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Suck It
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GameDevWeek
W
Wintersemester 2018-2019
Unity
Suck It
Commits
7316a4de
Commit
7316a4de
authored
Mar 27, 2019
by
Unknown
Browse files
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parent
ed42b959
Changes
6
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6 changed files
with
1095 additions
and
33 deletions
+1095
-33
Assets/_Game/Prefabs/Player/Player.prefab
Assets/_Game/Prefabs/Player/Player.prefab
+13
-12
Assets/_Game/Scenes/MainLevelPlayerTest.unity
Assets/_Game/Scenes/MainLevelPlayerTest.unity
+1049
-0
Assets/_Game/Scenes/MainLevelPlayerTest.unity.meta
Assets/_Game/Scenes/MainLevelPlayerTest.unity.meta
+7
-0
Assets/_Game/Scripts/AI/Fernkämpfer.meta
Assets/_Game/Scripts/AI/Fernkämpfer.meta
+8
-10
Assets/_Game/Scripts/AI/Nahkämpfer.meta
Assets/_Game/Scripts/AI/Nahkämpfer.meta
+8
-10
Assets/_Game/Scripts/Player/MovementController.cs
Assets/_Game/Scripts/Player/MovementController.cs
+10
-1
No files found.
Assets/_Game/Prefabs/Player/Player.prefab
View file @
7316a4de
...
...
@@ -16,7 +16,7 @@ GameObject:
-
component
:
{
fileID
:
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:
0
m_Name
:
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m_TagString
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m_TagString
:
Player
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
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m_StaticEditorFlags
:
0
...
...
@@ -30,7 +30,7 @@ Transform:
m_GameObject
:
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:
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}
m_LocalRotation
:
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:
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w
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m_LocalPosition
:
{
x
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0
,
y
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0
,
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m_LocalScale
:
{
x
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,
y
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1
,
z
:
1
}
m_LocalScale
:
{
x
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1
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y
:
2
,
z
:
1
}
m_Children
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[]
m_Father
:
{
fileID
:
0
}
m_RootOrder
:
0
...
...
@@ -72,7 +72,7 @@ SpriteRenderer:
m_SortingLayerID
:
0
m_SortingLayer
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m_SortingOrder
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m_Sprite
:
{
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guid
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m_Sprite
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fileID
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guid
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,
type
:
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a
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0
m_FlipY
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...
...
@@ -107,16 +107,17 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
e310ba2b65602490894409ff217e2731
,
type
:
3
}
m_Name
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m_EditorClassIdentifier
:
m_Speed
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m_JumpForce
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m_Speed
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m_JumpForce
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25
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m_MovementSmoothing
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m_AirControl
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m_WhatIsGround
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serializedVersion
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m_Bits
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m_GroundCheck
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fileID
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m_GroundedRadius
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m_GroundedOffset
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m_GroundedOffset
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0
,
y
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-1
}
m_SecondsWaitToJump
:
0.5
m_MaxJumpCount
:
1
OnLandEvent
:
m_PersistentCalls
:
...
...
@@ -141,8 +142,8 @@ Rigidbody2D:
m_GravityScale
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1
m_Material
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{
fileID
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0
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m_SleepingMode
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m_CollisionDetection
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m_Constraints
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---
!u!61
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BoxCollider2D
:
...
...
@@ -159,14 +160,14 @@ BoxCollider2D:
m_UsedByComposite
:
0
m_Offset
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{
x
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,
y
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m_SpriteTilingProperty
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border
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newSize
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{
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}
adaptiveTilingThreshold
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adaptiveTiling
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m_AutoTiling
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serializedVersion
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m_Size
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m_Size
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m_EdgeRadius
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0
Assets/_Game/Scenes/MainLevelPlayerTest.unity
0 → 100644
View file @
7316a4de
This diff is collapsed.
Click to expand it.
Assets/_Game/Scenes/MainLevelPlayerTest.unity.meta
0 → 100644
View file @
7316a4de
fileFormatVersion: 2
guid: 9a0920c01b65f4bafa2f39d4d83d510c
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/_Game/Scripts/AI/Fernkämpfer.meta
View file @
7316a4de
fileFormatVersion: 2
guid: 2197bcbadbe4aa64c837bb2172290ab1
folderAsset: yes
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licenseType: Free
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externalObjects: {}
userData:
assetBundleName:
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Assets/_Game/Scripts/AI/Nahkämpfer.meta
View file @
7316a4de
fileFormatVersion: 2
guid: 63568f3541e7f40448cb5944a8550e7a
folderAsset: yes
timeCreated: 1539366124
licenseType: Free
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userData:
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Assets/_Game/Scripts/Player/MovementController.cs
View file @
7316a4de
...
...
@@ -14,6 +14,7 @@ public class MovementController : MonoBehaviour {
[
SerializeField
]
private
Transform
m_GroundCheck
;
// A position marking where to check if the player is grounded.
[
SerializeField
]
private
float
m_GroundedRadius
=
.
2f
;
[
SerializeField
]
private
Vector2
m_GroundedOffset
=
Vector2
.
zero
;
[
SerializeField
]
private
float
m_SecondsWaitToJump
=
0.3f
;
[
SerializeField
]
private
int
m_MaxJumpCount
=
1
;
private
bool
m_Grounded
;
// Whether or not the player is grounded.
...
...
@@ -22,6 +23,7 @@ public class MovementController : MonoBehaviour {
private
bool
m_FacingRight
=
true
;
// For determining which way the player is currently facing.
private
Vector3
m_Velocity
=
Vector3
.
zero
;
private
int
m_TempJumpCount
=
0
;
private
bool
m_Jumped
=
false
;
[
Header
(
"Events"
)]
[
Space
]
...
...
@@ -83,14 +85,21 @@ public class MovementController : MonoBehaviour {
// If the player should jump...
if
(
jump
)
{
if
((
m_Grounded
)
||
(
m_TempJumpCount
>
1
)
)
{
if
((
(
m_Grounded
)
||
(
m_TempJumpCount
>
1
))
&&
!
m_Jumped
)
{
// Add a vertical force to the player.
m_Grounded
=
false
;
m_TempJumpCount
--;
m_Rigidbody2D
.
AddForce
(
new
Vector2
(
0f
,
m_JumpForce
));
StartCoroutine
(
Wait
(
m_SecondsWaitToJump
));
}
}
}
private
IEnumerator
Wait
(
float
s
)
{
m_Jumped
=
true
;
yield
return
new
WaitForSeconds
(
s
);
m_Jumped
=
false
;
}
private
void
Flip
()
{
...
...
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