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GameDevWeek
Wintersemester 2018-2019
Unity
Suck It
Commits
014aa210
Commit
014aa210
authored
Mar 27, 2019
by
Sebastian Frey
Browse files
Wasserattacke hinzugefügt
parent
9026cd55
Changes
13
Hide whitespace changes
Inline
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Assets/_Game/Data/Player Data/Movement Data/Movement States.asset
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014aa210
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Assets/_Game/Data/Player Data/PlayerState.asset
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Assets/_Game/Scenes/Pick_Up_Test_Scene.unity
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014aa210
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Assets/_Game/Scripts/Elements/InteractionObject.cs
View file @
014aa210
...
...
@@ -6,7 +6,7 @@ namespace _Game.Scripts.Elements
{
public
void
InfuseElement
()
{
this
.
GetComponent
<
SpriteRenderer
>().
color
=
Color
.
green
;
//
this.GetComponent<SpriteRenderer>().color = Color.green;
Debug
.
Log
(
"Infused "
+
this
.
gameObject
.
tag
);
}
}
...
...
Assets/_Game/Scripts/Player/PlayerAttacks/Air/PlayerAirAttack.cs
View file @
014aa210
...
...
@@ -70,15 +70,5 @@ namespace _Game.Scripts.Player.PlayerAttacks.Air
{
Gizmos
.
color
=
Color
.
red
;
}
public
void
Enable
()
{
this
.
enabled
=
true
;
}
public
void
Disable
()
{
this
.
enabled
=
false
;
}
}
}
Assets/_Game/Scripts/Player/PlayerAttacks/Earth/PlayerEarthAttack.cs
View file @
014aa210
...
...
@@ -15,15 +15,5 @@ namespace _Game.Scripts.Player.PlayerAttacks.Earth
{
}
public
void
Enable
()
{
this
.
enabled
=
true
;
}
public
void
Disable
()
{
this
.
enabled
=
false
;
}
}
}
Assets/_Game/Scripts/Player/PlayerAttacks/Fire/PlayerFireAttack.cs
View file @
014aa210
...
...
@@ -25,7 +25,7 @@ namespace _Game.Scripts.Player.PlayerAttacks.Fire
{
if
(!
Input
.
GetButtonDown
(
"Fire1"
)
||
!(
Time
.
time
>
_nextFire
))
return
;
Debug
.
Log
(
"
pla
"
);
Debug
.
Log
(
"
Fire_Attack
"
);
_nextFire
=
_nextFire
+
cooldown
;
StartCoroutine
(
Fire
());
...
...
@@ -42,15 +42,5 @@ namespace _Game.Scripts.Player.PlayerAttacks.Fire
yield
return
new
WaitForSeconds
(
attackSpeed
);
}
}
public
void
Enable
()
{
this
.
enabled
=
true
;
}
public
void
Disable
()
{
this
.
enabled
=
false
;
}
}
}
Assets/_Game/Scripts/Player/PlayerAttacks/Water/PlayerWaterAttack.cs
View file @
014aa210
...
...
@@ -37,20 +37,15 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water
{
var
position
=
shotSpawn
.
position
;
var
projectile
=
Instantiate
(
elementalAttack
,
position
,
shotSpawn
.
rotation
);
var
direction
=
position
-
transform
.
position
;
var
direction
=
new
Vector3
(
position
.
x
-
transform
.
position
.
x
,
0.0f
,
0.0f
);
if
(
direction
.
x
<
0
)
{
projectile
.
transform
.
localScale
=
new
Vector3
(-
projectile
.
transform
.
localScale
.
x
,
projectile
.
transform
.
localScale
.
y
,
0.0f
);
}
projectile
.
GetComponent
<
Rigidbody2D
>().
velocity
=
direction
*
launchPower
;
yield
return
new
WaitForSeconds
(
attackSpeed
);
}
}
public
void
Enable
()
{
this
.
enabled
=
true
;
}
public
void
Disable
()
{
this
.
enabled
=
false
;
}
}
}
Assets/_Game/Scripts/Player/PlayerAttacks/Water/PlayerWaterProjectile.cs
View file @
014aa210
...
...
@@ -4,7 +4,7 @@ namespace _Game.Scripts.Player.PlayerAttacks.Water
{
public
class
PlayerWaterProjectile
:
MonoBehaviour
{
public
float
destroyTime
;
public
float
destroyTime
=
2.0f
;
private
void
OnEnable
()
{
...
...
Assets/_Game/Scripts/Player/PlayerInteract.cs
View file @
014aa210
...
...
@@ -40,42 +40,42 @@ namespace _Game.Scripts.Player
case
"Air"
:
state
.
UpdateElement
(
InfusedElement
.
Air
);
onElementInfused
.
Raise
(
InfusedElement
.
Air
);
_airAttack
.
E
nable
()
;
_earthAttack
.
Dis
able
()
;
_fireAttack
.
Dis
able
()
;
_waterAttack
.
Dis
able
()
;
_airAttack
.
e
nable
d
=
true
;
_earthAttack
.
en
able
d
=
false
;
_fireAttack
.
en
able
d
=
false
;
_waterAttack
.
en
able
d
=
false
;
break
;
case
"Earth"
:
state
.
UpdateElement
(
InfusedElement
.
Earth
);
onElementInfused
.
Raise
(
InfusedElement
.
Earth
);
_airAttack
.
Dis
able
()
;
_earthAttack
.
E
nable
()
;
_fireAttack
.
Dis
able
()
;
_waterAttack
.
Dis
able
()
;
_airAttack
.
en
able
d
=
false
;
_earthAttack
.
e
nable
d
=
true
;
_fireAttack
.
en
able
d
=
false
;
_waterAttack
.
en
able
d
=
false
;
break
;
case
"Fire"
:
state
.
UpdateElement
(
InfusedElement
.
Fire
);
onElementInfused
.
Raise
(
InfusedElement
.
Fire
);
_airAttack
.
Dis
able
()
;
_earthAttack
.
Dis
able
()
;
_fireAttack
.
E
nable
()
;
_waterAttack
.
Dis
able
()
;
_airAttack
.
en
able
d
=
false
;
_earthAttack
.
en
able
d
=
false
;
_fireAttack
.
e
nable
d
=
true
;
_waterAttack
.
en
able
d
=
false
;
break
;
case
"Water"
:
state
.
UpdateElement
(
InfusedElement
.
Water
);
onElementInfused
.
Raise
(
InfusedElement
.
Water
);
_airAttack
.
Dis
able
()
;
_earthAttack
.
Dis
able
()
;
_fireAttack
.
Dis
able
()
;
_waterAttack
.
E
nable
()
;
_airAttack
.
en
able
d
=
false
;
_earthAttack
.
en
able
d
=
false
;
_fireAttack
.
en
able
d
=
false
;
_waterAttack
.
e
nable
d
=
true
;
break
;
default
:
state
.
UpdateElement
(
InfusedElement
.
None
);
onElementInfused
.
Raise
(
InfusedElement
.
None
);
_airAttack
.
Dis
able
()
;
_earthAttack
.
Dis
able
()
;
_fireAttack
.
Dis
able
()
;
_waterAttack
.
Dis
able
()
;
_airAttack
.
en
able
d
=
false
;
_earthAttack
.
en
able
d
=
false
;
_fireAttack
.
en
able
d
=
false
;
_waterAttack
.
en
able
d
=
false
;
break
;
}
_targetScript
.
InfuseElement
();
...
...
Assets/_Game/Scripts/Scriptable Object/PlayerState.cs
View file @
014aa210
...
...
@@ -11,7 +11,7 @@ namespace _Game.Scripts.Scriptable_Object
[
CreateAssetMenu
(
fileName
=
"New Player State"
,
menuName
=
"Player State"
,
order
=
51
)]
public
class
PlayerState
:
ScriptableObject
{
[
SerializeField
]
private
InfusedElement
currentInfusedElement
;
//
[SerializeField] private InfusedElement currentInfusedElement;
[
SerializeField
]
private
MovementState
currentMoveState
;
[
SerializeField
]
private
MovementStates
movementStates
;
...
...
@@ -26,25 +26,13 @@ namespace _Game.Scripts.Scriptable_Object
public
void
UpdateElement
(
InfusedElement
newElement
)
{
currentInfusedElement
=
newElement
;
//
currentInfusedElement = newElement;
currentMoveState
=
movementStates
.
GetMovementState
(
newElement
);
UpdateMovement
();
}
p
rivate
void
Update
Movement
()
p
ublic
MovementState
GetCurrent
Movement
State
()
{
currentJumpForce
=
currentMoveState
.
jumpForce
;
currentSmoothing
=
currentMoveState
.
smoothing
;
currentAirControl
=
currentMoveState
.
airControl
;
currentMoveSpeed
=
currentMoveState
.
moveSpeed
;
currentMaxJumpCount
=
currentMoveState
.
maxJumpCount
;
currentMass
=
currentMoveState
.
mass
;
currentGravity
=
currentMoveState
.
gravity
;
}
public
void
ChangeElementalAttack
()
{
return
currentMoveState
;
}
}
...
...
ProjectSettings/TagManager.asset
View file @
014aa210
...
...
@@ -23,7 +23,7 @@ TagManager:
-
-
PostProcessing
-
Ground
-
Charact
er
-
Play
er
-
Elements
-
ElementalAttacks
-
...
...
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