animation Logic.meta generated Normal file
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@ -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
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animator.SetBool("Finished", true);
}
// 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
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//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
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//
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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
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//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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//
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//
//}
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//
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@ -6,15 +6,18 @@ public class Cannon : MonoBehaviour {
public bool harpoonAvailable = true; public bool harpoonAvailable = true;
public GameObject harpoon; public GameObject harpoon;
public GameObject hull;
public float maxForce = 5f; public float maxForce = 5f;
public float forceBuildingSpeed = 2f; public float forceBuildingSpeed = 2f;
public float startingForce = 1f; public float startingForce = 1f;
private float force = 1f; private float force = 1f;
private SpriteRenderer hullSpriteRenderer;
private SpriteRenderer spriteRenderer; private SpriteRenderer spriteRenderer;
private void Start() private void Start()
{ {
hullSpriteRenderer = hull.GetComponent<SpriteRenderer>();
spriteRenderer = GetComponent<SpriteRenderer>(); spriteRenderer = GetComponent<SpriteRenderer>();
Physics2D.IgnoreLayerCollision(8, 8); Physics2D.IgnoreLayerCollision(8, 8);
} }
@ -24,7 +27,7 @@ public class Cannon : MonoBehaviour {
Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position); Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position);
Vector2 direction = (Vector2)Input.mousePosition - screenPosition; Vector2 direction = (Vector2)Input.mousePosition - screenPosition;
transform.rotation = Quaternion.LookRotation(Vector3.forward, direction); 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 (harpoonAvailable)
{ {
if (Input.GetMouseButton(0)) if (Input.GetMouseButton(0))

View file

@ -9,10 +9,10 @@ public class FishAi : MonoBehaviour {
public GameObject hook = null; public GameObject hook = null;
public GameObject sea; public GameObject sea;
private Vector3 direction; private Vector3 direction;
private Rigidbody2D rigidbody2D; private Rigidbody2D rb;
void Start () { void Start () {
rigidbody2D = GetComponent<Rigidbody2D>(); rb = GetComponent<Rigidbody2D>();
InvokeRepeating("ChangeDirection", 0, timeBetweenDirectionChanges); InvokeRepeating("ChangeDirection", 0, timeBetweenDirectionChanges);
} }
@ -28,11 +28,11 @@ public class FishAi : MonoBehaviour {
{ {
direction = new Vector3(Random.Range(-1f, 1f), Random.Range(-4f, -2f)); 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 else
{ {
rigidbody2D.MovePosition(hook.transform.position); rb.MovePosition(hook.transform.position);
} }
} }

View file

@ -19,7 +19,7 @@ public class GameStarter : MonoBehaviour {
{ {
if (animator.GetBool("Finished")) if (animator.GetBool("Finished"))
{ {
SceneManager.LoadScene("Game"); SceneManager.LoadSceneAsync("Game", LoadSceneMode.Single);
} }
} }

View file

@ -6,36 +6,36 @@ public class Harpoon : MonoBehaviour {
public float returnSpeed = 5f; public float returnSpeed = 5f;
private Rigidbody2D rigidbody2D; private Rigidbody2D rb;
private bool going = true; private bool going = true;
private Linker linker; private Linker linker;
private void Start() private void Start()
{ {
rigidbody2D = GetComponent<Rigidbody2D>(); rb = GetComponent<Rigidbody2D>();
linker = GetComponentInChildren<Linker>(); linker = GetComponentInChildren<Linker>();
rigidbody2D.useFullKinematicContacts = true; rb.useFullKinematicContacts = true;
} }
void Update () void Update ()
{ {
if(going) if(going)
{ {
transform.rotation = Quaternion.LookRotation(Vector3.forward, rigidbody2D.velocity.normalized); transform.rotation = Quaternion.LookRotation(Vector3.forward, rb.velocity.normalized);
} }
else else
{ {
if (transform.position.y > linker.firstObject.transform.position.y) 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 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) if(Vector3.Distance(transform.position, linker.firstObject.transform.position) < 0.2f)
{ {
linker.firstObject.GetComponent<Cannon>().harpoonAvailable = true; linker.firstObject.GetComponent<Cannon>().harpoonAvailable = true;
@ -49,7 +49,7 @@ public class Harpoon : MonoBehaviour {
if (going) if (going)
{ {
going = false; going = false;
rigidbody2D.bodyType = RigidbodyType2D.Kinematic; rb.bodyType = RigidbodyType2D.Kinematic;
} }
if (collision.gameObject.tag == "Fish") if (collision.gameObject.tag == "Fish")
{ {

View file

@ -45,7 +45,7 @@ TextureImporter:
spriteMeshType: 1 spriteMeshType: 1
alignment: 0 alignment: 0
spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 25 spritePixelsToUnits: 32
spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1

View file

@ -45,7 +45,7 @@ TextureImporter:
spriteMeshType: 1 spriteMeshType: 1
alignment: 0 alignment: 0
spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 25 spritePixelsToUnits: 32
spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1