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GameDevWeek
Wintersemester 2018-2019
Unity
Suck It
Commits
4da68b05
Commit
4da68b05
authored
Mar 29, 2019
by
mthiele2
Browse files
Motherfucker C´mon
parent
71fde8dd
Changes
6
Hide whitespace changes
Inline
Side-by-side
Assets/_Game/Graphics/Sprite/SavePoint.meta
0 → 100644
View file @
4da68b05
fileFormatVersion: 2
guid: 1ee5b88cf6ba7e7498afe3152c1ea66b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scenes/Max-Level.unity
View file @
4da68b05
...
...
@@ -778,7 +778,7 @@ BoxCollider2D:
m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5}
oldSize: {x:
2
, y:
2
}
oldSize: {x:
8
, y:
8
}
newSize: {x: 2, y: 2}
adaptiveTilingThreshold: 0.5
drawMode: 0
...
...
@@ -10561,7 +10561,7 @@ GameObject:
type: 3}
m_PrefabInstance: {fileID: 1738372363}
m_PrefabAsset: {fileID: 0}
--- !u!114 &8476077
83
--- !u!114 &8476077
72
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
...
...
@@ -23755,7 +23755,7 @@ BoxCollider2D:
m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5}
oldSize: {x:
2
, y:
2
}
oldSize: {x:
8
, y:
8
}
newSize: {x: 2, y: 2}
adaptiveTilingThreshold: 0.5
drawMode: 0
...
...
Assets/_Game/Scripts/Enemy AI/Air/AI_WindAttack.cs
View file @
4da68b05
...
...
@@ -55,7 +55,7 @@ public class AI_WindAttack : WeightedAction
public
void
Fire
(
Vector3
attackdir
)
{
GameObject
projectile
=
Instantiate
(
windAttack
,
transform
.
position
+
attackdir
*
2
,
Quaternion
.
AngleAxis
(
Mathf
.
Atan2
(-
attackdir
.
y
,
-
attackdir
.
x
)
*
Mathf
.
Rad2Deg
+
18
0
,
Vector3
.
forward
));
GameObject
projectile
=
Instantiate
(
windAttack
,
transform
.
position
+
attackdir
*
2
,
Quaternion
.
AngleAxis
(
0
,
Vector3
.
forward
));
projectile
.
GetComponent
<
AI_WindProjectile
>().
setValues
(
damage
,
destroyTime
,
thrust
);
body
=
projectile
.
GetComponent
<
Rigidbody2D
>();
...
...
Assets/_Game/Scripts/Enemy AI/Air/AI_WindProjectile.cs
View file @
4da68b05
...
...
@@ -14,6 +14,10 @@ public class AI_WindProjectile : MonoBehaviour
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
if
(
other
.
CompareTag
(
"EnemyShot"
))
{
return
;
}
if
(
other
.
CompareTag
(
"Player"
))
{
Vector2
dir
=
other
.
GetComponentInParent
<
Transform
>().
position
-
transform
.
position
;
...
...
Assets/_Game/Scripts/Enemy AI/Fire/AI_FireProjectile.cs
View file @
4da68b05
...
...
@@ -12,7 +12,7 @@ public class AI_FireProjectile : MonoBehaviour
private
void
OnTriggerEnter2D
(
Collider2D
other
)
{
if
(
other
.
CompareTag
(
"Fire"
))
if
(
other
.
CompareTag
(
"Fire"
)
||
other
.
CompareTag
(
"EnemyShot"
)
)
{
return
;
}
...
...
Assets/_Game/Scripts/Player/Life.cs
View file @
4da68b05
...
...
@@ -34,9 +34,13 @@ public class Life : MonoBehaviour {
}
public
void
Death
(){
//Reset
gameObject
.
SetActive
(
false
);
Debug
.
Log
(
"Death"
);
if
(
gameObject
.
CompareTag
(
"Player"
))
{
gameObject
.
SetActive
(
false
);
Debug
.
Log
(
"Death"
);
return
;
}
Destroy
(
gameObject
);
}
public
int
getCurrentLife
()
...
...
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