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GameDevWeek
S
Sommersemester 2019
Unity
Touch me if you can
Commits
733ede15
Commit
733ede15
authored
Sep 21, 2019
by
bogomil
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Merge remote-tracking branch 'origin/master'
parents
b6f3b57e
a6717723
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22 changed files
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7180 additions
and
433 deletions
+7180
-433
Assets/ShowCountdown.cs
Assets/ShowCountdown.cs
+0
-100
Assets/_Game/Prefabs/UI.meta
Assets/_Game/Prefabs/UI.meta
+8
-0
Assets/_Game/Prefabs/UI/PlayerTag.prefab
Assets/_Game/Prefabs/UI/PlayerTag.prefab
+178
-0
Assets/_Game/Prefabs/UI/PlayerTag.prefab.meta
Assets/_Game/Prefabs/UI/PlayerTag.prefab.meta
+7
-0
Assets/_Game/Scenes/InGameUI.unity
Assets/_Game/Scenes/InGameUI.unity
+764
-0
Assets/_Game/Scenes/InGameUI.unity.meta
Assets/_Game/Scenes/InGameUI.unity.meta
+7
-0
Assets/_Game/Scenes/MainLevel.unity
Assets/_Game/Scenes/MainLevel.unity
+533
-129
Assets/_Game/Scenes/MainLevelSwitched.unity
Assets/_Game/Scenes/MainLevelSwitched.unity
+574
-0
Assets/_Game/Scenes/Svensbs.unity
Assets/_Game/Scenes/Svensbs.unity
+4785
-0
Assets/_Game/Scenes/Svensbs.unity.meta
Assets/_Game/Scenes/Svensbs.unity.meta
+7
-0
Assets/_Game/Scripts/Camera.meta
Assets/_Game/Scripts/Camera.meta
+8
-0
Assets/_Game/Scripts/Camera/CameraFollowMovement.cs
Assets/_Game/Scripts/Camera/CameraFollowMovement.cs
+21
-0
Assets/_Game/Scripts/Camera/CameraFollowMovement.cs.meta
Assets/_Game/Scripts/Camera/CameraFollowMovement.cs.meta
+11
-0
Assets/_Game/Scripts/GameManager/GameHandler.cs
Assets/_Game/Scripts/GameManager/GameHandler.cs
+75
-0
Assets/_Game/Scripts/Input/SwitchPlayerManager.cs
Assets/_Game/Scripts/Input/SwitchPlayerManager.cs
+25
-5
Assets/_Game/Scripts/Observer/Countdown.cs
Assets/_Game/Scripts/Observer/Countdown.cs
+0
-1
Assets/_Game/Scripts/SvensBSscripts/PlayerCenterCam.cs
Assets/_Game/Scripts/SvensBSscripts/PlayerCenterCam.cs
+22
-0
Assets/_Game/Scripts/SvensBSscripts/PlayerCenterCam.cs.meta
Assets/_Game/Scripts/SvensBSscripts/PlayerCenterCam.cs.meta
+11
-0
Assets/_Game/Scripts/UI/CharacterCustomization.cs
Assets/_Game/Scripts/UI/CharacterCustomization.cs
+111
-140
Assets/_Game/Scripts/UI/PlayerTags.cs
Assets/_Game/Scripts/UI/PlayerTags.cs
+28
-56
Assets/_Game/Scripts/UI/ShowCountdown.cs.meta
Assets/_Game/Scripts/UI/ShowCountdown.cs.meta
+0
-0
ProjectSettings/EditorBuildSettings.asset
ProjectSettings/EditorBuildSettings.asset
+5
-2
No files found.
Assets/ShowCountdown.cs
deleted
100644 → 0
View file @
b6f3b57e
using
System.Collections
;
using
System.Collections.Generic
;
using
DG.Tweening
;
using
TMPro
;
using
UnityEngine
;
using
UnityEngine.SceneManagement
;
using
UnityEngine.UI
;
public
class
ShowCountdown
:
MonoBehaviour
{
public
TextMeshProUGUI
delayTextField
;
private
float
_timer
=
0
;
// called zero
void
Awake
()
{
Debug
.
Log
(
"Awake"
);
}
// called first
void
OnEnable
()
{
Debug
.
Log
(
"OnEnable called"
);
SceneManager
.
sceneLoaded
+=
OnSceneLoaded
;
}
//
// called second
void
OnSceneLoaded
(
Scene
scene
,
LoadSceneMode
mode
)
{
// Debug.Log("OnSceneLoaded: " + scene.name);
// Debug.Log(mode);
delayTextField
.
text
=
"funcs"
;
_timer
=
0
;
StartCoroutine
(
UpdateDelayText
());
}
IEnumerator
UpdateDelayText
()
//TODO : Anpassen an Runden Countdown/Zwischen Runden
{
float
sec
=
1
;
float
framerate
=
(
sec
/
Time
.
unscaledDeltaTime
);
int
dt
=
GameManager
.
instance
.
data
.
DelayTime
-
1
;
WaitForSecondsRealtime
waiting
=
new
WaitForSecondsRealtime
(
0.06f
);
for
(
int
i
=
0
;
i
<
GameManager
.
instance
.
data
.
DelayTime
;
i
++)
{
delayTextField
.
text
=
dt
+
""
;
for
(
float
frame
=
0
;
frame
<
1
;
frame
+=
1
/
framerate
)
{
delayTextField
.
fontSize
-=
Mathf
.
Lerp
(
0
,
1
,
frame
)
*
10
;
//print(delayTextField.fontSize);
yield
return
waiting
;
}
delayTextField
.
fontSize
=
300
;
dt
--;
if
(
dt
<
1
)
{
delayTextField
.
text
=
"Go!"
;
continue
;
}
}
/*int dt = GameManager.instance.data.DelayTime - 1;
for (int i = 0; i < GameManager.instance.data.DelayTime; i++)
{
if(dt-i < 1)
continue;
delayTextField.text = (dt- i) + "";
for (int w = 0; w < 50; w++)
{
delayTextField.fontSize -= 2f;
yield return new WaitForSecondsRealtime(0.01f );
}
delayTextField.fontSize = 300;
}
delayTextField.text = "GO!";*/
}
void
LoadDelayTimer
()
{
delayTextField
.
text
=
"funktioniert"
;
}
// called third
void
Start
()
{
Debug
.
Log
(
"Start"
);
}
// called when the game is terminated
void
OnDisable
()
{
Debug
.
Log
(
"OnDisable"
);
SceneManager
.
sceneLoaded
-=
OnSceneLoaded
;
}
}
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View file @
733ede15
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Assets/_Game/Prefabs/UI/PlayerTag.prefab.meta
0 → 100644
View file @
733ede15
fileFormatVersion: 2
guid: c7c81494d91977b4ab6e5e21dbb5530e
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scenes/InGameUI.unity
0 → 100644
View file @
733ede15
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/InGameUI.unity.meta
0 → 100644
View file @
733ede15
fileFormatVersion: 2
guid: 2d82b416b9dd4b947824ee48c81f7e12
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scenes/MainLevel.unity
View file @
733ede15
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/MainLevelSwitched.unity
View file @
733ede15
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/Svensbs.unity
0 → 100644
View file @
733ede15
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/Svensbs.unity.meta
0 → 100644
View file @
733ede15
fileFormatVersion: 2
guid: a069fabbf83995c4f952207a6cb7dc8d
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scripts/Camera.meta
0 → 100644
View file @
733ede15
fileFormatVersion: 2
guid: 9237b512751da1745bd5dfebe51f8e0b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scripts/Camera/CameraFollowMovement.cs
0 → 100644
View file @
733ede15
using
System
;
using
UnityEngine
;
namespace
_Game.Scripts.Camera
{
public
class
CameraFollowMovement
:
MonoBehaviour
{
private
Transform
_head
,
_body
;
private
void
OnEnable
()
{
_head
=
GameObject
.
FindWithTag
(
"HeadPlayer"
).
transform
;
_body
=
GameObject
.
FindWithTag
(
"BodyPlayer"
).
transform
;
}
private
void
Update
()
{
var
target
=
(
_head
.
position
+
_body
.
position
)
/
2
;
Debug
.
DrawLine
(
transform
.
position
,
target
);
target
=
new
Vector3
(
0
,
target
.
y
,
target
.
z
)
-
transform
.
position
;
var
rotation
=
Quaternion
.
LookRotation
(
target
,
Vector3
.
up
);
transform
.
rotation
=
Quaternion
.
RotateTowards
(
transform
.
rotation
,
rotation
.
normalized
,
5
);
}
}
}
Assets/_Game/Scripts/Camera/CameraFollowMovement.cs.meta
0 → 100644
View file @
733ede15
fileFormatVersion: 2
guid: d718df83990771b47be6e1ec9df7498b
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externalObjects: {}
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Assets/_Game/Scripts/GameManager/GameHandler.cs
View file @
733ede15
...
...
@@ -58,6 +58,9 @@ namespace _Game.Scripts.GameManager {
print
(
"Round End"
);
roundTime
.
StopCountdown
=
true
;
UpdateScorePoints
();
SwitchRolesOfPlayers
();
// changes playerX.role in GameData
data
.
RoundsPlayed
++;
print
(
"Rounds Played = "
+
data
.
RoundsPlayed
);
...
...
@@ -74,13 +77,85 @@ namespace _Game.Scripts.GameManager {
if
(
data
.
IsSwitched
)
{
data
.
IsSwitched
=
false
;
SceneManager
.
LoadScene
(
"MainLevel"
);
SceneManager
.
LoadScene
(
"InGameUI"
,
LoadSceneMode
.
Additive
);
SceneManager
.
LoadScene
(
"DelayTimer"
,
LoadSceneMode
.
Additive
);
}
else
{
data
.
IsSwitched
=
true
;
SceneManager
.
LoadScene
(
"MainLevelSwitched"
);
SceneManager
.
LoadScene
(
"InGameUI"
,
LoadSceneMode
.
Additive
);
SceneManager
.
LoadScene
(
"DelayTimer"
,
LoadSceneMode
.
Additive
);
}
}
private
void
UpdateScorePoints
()
{
Debug
.
Log
(
"Updated Scores"
);
if
(
data
.
player1
.
role
==
GameData
.
Role
.
Body
)
{
// Punkte = [Punkte von letzter Runde] + ( [MaxRundenzeit] - [Noch Übrige Zeit] );
data
.
player1
.
UpdateScore
(
data
.
player1
.
scoreLastRound
+
data
.
roundTime
-
roundTime
.
CurrentTime
);
}
else
if
(
data
.
player1
.
role
==
GameData
.
Role
.
Head
)
{
// Punkte = [Punkte von letzter Runde] + ( Rundenzeit ) - ( [ Rundenzeit ] - [ noch übrige Zeit ] ) )
data
.
player1
.
UpdateScore
(
data
.
player1
.
scoreLastRound
+
((
data
.
roundTime
)
-
(
data
.
roundTime
-
roundTime
.
CurrentTime
)));
}
else
{
throw
new
UnityException
(
"Can't update score of player 1 because he didn't does not have a role (Head or Body)"
);
}
if
(
data
.
player2
.
role
==
GameData
.
Role
.
Body
)
{
// Punkte = [Punkte von letzter Runde] + ( [MaxRundenzeit] - [Noch Übrige Zeit] );
data
.
player2
.
UpdateScore
(
data
.
player2
.
scoreLastRound
+
data
.
roundTime
-
roundTime
.
CurrentTime
);
}
else
if
(
data
.
player2
.
role
==
GameData
.
Role
.
Head
)
{
// Punkte = [Punkte von letzter Runde] + ( Rundenzeit ) - ( [ Rundenzeit ] - [ noch übrige Zeit ] ) )
data
.
player2
.
UpdateScore
(
data
.
player2
.
scoreLastRound
+
((
data
.
roundTime
)
-
(
data
.
roundTime
-
roundTime
.
CurrentTime
)));
}
else
{
throw
new
UnityException
(
"Can't update score of player 2 because he didn't does not have a role (Head or Body)"
);
}
}
void
SwitchRolesOfPlayers
()
{
Debug
.
Log
(
"Switching Roles of Players"
);
switch
(
data
.
player1
.
role
)
{
case
GameData
.
Role
.
Body
:
data
.
player1
.
role
=
GameData
.
Role
.
Head
;
break
;
case
GameData
.
Role
.
Head
:
data
.
player1
.
role
=
GameData
.
Role
.
Body
;
break
;
default
:
throw
new
UnityException
(
"Can't update roles of player 1 because he didn't does not have a role (Head or Body)"
);
break
;
}
switch
(
data
.
player2
.
role
)
{
case
GameData
.
Role
.
Body
:
data
.
player2
.
role
=
GameData
.
Role
.
Head
;
break
;
case
GameData
.
Role
.
Head
:
data
.
player2
.
role
=
GameData
.
Role
.
Body
;
break
;
default
:
throw
new
UnityException
(
"Can't update roles of player 2 because he didn't does not have a role (Head or Body)"
);
break
;
}
}
}
}
Assets/_Game/Scripts/Input/SwitchPlayerManager.cs
View file @
733ede15
...
...
@@ -7,21 +7,41 @@ using UnityEngine.Serialization;
namespace
_Game.Scripts.Input
{
public
class
SwitchPlayerManager
:
MonoBehaviour
{
[
SerializeField
]
private
string
characterTag
;
[
SerializeField
]
private
MovementBase
movement
;
[
SerializeField
]
private
UseMutation
mutation
;
public
void
OnMovement
(
InputValue
value
)
{
if
(
movement
==
null
)
return
;
public
MovementBase
Movement
{
get
{
if
(
movement
==
null
||
!
movement
.
gameObject
.
tag
.
Equals
(
characterTag
))
{
movement
=
GameObject
.
FindWithTag
(
characterTag
).
GetComponent
<
MovementBase
>();
}
return
movement
;
}
}
public
UseMutation
Mutation
{
get
{
if
(
mutation
==
null
||
!
mutation
.
gameObject
.
tag
.
Equals
(
characterTag
))
{
mutation
=
GameObject
.
FindWithTag
(
characterTag
).
GetComponent
<
UseMutation
>();
}
movement
.
OnMovement
(
value
);
return
mutation
;
}
}
public
void
OnMovement
(
InputValue
value
)
{
Movement
.
OnMovement
(
value
);
}
public
void
OnAbility1
()
{
m
utation
.
OnAbility1
();
M
utation
.
OnAbility1
();
}
public
void
OnAbility2
()
{
m
utation
.
OnAbility2
();
M
utation
.
OnAbility2
();
}
}
}
Assets/_Game/Scripts/Observer/Countdown.cs
View file @
733ede15
...
...
@@ -23,7 +23,6 @@ namespace _Game.Scripts.Observer {
public
virtual
IEnumerator
StartCountdown
()
{
_isCounting
=
false
;
if
(!
_isCounting
)
{
//_onStart.Invoke();
_isCounting
=
true
;
_countdownTime
=
0
;
while
(
_countdownTime
<=
1
)
{
...
...
Assets/_Game/Scripts/SvensBSscripts/PlayerCenterCam.cs
0 → 100644
View file @
733ede15
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
PlayerCenterCam
:
MonoBehaviour
{
[
SerializeField
]
private
Transform
head
,
body
;
private
void
Update
()
{
PlayerCenterView
();
}
public
void
PlayerCenterView
()
{
transform
.
position
=
new
Vector3
(
0
,
80
,
50
);
transform
.
LookAt
((
head
.
position
+
body
.
position
)/
2
);
transform
.
rotation
=
Quaternion
.
Euler
(
60
,
0
,
0
);
}
}
Assets/_Game/Scripts/SvensBSscripts/PlayerCenterCam.cs.meta
0 → 100644
View file @
733ede15
fileFormatVersion: 2
guid: a253c5d838e09234a99dff802cd465c8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scripts/UI/CharacterCustomization.cs
View file @
733ede15
...
...
@@ -7,9 +7,8 @@ using UnityEngine;
using
UnityEngine.SceneManagement
;
using
UnityEngine.UI
;
public
class
CharacterCustomization
:
MonoBehaviour
{
public
GameData
data
;
public
class
CharacterCustomization
:
MonoBehaviour
{
[
SerializeField
]
private
GameData
data
;
public
TMP_InputField
player1InputField
;
public
TMP_InputField
player2InputField
;
public
Button
greenButtonP1
;
...
...
@@ -21,32 +20,26 @@ public class CharacterCustomization : MonoBehaviour
public
Button
yellowButtonP2
;
public
Button
redButtonP2
;
public
Button
blueButtonP2
;
public
Button
greyButtonP2
;
// Start is called before the first frame update
public
Button
greyButtonP2
;
// Start is called before the first frame update
// called first
void
OnEnable
()
{
void
OnEnable
()
{
SceneManager
.
sceneLoaded
+=
OnSceneLoaded
;
}
void
OnDisable
()
{
void
OnDisable
()
{
Debug
.
Log
(
"OnDisable"
);
SceneManager
.
sceneLoaded
-=
OnSceneLoaded
;
}
//