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GDW-SS-18
to-the-surface
Commits
3bf91d46
Commit
3bf91d46
authored
Sep 29, 2018
by
Christopher Benes
Browse files
Merge branch 'master' into feature/Level
parents
64c16844
d074bf89
Changes
14
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Assets/_Game/Materials/lightLUT.png.meta
View file @
3bf91d46
...
...
@@ -34,9 +34,9 @@ TextureImporter:
filterMode: -1
aniso: -1
mipBias: -100
wrapU:
-
1
wrapV:
-
1
wrapW:
-
1
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
...
...
@@ -63,7 +63,7 @@ TextureImporter:
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression:
1
textureCompression:
2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
...
...
@@ -74,7 +74,7 @@ TextureImporter:
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression:
1
textureCompression:
2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
...
...
Assets/_Game/Prefabs/CannonBarrel.prefab
View file @
3bf91d46
...
...
@@ -103,10 +103,12 @@ MonoBehaviour:
cannonBarrel
:
{
fileID
:
1682295116660206
}
fire
:
{
fileID
:
1087194835788670
,
guid
:
3fd0675fac3d4794aafbb72c8557c635
,
type
:
2
}
fireDelay
:
1
phase
:
0
speed
:
7
anim
:
{
fileID
:
95962382210488100
}
animRadVorne
:
{
fileID
:
0
}
animRadHinten
:
{
fileID
:
0
}
ignoreEnviroment
:
1
---
!u!212
&212468767237705114
SpriteRenderer
:
m_ObjectHideFlags
:
1
...
...
Assets/_Game/Scenes/Levels/Level01.unity
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3bf91d46
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Assets/_Game/Scenes/Levels/Level02.unity
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3bf91d46
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Assets/_Game/Scenes/Levels/Level03.unity
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3bf91d46
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Assets/_Game/Scenes/Levels/Level04.unity
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3bf91d46
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Assets/_Game/Scenes/Levels/Level05.unity
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3bf91d46
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Assets/_Game/Scenes/LightTest.meta
deleted
100644 → 0
View file @
64c16844
fileFormatVersion: 2
guid: 7d76a63dfd317814d9eef925c0df39c7
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scenes/Tilesets/Obstacles.meta
deleted
100644 → 0
View file @
64c16844
fileFormatVersion: 2
guid: 7302d929ac7a2f44180b44e09592ac8a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scripts/CannonController.cs
View file @
3bf91d46
...
...
@@ -9,6 +9,7 @@ public class CannonController : MonoBehaviour, IResetable {
[
SerializeField
]
private
Animator
anim
;
[
SerializeField
]
private
Animator
animRadVorne
;
[
SerializeField
]
private
Animator
animRadHinten
;
[
SerializeField
]
private
bool
ignoreEnviroment
;
private
Coroutine
co
;
...
...
@@ -36,6 +37,7 @@ public class CannonController : MonoBehaviour, IResetable {
obj
.
transform
.
localScale
=
transform
.
lossyScale
;
// Flugrichtung
obj
.
GetComponent
<
Rigidbody2D
>().
velocity
=
cannonBarrel
.
transform
.
right
*
speed
;
obj
.
GetComponent
<
ProjektilController
>().
ignoreEnviroment
=
ignoreEnviroment
;
}
public
void
ResetToLevelBegin
()
{
...
...
Assets/_Game/Scripts/InteractibleLever.cs
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3bf91d46
...
...
@@ -40,6 +40,5 @@ public class InteractibleLever : MonoBehaviour, IInteractible, IResetable {
public
void
ResetToLevelBegin
()
{
state
=
isActive
;
UpdateSprite
();
}
}
Assets/_Game/Scripts/LaserController.cs
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3bf91d46
...
...
@@ -2,7 +2,9 @@
using
UnityEngine
;
using
NaughtyAttributes
;
public
class
LaserController
:
MonoBehaviour
{
public
class
LaserController
:
MonoBehaviour
,
IResetable
{
[
SerializeField
]
private
bool
isActive
=
true
;
[
SerializeField
]
private
Sprite
active
;
[
SerializeField
]
private
Sprite
inactive
;
...
...
@@ -11,6 +13,12 @@ public class LaserController : MonoBehaviour {
[
SerializeField
]
private
List
<
SpriteRenderer
>
laserRenderer
;
[
SerializeField
]
private
List
<
Collider2D
>
lasercollider
;
private
bool
state
;
private
void
Awake
()
{
state
=
isActive
;
}
public
void
SetState
(
bool
value
)
{
foreach
(
SpriteRenderer
r
in
endpoints
)
{
r
.
sprite
=
value
?
active
:
inactive
;
...
...
@@ -23,14 +31,16 @@ public class LaserController : MonoBehaviour {
foreach
(
Collider2D
c
in
lasercollider
)
{
c
.
enabled
=
value
;
}
state
=
value
;
}
[
Button
]
public
void
ToggleState
()
{
if
(
laserRenderer
[
0
]
==
null
)
return
;
bool
state
=
laserRenderer
[
0
].
enabled
;
SetState
(!
state
);
SetState
(!
state
);
}
public
void
ResetToLevelBegin
()
{
SetState
(
isActive
);
}
}
Assets/_Game/Scripts/ProjektilController.cs
View file @
3bf91d46
...
...
@@ -2,6 +2,8 @@
public
class
ProjektilController
:
MonoBehaviour
,
IResetable
{
public
bool
ignoreEnviroment
;
private
const
float
MAX_LIFETIME
=
15.0f
;
private
float
lifetime
;
...
...
@@ -15,6 +17,9 @@ public class ProjektilController : MonoBehaviour, IResetable {
}
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
// Don't destroy on contact with enviroment if set to ignore
if
(
other
.
gameObject
.
layer
==
12
&&
ignoreEnviroment
)
return
;
Destroy
(
gameObject
);
}
...
...
Assets/_Game/Scripts/TimedToggle.cs
View file @
3bf91d46
...
...
@@ -39,6 +39,5 @@ public class TimedToggle : MonoBehaviour, IResetable {
public
void
ResetToLevelBegin
()
{
state
=
isActive
;
time
=
0
;
onStateChange
.
Invoke
(
isActive
);
}
}
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