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S
Suck It
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GameDevWeek
W
Wintersemester 2018-2019
Unity
Suck It
Commits
03bcfdf7
Commit
03bcfdf7
authored
Mar 29, 2019
by
Sebastian Frey
Browse files
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Browse Files
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Plain Diff
gesammelte Elemente werden kurz inaktiv; Spieler steht beim sammeln
parent
01439d27
Changes
7
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Showing
7 changed files
with
145 additions
and
47 deletions
+145
-47
Assets/_Game/Prefabs/Enemies/Wind-Gegner.prefab
Assets/_Game/Prefabs/Enemies/Wind-Gegner.prefab
+19
-0
Assets/_Game/Scenes/Pick_Up_Test_Scene.unity
Assets/_Game/Scenes/Pick_Up_Test_Scene.unity
+47
-5
Assets/_Game/Scripts/Elements/InteractionObject.cs
Assets/_Game/Scripts/Elements/InteractionObject.cs
+24
-4
Assets/_Game/Scripts/Player/PlayerAttacks/Fire/Player_FireProjectile.cs
...cripts/Player/PlayerAttacks/Fire/Player_FireProjectile.cs
+4
-3
Assets/_Game/Scripts/Player/PlayerInteract.cs
Assets/_Game/Scripts/Player/PlayerInteract.cs
+49
-33
ProjectSettings/Physics2DSettings.asset
ProjectSettings/Physics2DSettings.asset
+1
-1
ProjectSettings/TagManager.asset
ProjectSettings/TagManager.asset
+1
-1
No files found.
Assets/_Game/Prefabs/Enemies/Wind-Gegner.prefab
View file @
03bcfdf7
...
...
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m_TagString
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...
...
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:
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m_AllowConstantClipSamplingOptimization
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GameObject
:
m_ObjectHideFlags
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...
...
Assets/_Game/Scenes/Pick_Up_Test_Scene.unity
View file @
03bcfdf7
...
...
@@ -209,7 +209,7 @@ Transform:
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objectReference
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objectReference
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propertyPath
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m_LocalPosition.x
value
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propertyPath
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objectReference
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!u!1
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...
...
Assets/_Game/Scripts/Elements/InteractionObject.cs
View file @
03bcfdf7
...
...
@@ -5,16 +5,36 @@ namespace _Game.Scripts.Elements
{
public
class
InteractionObject
:
MonoBehaviour
{
[
SerializeField
]
private
InfusedElement
element
;
[
SerializeField
]
private
float
_cooldown
;
private
bool
_isReady
=
true
;
private
SpriteRenderer
_spriteRenderer
;
private
Color
_defaultColor
;
private
Color
_idleColor
;
private
void
Start
()
{
_spriteRenderer
=
GetComponent
<
SpriteRenderer
>();
_defaultColor
=
_spriteRenderer
.
color
;
_idleColor
=
new
Color
(
_defaultColor
.
r
,
_defaultColor
.
g
,
_defaultColor
.
b
,
0
);
}
public
void
InfuseElement
()
{
//this.GetComponent<SpriteRenderer>().color = Color.green;
Debug
.
Log
(
"Infused "
+
this
.
gameObject
.
tag
);
_isReady
=
false
;
_spriteRenderer
.
color
=
_idleColor
;
Invoke
(
"SetReady"
,
_cooldown
);
}
private
void
SetReady
()
{
_isReady
=
true
;
_spriteRenderer
.
color
=
_defaultColor
;
}
public
InfusedElement
GetElement
()
public
bool
GetIsReady
()
{
return
element
;
return
_isReady
;
}
}
}
Assets/_Game/Scripts/Player/PlayerAttacks/Fire/Player_FireProjectile.cs
View file @
03bcfdf7
using
UnityAtoms
;
using
UnityEngine
;
namespace
_Game.Scripts.Player.PlayerAttacks.Fire
...
...
@@ -13,17 +14,17 @@ namespace _Game.Scripts.Player.PlayerAttacks.Fire
{
Invoke
(
"Destroy"
,
destroyTime
);
}
void
Destroy
()
{
Destroy
(
gameObject
);
}
private
void
OnCollisionEnter2D
(
Collision2D
collision
)
{
if
(
collision
.
gameObject
.
layer
==
LayerMask
.
NameToLayer
(
"Enemy"
))
{
if
(
collision
.
gameObject
.
CompareTag
(
"Water"
))
if
(
collision
.
gameObject
.
CompareTag
(
"Water"
)
||
collision
.
gameObject
.
CompareTag
(
"Air"
)
)
{
collision
.
gameObject
.
GetComponent
<
Life
>().
Damage
(
1
);
Destroy
();
...
...
Assets/_Game/Scripts/Player/PlayerInteract.cs
View file @
03bcfdf7
...
...
@@ -16,7 +16,10 @@ namespace _Game.Scripts.Player
private
GameObject
_currentObject
;
private
InteractionObject
_targetScript
;
private
Rigidbody2D
_rigidbody2D
;
[
SerializeField
]
private
PlayerState
state
;
[
SerializeField
]
private
float
infusingTime
;
private
PlayerEarthAttack
_earthAttack
;
private
Player_FireAttack
_fireAttack
;
...
...
@@ -24,6 +27,9 @@ namespace _Game.Scripts.Player
private
MovementController
_controller
;
private
string
_elementType
;
private
InteractionObject
_elementScript
;
private
void
Start
()
{
_earthAttack
=
this
.
gameObject
.
GetComponent
<
PlayerEarthAttack
>();
...
...
@@ -32,10 +38,11 @@ namespace _Game.Scripts.Player
_controller
=
this
.
gameObject
.
GetComponent
<
MovementController
>();
_rigidbody2D
=
this
.
gameObject
.
GetComponent
<
Rigidbody2D
>();
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
false
;
//_controller.SetMovementParameters(state.GetCurrentMovementState());
}
private
void
Update
()
...
...
@@ -62,6 +69,7 @@ namespace _Game.Scripts.Player
state
.
ChangeCharges
(-
1
);
}
break
;
case
InfusedElement
.
Air
:
case
InfusedElement
.
None
:
break
;
default
:
...
...
@@ -69,38 +77,12 @@ namespace _Game.Scripts.Player
}
}
if
(
Input
.
GetButtonDown
(
"Interact"
)
&&
_currentObject
)
if
(
Input
.
GetButtonDown
(
"Interact"
)
&&
_currentObject
&&
_targetScript
.
GetIsReady
()
)
{
switch
(
_currentObject
.
tag
)
{
case
"Air"
:
state
.
UpdateElement
(
InfusedElement
.
Air
);
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
false
;
break
;
case
"Earth"
:
state
.
UpdateElement
(
InfusedElement
.
Earth
);
_earthAttack
.
enabled
=
true
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
false
;
break
;
case
"Fire"
:
state
.
UpdateElement
(
InfusedElement
.
Fire
);
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
true
;
_waterAttack
.
enabled
=
false
;
break
;
case
"Water"
:
state
.
UpdateElement
(
InfusedElement
.
Water
);
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
true
;
break
;
default
:
throw
new
ArgumentOutOfRangeException
();
}
_targetScript
.
InfuseElement
();
_rigidbody2D
.
bodyType
=
RigidbodyType2D
.
Static
;
_elementType
=
_currentObject
.
tag
;
_elementScript
=
_targetScript
;
Invoke
(
"SuckIt"
,
infusingTime
);
}
if
(
Input
.
GetButtonDown
(
"Cancel Element"
))
...
...
@@ -111,9 +93,43 @@ namespace _Game.Scripts.Player
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
false
;
}
//_controller.SetMovementParameters(state.GetCurrentMovementState());
}
private
void
SuckIt
()
{
switch
(
_elementType
)
{
case
"Air"
:
state
.
UpdateElement
(
InfusedElement
.
Air
);
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
false
;
break
;
case
"Earth"
:
state
.
UpdateElement
(
InfusedElement
.
Earth
);
_earthAttack
.
enabled
=
true
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
false
;
break
;
case
"Fire"
:
state
.
UpdateElement
(
InfusedElement
.
Fire
);
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
true
;
_waterAttack
.
enabled
=
false
;
break
;
case
"Water"
:
state
.
UpdateElement
(
InfusedElement
.
Water
);
_earthAttack
.
enabled
=
false
;
_fireAttack
.
enabled
=
false
;
_waterAttack
.
enabled
=
true
;
break
;
default
:
throw
new
ArgumentOutOfRangeException
();
}
_elementScript
.
InfuseElement
();
_rigidbody2D
.
bodyType
=
RigidbodyType2D
.
Dynamic
;
}
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
...
...
ProjectSettings/Physics2DSettings.asset
View file @
03bcfdf7
...
...
@@ -53,4 +53,4 @@ Physics2DSettings:
m_ColliderAsleepColor
:
{
r
:
0.5686275
,
g
:
0.95686275
,
b
:
0.54509807
,
a
:
0.36078432
}
m_ColliderContactColor
:
{
r
:
1
,
g
:
0
,
b
:
1
,
a
:
0.6862745
}
m_ColliderAABBColor
:
{
r
:
1
,
g
:
1
,
b
:
0
,
a
:
0.2509804
}
m_LayerCollisionMatrix
:
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffff
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_LayerCollisionMatrix
:
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
effefffffffffffffbfeffffffffffffffffffffffffffffeb
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
ProjectSettings/TagManager.asset
View file @
03bcfdf7
...
...
@@ -31,7 +31,7 @@ TagManager:
-
BackgroundTileMap
-
Enemy
-
MovableObject
-
-
EnemyAttack
-
-
-
...
...
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