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Steffo 2018-12-02 14:52:01 +01:00
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commit 7f10bf0983
44 changed files with 3483 additions and 474 deletions

8
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View file

@ -2,29 +2,18 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class NewBehaviourScript : MonoBehaviour public class DamageOnHit : MonoBehaviour
{ {
#region Fields public string targetTag;
public int damage = 1; public int damage = 1;
#endregion
#region On collision enter - 2D
/// <summary>
/// Checks whether the game object has hit
/// the player.
/// </summary>
void OnCollisionEnter2D (Collision2D collision) void OnCollisionEnter2D (Collision2D collision)
{ {
var collidedObj = collision.gameObject; GameObject collidedObj = collision.gameObject;
if (collidedObj.CompareTag("Player")) if (collidedObj.CompareTag(targetTag))
{ {
var healthComponent = HealthController healthController = collidedObj.GetComponent<HealthController>();
collidedObj.GetComponent<HealthController>(); healthController.Damage(damage);
healthComponent.Damage(damage);
} }
} }
#endregion
} }

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@ -0,0 +1,17 @@
using UnityEngine;
using System.Collections;
public class DestroyObjectOnHit : MonoBehaviour
{
public bool destroyWithAnyTag = false;
public string tagName;
void OnCollisionEnter2D(Collision2D collision)
{
GameObject collidedObj = collision.gameObject;
if (collidedObj.CompareTag(tagName))
{
Destroy(gameObject);
}
}
}

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowGameObject : MonoBehaviour
{
public GameObject target;
public Vector2 limitFirstCorner;
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),
-1f
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View file

@ -5,43 +5,31 @@ using UnityEngine;
public class PlayerController : MonoBehaviour { public class PlayerController : MonoBehaviour {
public float movementSpeed = 1f; public float movementSpeed = 1f;
public float initialJumpForce = 10f;
public float pushDownOnReleaseForce = 5f;
public bool jumpAvailable = true;
private Vector3 startingScale;
private new Rigidbody2D rigidbody; private new Rigidbody2D rigidbody;
private Animator animator;
private void Start() private void Start()
{ {
startingScale = transform.localScale;
rigidbody = GetComponent<Rigidbody2D>(); rigidbody = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
} }
private void FixedUpdate () { private void FixedUpdate () {
float horizontalMovement = 0; float horizontalMovement = 0;
if(Input.GetKey(KeyCode.A)) { if(Input.GetKey(KeyCode.A)) {
horizontalMovement -= movementSpeed; horizontalMovement -= movementSpeed;
transform.localScale = new Vector3(-startingScale.x, startingScale.y, startingScale.z);
} }
if(Input.GetKey(KeyCode.D)) if(Input.GetKey(KeyCode.D))
{ {
horizontalMovement += movementSpeed; horizontalMovement += movementSpeed;
transform.localScale = new Vector3(startingScale.x, startingScale.y, startingScale.z);
} }
if(jumpAvailable && Input.GetKeyDown(KeyCode.W)) animator.SetBool("isWalking", horizontalMovement != 0);
{
jumpAvailable = false;
rigidbody.AddForce(Vector2.up * initialJumpForce);
}
if(Input.GetKeyUp(KeyCode.W))
{
rigidbody.AddForce(Vector2.down * pushDownOnReleaseForce);
}
rigidbody.velocity = new Vector3(horizontalMovement * movementSpeed, rigidbody.velocity.y); rigidbody.velocity = new Vector3(horizontalMovement * movementSpeed, rigidbody.velocity.y);
} }
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.CompareTag("Terrain"))
{
jumpAvailable = true;
}
}
} }

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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerDefaultJump : MonoBehaviour {
public float initialJumpForce = 10f;
public float pushDownOnReleaseForce = 5f;
public bool jumpAvailable = true;
private new Rigidbody2D rigidbody;
void Start()
{
jumpAvailable = true;
rigidbody = GetComponent<Rigidbody2D>();
}
void FixedUpdate () {
if (jumpAvailable && Input.GetKeyDown(KeyCode.W))
{
jumpAvailable = false;
rigidbody.AddForce(Vector2.up * initialJumpForce);
}
if (!jumpAvailable && Input.GetKeyUp(KeyCode.W))
{
rigidbody.AddForce(Vector2.down * pushDownOnReleaseForce);
}
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Terrain"))
{
jumpAvailable = true;
}
}
}

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@ -4,40 +4,13 @@ using UnityEngine;
public class RotateTowardsMouse : MonoBehaviour public class RotateTowardsMouse : MonoBehaviour
{ {
/// <summary> public float minAngle;
/// Velocità a cui far ruotare il braccio. public float maxAngle;
/// </summary>
public int speed = 1;
/// <summary>
/// Per testing.
/// Determina se bisogna utilizzare
/// Quaternion.Slerp() o Quaternion.LookDirection().
/// </summary>
public bool useSlerp = false;
void Update() void Update()
{ {
//Trova la direzione tra il transform e il braccio Vector2 screenPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 screenPosition = Vector2 lookDirection = ((Vector2)transform.position - screenPoint);
Camera.main.WorldToScreenPoint(transform.position); transform.rotation = Quaternion.FromToRotation(Vector3.up, lookDirection);
Vector3 lookDirection =
(Vector3)(Input.mousePosition - screenPosition);
/*
* In alternativa provare direttamente con
* lookDirection = Input.mousePosition;
*/
if (useSlerp)
{
Quaternion.Slerp (
transform.rotation, // Rotazione iniziale
Quaternion.LookRotation (lookDirection), // Rotazione finale
speed * Time.deltaTime); // Velocità dell'interpolazione
}
else // Questo dovrebbe bastare
Quaternion.LookRotation (lookDirection);
} }
} }

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