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a/Assets/Scripts/Camera/CameraFollow.cs +++ b/Assets/Scripts/Camera/CameraFollow.cs @@ -1,26 +1,22 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class CameraFollow : MonoBehaviour -{ - public Transform target; - public float smoothing = 5f; - Vector3 offset; - - private void Start() - { - //Mendapatkan offset antara target dan camera - offset = transform.position - target.position; - } - - - private void FixedUpdate() - { - //Menapatkan posisi untuk camera - Vector3 targetCamPos = target.position + offset; - - //set posisi camera dengan smoothing - transform.position = Vector3.Lerp(transform.position, targetCamPos, smoothing * Time.deltaTime); - } -} +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraFollow : MonoBehaviour +{ + public Transform target; + public float smoothing = 5f; + Vector3 offset; + + private void Start() + { + offset = transform.position - target.position; + } + + private void FixedUpdate() + { + Vector3 targetCamPos = target.position + offset; + + transform.position = Vector3.Lerp(transform.position, targetCamPos, smoothing * Time.deltaTime); + } +} diff --git a/Assets/Scripts/Camera/CameraFollow.cs.meta b/Assets/Scripts/Camera/CameraFollow.cs.meta index a58d299..7dafafd 100644 --- a/Assets/Scripts/Camera/CameraFollow.cs.meta +++ b/Assets/Scripts/Camera/CameraFollow.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 300806368dac2b7c8a80b0bab45d1b9e +guid: 3ca85b3912f98314a8c1aa2295a06b26 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Command.meta b/Assets/Scripts/Command.meta new file mode 100644 index 0000000..57778ba --- /dev/null +++ b/Assets/Scripts/Command.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 794fcb7a2ecb3604fbe373add88df4b7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Command/Command.cs b/Assets/Scripts/Command/Command.cs new file mode 100644 index 0000000..bae474a --- /dev/null +++ b/Assets/Scripts/Command/Command.cs @@ -0,0 +1,9 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class Command +{ + public abstract void Execute(); + public abstract void UnExecute(); +} diff --git a/Assets/Scripts/Command/Command.cs.meta b/Assets/Scripts/Command/Command.cs.meta new file mode 100644 index 0000000..d69ea5e --- /dev/null +++ b/Assets/Scripts/Command/Command.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34be0eb3f71a0e242b4e86eeed08f8fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Command/InputHandler.cs b/Assets/Scripts/Command/InputHandler.cs new file mode 100644 index 0000000..487d2d3 --- /dev/null +++ b/Assets/Scripts/Command/InputHandler.cs @@ -0,0 +1,95 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class InputHandler : MonoBehaviour +{ + public PlayerMovement playerMovement; + public PlayerShooting playerShooting; + + //Queue untuk menyimpan list command + Queue commands = new Queue(); + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + //Mengahandle shoot + Command shootCommand = InputShootHandling(); + if (shootCommand != null) + { + shootCommand.Execute(); + } + } + + void FixedUpdate() + { + //Menghandle input movement + Command moveCommand = InputMovementHandling(); + if (moveCommand != null) + { + commands.Enqueue(moveCommand); + + moveCommand.Execute(); + } + } + + Command InputMovementHandling() + { + //Check jika movement sesuai dengan key nya + if (Input.GetKey(KeyCode.D)) + { + return new MoveCommand(playerMovement, 1, 0); + } + else if (Input.GetKey(KeyCode.A)) + { + return new MoveCommand(playerMovement, -1, 0); + } + else if (Input.GetKey(KeyCode.W)) + { + return new MoveCommand(playerMovement, 0, 1); + } + else if (Input.GetKey(KeyCode.S)) + { + return new MoveCommand(playerMovement, 0, -1); + } + else if (Input.GetKey(KeyCode.Z)) + { + //Undo movement + return Undo(); + } + else + { + return new MoveCommand(playerMovement, 0, 0); ; + } + } + + Command Undo() + { + //Jika Queue command tidak kosong, lakukan perintah undo + if (commands.Count > 0) + { + Command undoCommand = commands.Dequeue(); + undoCommand.UnExecute(); + } + return null; + } + + Command InputShootHandling() + { + //Jika menembak trigger shoot command + if (Input.GetButtonDown("Fire1")) + { + return new ShootCommand(playerShooting); + } + else + { + return null; + } + } +} diff --git a/Assets/Scripts/Command/InputHandler.cs.meta b/Assets/Scripts/Command/InputHandler.cs.meta new file mode 100644 index 0000000..71ca29e --- /dev/null +++ b/Assets/Scripts/Command/InputHandler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e9d0fa613a350e44c8d23f94055e883e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Command/MoveCommand.cs b/Assets/Scripts/Command/MoveCommand.cs new file mode 100644 index 0000000..7286066 --- /dev/null +++ b/Assets/Scripts/Command/MoveCommand.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MoveCommand : Command +{ + PlayerMovement playerMovement; + float h, v; + + public MoveCommand(PlayerMovement _playerMovement, float _h, float _v) + { + this.playerMovement = _playerMovement; + this.h = _h; + this.v = _v; + } + + //Trigger perintah movement + public override void Execute() + { + playerMovement.Move(h, v); + //Menganimasikan player + playerMovement.Animating(h, v); + } + + public override void UnExecute() + { + //Invers arah dari movement player + playerMovement.Move(-h, -v); + //Menganimasikan player + playerMovement.Animating(h, v); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Command/MoveCommand.cs.meta b/Assets/Scripts/Command/MoveCommand.cs.meta new file mode 100644 index 0000000..3ac4c5c --- /dev/null +++ b/Assets/Scripts/Command/MoveCommand.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e168f98cc935a7741b5e4c58964dd194 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Command/ShootCommand.cs b/Assets/Scripts/Command/ShootCommand.cs new file mode 100644 index 0000000..554c7f9 --- /dev/null +++ b/Assets/Scripts/Command/ShootCommand.cs @@ -0,0 +1,24 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ShootCommand : Command +{ + PlayerShooting playerShooting; + + public ShootCommand(PlayerShooting _playerShooting) + { + playerShooting = _playerShooting; + } + + public override void Execute() + { + //Player menembak + playerShooting.Shoot(); + } + + public override void UnExecute() + { + + } +} \ No newline at end of file diff --git a/Assets/Scripts/Command/ShootCommand.cs.meta b/Assets/Scripts/Command/ShootCommand.cs.meta new file mode 100644 index 0000000..5df963c --- /dev/null +++ b/Assets/Scripts/Command/ShootCommand.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7b934eb806b4621458124d1cee9324f4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy.meta b/Assets/Scripts/Enemy.meta old mode 100755 new mode 100644 index bafa10d..c1ed455 --- a/Assets/Scripts/Enemy.meta +++ b/Assets/Scripts/Enemy.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: 2d2919eb3e9b27d45b2531ad9f1afc57 -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: 2d2919eb3e9b27d45b2531ad9f1afc57 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Scripts/Enemy/EnemyAttack.cs b/Assets/Scripts/Enemy/EnemyAttack.cs old mode 100755 new mode 100644 index ebdbf00..d5f48d5 --- a/Assets/Scripts/Enemy/EnemyAttack.cs +++ b/Assets/Scripts/Enemy/EnemyAttack.cs @@ -1,68 +1,78 @@ -using UnityEngine; -using System.Collections; - -public class EnemyAttack : MonoBehaviour -{ - public float timeBetweenAttacks = 0.5f; - public int attackDamage = 10; - - - Animator anim; - GameObject player; - PlayerHealth playerHealth; - //EnemyHealth enemyHealth; - bool playerInRange; - float timer; - - - void Awake() - { - player = GameObject.FindGameObjectWithTag("Player"); - playerHealth = player.GetComponent(); - //enemyHealth = GetComponent(); - anim = GetComponent(); - } - - void OnTriggerEnter(Collider other) - { - if (other.gameObject == player && other.isTrigger == false) - { - playerInRange = true; - } - } - - void OnTriggerExit(Collider other) - { - if (other.gameObject == player) - { - playerInRange = false; - } - } - - - void Update() - { - timer += Time.deltaTime; - - if (timer >= timeBetweenAttacks && playerInRange/* && enemyHealth.currentHealth > 0*/) - { - Attack(); - } - - if (playerHealth.currentHealth <= 0) - { - anim.SetTrigger("PlayerDead"); - } - } - - - void Attack() - { - timer = 0f; - - if (playerHealth.currentHealth > 0) - { - playerHealth.TakeDamage(attackDamage); - } - } -} +using UnityEngine; +using System.Collections; + +public class EnemyAttack : MonoBehaviour +{ + public float timeBetweenAttacks = 0.5f; + public int attackDamage = 10; + + Animator anim; + GameObject player; + public PlayerHealth playerHealth; + public EnemyHealth enemyHealth; + bool playerInRange; + float timer; + + + void Awake() + { + //Mencari game object dengan tag "Player" + player = GameObject.FindGameObjectWithTag("Player"); + print(player); + + //mendapatkan komponen player health + playerHealth = player.GetComponent(); + + //mendapatkan komponen Animator + anim = GetComponent(); + + //Mendapatkan Enemy health + enemyHealth = GetComponent(); + } + + + //Callback jika ada suatu object masuk kedalam trigger + void OnTriggerEnter(Collider other) + { + //Set player in range + if (other.gameObject == player && other.isTrigger == false) + { + playerInRange = true; + } + } + + //Callback jika ada object yang keluar dari trigger + void OnTriggerExit(Collider other) + { + //Set player jika tidak dalam range + if (other.gameObject == player) + { + playerInRange = false; + } + } + + + void Update() + { + timer += Time.deltaTime; + + if (timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0) + { + Attack(); + } + if (playerHealth.currentHealth <= 0) + { + anim.SetTrigger("PlayerDead"); + } + } + + void Attack() + { + timer = 0f; + + if (playerHealth.currentHealth > 0) + { + playerHealth.TakeDamage(attackDamage); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Enemy/EnemyAttack.cs.meta b/Assets/Scripts/Enemy/EnemyAttack.cs.meta old mode 100755 new mode 100644 index 64fd9b0..8b22703 --- a/Assets/Scripts/Enemy/EnemyAttack.cs.meta +++ b/Assets/Scripts/Enemy/EnemyAttack.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: e15099f5ee559584089d5851df572def -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: e15099f5ee559584089d5851df572def +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs b/Assets/Scripts/Enemy/EnemyHealth.cs old mode 100755 new mode 100644 index 4fabab2..00920a9 --- a/Assets/Scripts/Enemy/EnemyHealth.cs +++ b/Assets/Scripts/Enemy/EnemyHealth.cs @@ -1,80 +1,72 @@ -using UnityEngine; - -public class EnemyHealth : MonoBehaviour -{ - public int startingHealth = 100; - public int currentHealth; - public float sinkSpeed = 2.5f; - public int scoreValue = 10; - public AudioClip deathClip; - - - Animator anim; - AudioSource enemyAudio; - ParticleSystem hitParticles; - CapsuleCollider capsuleCollider; - bool isDead; - bool isSinking; - - - void Awake () - { - anim = GetComponent (); - enemyAudio = GetComponent (); - hitParticles = GetComponentInChildren (); - capsuleCollider = GetComponent (); - - currentHealth = startingHealth; - } - - - void Update () - { - if (isSinking) - { - transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime); - } - } - - - public void TakeDamage (int amount, Vector3 hitPoint) - { - if (isDead) - return; - - enemyAudio.Play (); - - currentHealth -= amount; - - hitParticles.transform.position = hitPoint; - hitParticles.Play(); - - if (currentHealth <= 0) - { - Death (); - } - } - - - void Death () - { - isDead = true; - - capsuleCollider.isTrigger = true; - - anim.SetTrigger ("Dead"); - - enemyAudio.clip = deathClip; - enemyAudio.Play (); - } - - - public void StartSinking () - { - GetComponent ().enabled = false; - GetComponent ().isKinematic = true; - isSinking = true; - //ScoreManager.score += scoreValue; - Destroy (gameObject, 2f); - } -} +using UnityEngine; + +public class EnemyHealth : MonoBehaviour +{ + public int startingHealth = 100; + public int currentHealth; + public float sinkSpeed = 2.5f; + public int scoreValue = 10; + public AudioClip deathClip; + + Animator anim; + AudioSource enemyAudio; + ParticleSystem hitParticles; + CapsuleCollider capsuleCollider; + bool isDead; + bool isSinking; + + void Awake() + { + anim = GetComponent(); + enemyAudio = GetComponent(); + hitParticles = GetComponentInChildren(); + capsuleCollider = GetComponent(); + currentHealth = startingHealth; + } + + void Update() + { + if (isSinking) + { + transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime); + } + } + + public void TakeDamage(int amount, Vector3 hitPoint) + { + if (isDead) + { + return; + } + enemyAudio.Play(); + currentHealth -= amount; + + hitParticles.transform.position = hitPoint; + + hitParticles.Play(); + + if (currentHealth <= 0) + { + Death(); + } + } + + + void Death() + { + isDead = true; + capsuleCollider.isTrigger = true; + anim.SetTrigger("Dead"); + enemyAudio.clip = deathClip; + enemyAudio.Play(); + } + + public void StartSinking() + { + GetComponent().enabled = false; + GetComponent().isKinematic = true; + isSinking = true; + ScoreManager.score += scoreValue; + Destroy(gameObject, 2f); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Enemy/EnemyHealth.cs.meta b/Assets/Scripts/Enemy/EnemyHealth.cs.meta old mode 100755 new mode 100644 index 465071c..38c2c3c --- a/Assets/Scripts/Enemy/EnemyHealth.cs.meta +++ b/Assets/Scripts/Enemy/EnemyHealth.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: a9b9d14572410594cb85d40eedfb150c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: a9b9d14572410594cb85d40eedfb150c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs b/Assets/Scripts/Enemy/EnemyMovement.cs old mode 100755 new mode 100644 index e4ed57b..446d648 --- a/Assets/Scripts/Enemy/EnemyMovement.cs +++ b/Assets/Scripts/Enemy/EnemyMovement.cs @@ -1,33 +1,33 @@ -using UnityEngine; -using System.Collections; - -public class EnemyMovement : MonoBehaviour -{ - Transform player; - //PlayerHealth playerHealth; - //EnemyHealth enemyHealth; - UnityEngine.AI.NavMeshAgent nav; - - - private void Awake () - { - player = GameObject.FindGameObjectWithTag ("Player").transform; - - //playerHealth = player.GetComponent (); - //enemyHealth = GetComponent (); - nav = GetComponent (); - } - - - void Update () - { - //if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) - //{ - nav.SetDestination (player.position); - //} - //else - //{ - // nav.enabled = false; - //} - } -} +using UnityEngine; +using System.Collections; + +public class EnemyMovement : MonoBehaviour +{ + Transform player; + PlayerHealth playerHealth; + EnemyHealth enemyHealth; + UnityEngine.AI.NavMeshAgent nav; + + void Awake() + { + player = GameObject.FindGameObjectWithTag("Player").transform; + + playerHealth = player.GetComponent(); + enemyHealth = transform.GetComponent(); + nav = GetComponent(); + } + + + void Update() + { + if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) + { + nav.SetDestination(player.position); + print(player); + } + else + { + nav.enabled = false; + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Enemy/EnemyMovement.cs.meta b/Assets/Scripts/Enemy/EnemyMovement.cs.meta old mode 100755 new mode 100644 index 3b4b8ea..caaa665 --- a/Assets/Scripts/Enemy/EnemyMovement.cs.meta +++ b/Assets/Scripts/Enemy/EnemyMovement.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 94f6618a0da65fa45b24d5105d5d8422 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 94f6618a0da65fa45b24d5105d5d8422 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Scripts/Factory.meta b/Assets/Scripts/Factory.meta new file mode 100644 index 0000000..0a60a87 --- /dev/null +++ b/Assets/Scripts/Factory.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 837763790b2bf0e4fb3bc12878f96b49 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Factory/EnemyFactory.cs b/Assets/Scripts/Factory/EnemyFactory.cs new file mode 100644 index 0000000..272ff57 --- /dev/null +++ b/Assets/Scripts/Factory/EnemyFactory.cs @@ -0,0 +1,27 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class EnemyFactory : MonoBehaviour, IFactory +{ + [SerializeField] + public GameObject[] enemyPrefab; + + public GameObject FactoryMethod(int tag) + { + GameObject enemy = Instantiate(enemyPrefab[tag]); + return enemy; + } + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} \ No newline at end of file diff --git a/Assets/Scripts/Factory/EnemyFactory.cs.meta b/Assets/Scripts/Factory/EnemyFactory.cs.meta new file mode 100644 index 0000000..41bb1bb --- /dev/null +++ b/Assets/Scripts/Factory/EnemyFactory.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a6b6bb3f2ff08e468d9240faddfa741 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Factory/IFactory.cs b/Assets/Scripts/Factory/IFactory.cs new file mode 100644 index 0000000..71aacce --- /dev/null +++ b/Assets/Scripts/Factory/IFactory.cs @@ -0,0 +1,8 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public interface IFactory +{ + GameObject FactoryMethod(int tag); +} diff --git a/Assets/Scripts/Factory/IFactory.cs.meta b/Assets/Scripts/Factory/IFactory.cs.meta new file mode 100644 index 0000000..6fc738e --- /dev/null +++ b/Assets/Scripts/Factory/IFactory.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bf4801f52f5348b4fa00e44188120ed2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers.meta b/Assets/Scripts/Managers.meta old mode 100755 new mode 100644 index b3eefbe..205be6f --- a/Assets/Scripts/Managers.meta +++ b/Assets/Scripts/Managers.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: 5f0c3aa6ccd64c0419d38bf2d88ee39e -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: 5f0c3aa6ccd64c0419d38bf2d88ee39e +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Scripts/Managers/EnemyManager.cs b/Assets/Scripts/Managers/EnemyManager.cs old mode 100755 new mode 100644 index d1e9c5b..7faec14 --- a/Assets/Scripts/Managers/EnemyManager.cs +++ b/Assets/Scripts/Managers/EnemyManager.cs @@ -1,32 +1,30 @@ -using UnityEngine; - -public class EnemyManager : MonoBehaviour -{ - public PlayerHealth playerHealth; - public GameObject enemy; - public float spawnTime = 3f; - public Transform[] spawnPoints; - - - void Start () - { - //Mengeksekusi fungs Spawn setiap beberapa detik sesui dengan nilai spawnTime - InvokeRepeating ("Spawn", spawnTime, spawnTime); - } - - - void Spawn () - { - //Jika player telah mati maka tidak membuat enemy baru - if(playerHealth.currentHealth <= 0f) - { - return; - } - - //Mendapatkan nilai random - int spawnPointIndex = Random.Range (0, spawnPoints.Length); - - //Memduplikasi enemy - Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); - } -} +using UnityEngine; + +public class EnemyManager : MonoBehaviour +{ + public PlayerHealth playerHealth; + public float spawnTime = 3f; + public Transform[] spawnPoints; + public GameObject enemy; + + [SerializeField] + EnemyFactory factory; + IFactory Factory { get { return factory as IFactory; } } + + void Start() + { + InvokeRepeating("Spawn", spawnTime, spawnTime); + } + + void Spawn() + { + if (playerHealth.currentHealth <= 0f) + { + return; + } + + int spawnPointIndex = Random.Range(0, spawnPoints.Length); + int spawnEnemy = Random.Range(0, 3); + Factory.FactoryMethod(spawnEnemy); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Managers/EnemyManager.cs.meta b/Assets/Scripts/Managers/EnemyManager.cs.meta old mode 100755 new mode 100644 index 8a9f6b6..2473a11 --- a/Assets/Scripts/Managers/EnemyManager.cs.meta +++ b/Assets/Scripts/Managers/EnemyManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 76a99222b1e4a384e923ac7e86efc709 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 76a99222b1e4a384e923ac7e86efc709 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Scripts/Managers/GameOverManager.cs b/Assets/Scripts/Managers/GameOverManager.cs old mode 100755 new mode 100644 index 6a47d55..37f336d --- a/Assets/Scripts/Managers/GameOverManager.cs +++ b/Assets/Scripts/Managers/GameOverManager.cs @@ -1,34 +1,29 @@ -using UnityEngine; -using UnityEngine.SceneManagement; - -public class GameOverManager : MonoBehaviour -{ - public PlayerHealth playerHealth; - public float restartDelay = 5f; - - - Animator anim; - float restartTimer; - - - void Awake() - { - anim = GetComponent(); - } - - - void Update() - { - if (playerHealth.currentHealth <= 0) - { - anim.SetTrigger("GameOver"); - - restartTimer += Time.deltaTime; - - if (restartTimer >= restartDelay) - { - SceneManager.LoadScene(SceneManager.GetActiveScene().name); - } - } - } +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; +public class GameOverManager : MonoBehaviour +{ + public Text warningText; + public PlayerHealth playerHealth; + + Animator anim; + + void Awake() + { + anim = GetComponent(); + } + + void Update() + { + if (playerHealth.currentHealth <= 0) + { + anim.SetTrigger("GameOver"); + } + } + + public void ShowWarning(float enemyDistance) + { + warningText.text = string.Format("! {0} m", Mathf.RoundToInt(enemyDistance)); + anim.SetTrigger("Warning"); + } } \ No newline at end of file diff --git a/Assets/Scripts/Managers/GameOverManager.cs.meta b/Assets/Scripts/Managers/GameOverManager.cs.meta old mode 100755 new mode 100644 index 807b914..7d9ff5e --- a/Assets/Scripts/Managers/GameOverManager.cs.meta +++ b/Assets/Scripts/Managers/GameOverManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: d9c9e0011c2ed97428a4efc03b455359 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: d9c9e0011c2ed97428a4efc03b455359 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Scripts/Managers/ScoreManager.cs b/Assets/Scripts/Managers/ScoreManager.cs old mode 100755 new mode 100644 index bba634c..b235b9b --- a/Assets/Scripts/Managers/ScoreManager.cs +++ b/Assets/Scripts/Managers/ScoreManager.cs @@ -1,24 +1,24 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections; - -public class ScoreManager : MonoBehaviour -{ - public static int score; - - - Text text; - - - void Awake () - { - text = GetComponent (); - score = 0; - } - - - void Update () - { - text.text = "Score: " + score; - } -} +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class ScoreManager : MonoBehaviour +{ + public static int score; + + + Text text; + + + void Awake () + { + text = GetComponent (); + score = 0; + } + + + void Update () + { + text.text = "Score: " + score; + } +} diff --git a/Assets/Scripts/Managers/ScoreManager.cs.meta b/Assets/Scripts/Managers/ScoreManager.cs.meta old mode 100755 new mode 100644 index a1d93c4..92465d1 --- a/Assets/Scripts/Managers/ScoreManager.cs.meta +++ b/Assets/Scripts/Managers/ScoreManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 86e378bc199fbd343bceabbd3a16d73e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 86e378bc199fbd343bceabbd3a16d73e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Scripts/Player.meta b/Assets/Scripts/Player.meta old mode 100755 new mode 100644 index 1883249..c72ee8a --- a/Assets/Scripts/Player.meta +++ b/Assets/Scripts/Player.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: ddcf9b9898ce58248b9a49113705d610 -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: ddcf9b9898ce58248b9a49113705d610 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Scripts/Player/PlayerDetector.cs b/Assets/Scripts/Player/PlayerDetector.cs new file mode 100644 index 0000000..c9095ea --- /dev/null +++ b/Assets/Scripts/Player/PlayerDetector.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerDetector : MonoBehaviour +{ + public GameOverManager gameOverManager; + + private void OnTriggerEnter(Collider other) + { + if (other.tag == "Enemy" && !other.isTrigger) + { + float enemyDistance = Vector3.Distance(transform.position, other.transform.position); + gameOverManager.ShowWarning(enemyDistance); + } + } +} + diff --git a/Assets/Scripts/Player/PlayerDetector.cs.meta b/Assets/Scripts/Player/PlayerDetector.cs.meta new file mode 100644 index 0000000..ddde84a --- /dev/null +++ b/Assets/Scripts/Player/PlayerDetector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b9d0efada64a8d5499c66bd5a6ae1697 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/PlayerHealth.cs b/Assets/Scripts/Player/PlayerHealth.cs old mode 100755 new mode 100644 index 4380ef9..2a3204c --- a/Assets/Scripts/Player/PlayerHealth.cs +++ b/Assets/Scripts/Player/PlayerHealth.cs @@ -1,81 +1,77 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections; - -public class PlayerHealth : MonoBehaviour -{ - public int startingHealth = 100; - public int currentHealth; - public Slider healthSlider; - public Image damageImage; - public AudioClip deathClip; - public float flashSpeed = 5f; - public Color flashColour = new Color(1f, 0f, 0f, 0.1f); - - - Animator anim; - AudioSource playerAudio; - PlayerMovement playerMovement; - //PlayerShooting playerShooting; - bool isDead; - bool damaged; - - - void Awake() - { - anim = GetComponent(); - playerAudio = GetComponent(); - playerMovement = GetComponent(); - //playerShooting = GetComponentInChildren(); - - currentHealth = startingHealth; - } - - - void Update() - { - if (damaged) - { - damageImage.color = flashColour; - } - else - { - damageImage.color = Color.Lerp(damageImage.color, Color.clear, flashSpeed * Time.deltaTime); - } - - damaged = false; - } - - - public void TakeDamage(int amount) - { - damaged = true; - - currentHealth -= amount; - - healthSlider.value = currentHealth; - - playerAudio.Play(); - - if (currentHealth <= 0 && !isDead) - { - Death(); - } - } - - - void Death() - { - isDead = true; - - //playerShooting.DisableEffects(); - - anim.SetTrigger("Die"); - - playerAudio.clip = deathClip; - playerAudio.Play(); - - playerMovement.enabled = false; - //playerShooting.enabled = false; - } -} +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using UnityEngine.SceneManagement; + + +public class PlayerHealth : MonoBehaviour +{ + public int startingHealth = 100; + public int currentHealth; + public Slider healthSlider; + public Image damageImage; + public AudioClip deathClip; + public float flashSpeed = 5f; + public Color flashColour = new Color(1f, 0f, 0f, 0.1f); + + + Animator anim; + AudioSource playerAudio; + PlayerMovement playerMovement; + PlayerShooting playerShooting; + bool isDead; + bool damaged; + + void Awake() + { + anim = GetComponent(); + playerAudio = GetComponent(); + playerMovement = GetComponent(); + + currentHealth = startingHealth; + } + + + void Update() + { + if (damaged) + { + damageImage.color = flashColour; + } + else + { + damageImage.color = Color.Lerp(damageImage.color, Color.clear, flashSpeed * Time.deltaTime); + } + + damaged = false; + } + + public void TakeDamage(int amount) + { + damaged = true; + currentHealth -= amount; + healthSlider.value = currentHealth; + playerAudio.Play(); + if (currentHealth <= 0 && !isDead) + { + Death(); + } + } + + + void Death() + { + isDead = true; + //playerShooting.DisableEffects (); + anim.SetTrigger("Die"); + playerAudio.clip = deathClip; + playerAudio.Play(); + playerMovement.enabled = false; + //playerShooting.enabled = false; + } + + public void RestartLevel() + { + SceneManager.LoadScene(0); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerHealth.cs.meta b/Assets/Scripts/Player/PlayerHealth.cs.meta old mode 100755 new mode 100644 index d0e5ccf..eacbbcd --- a/Assets/Scripts/Player/PlayerHealth.cs.meta +++ b/Assets/Scripts/Player/PlayerHealth.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 544f2064df03e95419b4a5147c506b08 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - 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(-1,0,1) - float h = Input.GetAxisRaw("Horizontal"); - - //Mendapatkan nilai input vertical (-1,0,1) - float v = Input.GetAxisRaw("Vertical"); - - Move(h, v); - Turning(); - Animating(h, v); - } - - //Method player dapat berjalan - void Move(float h, float v) - { - //Set nilai x dan y - movement.Set(h, 0f, v); - - //Menormalisasi nilai vector agar total panjang dari vector adalah 1 - movement = movement.normalized * speed * Time.deltaTime; - - //Move to position - playerRigidbody.MovePosition(transform.position + movement); - } - - void Turning() - { - //Buat Ray dari posisi mouse di layar - Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); - - //Buat raycast untuk floorHit - RaycastHit floorHit; - - //Lakukan raycast - if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask)) - { - //Mendapatkan vector daro posisi player dan posisi floorHit - Vector3 playerToMouse = floorHit.point - transform.position; - playerToMouse.y = 0f; - - //Mendapatkan look rotation baru ke hit position - Quaternion newRotation = Quaternion.LookRotation(playerToMouse); - - //Rotasi player - playerRigidbody.MoveRotation(newRotation); - } - } - - void Animating(float h, float v) - { - bool walking = h != 0f || v != 0f; - anim.SetBool("IsWalking", walking); - } -} +using UnityEngine; + +public class PlayerMovement : MonoBehaviour +{ + public float speed = 6f; + Vector3 movement; + Animator anim; + Rigidbody playerRigidbody; + int floorMask; + float camRayLength = 100f; + + private void Awake() + { + floorMask = LayerMask.GetMask("Floor"); + + anim = GetComponent(); + + playerRigidbody = GetComponent(); + } + + private void FixedUpdate() + { + float h = Input.GetAxisRaw("Horizontal"); + + float v = Input.GetAxisRaw("Vertical"); + + Move(h, v); + Turning(); + Animating(h, v); + } + + public void Animating(float h, float v) + { + bool walking = h != 0f || v != 0f; + anim.SetBool("IsWalking", walking); + } + + public void Move(float h, float v) + { + movement.Set(h, 0f, v); + + movement = movement.normalized * speed * Time.deltaTime; + + playerRigidbody.MovePosition(transform.position + movement); + } + + void Turning() + { + Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition); + + RaycastHit floorHit; + + if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask)) + { + Vector3 playerToMouse = floorHit.point - transform.position; + playerToMouse.y = 0f; + + Quaternion newRotation = Quaternion.LookRotation(playerToMouse); + + playerRigidbody.MoveRotation(newRotation); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerMovement.cs.meta b/Assets/Scripts/Player/PlayerMovement.cs.meta old mode 100755 new mode 100644 index ac1eeb8..1874e24 --- a/Assets/Scripts/Player/PlayerMovement.cs.meta +++ b/Assets/Scripts/Player/PlayerMovement.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 8ec45203ae7a1a54c9d02c355f983833 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 100 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 8ec45203ae7a1a54c9d02c355f983833 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 100 + icon: {instanceID: 0} + userData: diff --git a/Assets/Scripts/Player/PlayerShooting.cs b/Assets/Scripts/Player/PlayerShooting.cs old mode 100755 new mode 100644 index 35ac902..27024f5 --- a/Assets/Scripts/Player/PlayerShooting.cs +++ b/Assets/Scripts/Player/PlayerShooting.cs @@ -1,82 +1,82 @@ -using UnityEngine; - -public class PlayerShooting : MonoBehaviour -{ - public int damagePerShot = 20; - public float timeBetweenBullets = 0.15f; - public float range = 100f; - - float timer; - Ray shootRay; - RaycastHit shootHit; - int shootableMask; - ParticleSystem gunParticles; - LineRenderer gunLine; - AudioSource gunAudio; - Light gunLight; - float effectsDisplayTime = 0.2f; - - void Awake() - { - shootableMask = LayerMask.GetMask("Shootable"); - gunParticles = GetComponent(); - gunLine = GetComponent(); - gunAudio = GetComponent(); - gunLight = GetComponent(); - } - - void Update() - { - timer += Time.deltaTime; - - if (Input.GetButton("Fire1") && timer >= timeBetweenBullets) - { - Shoot(); - } - - if (timer >= timeBetweenBullets * effectsDisplayTime) - { - DisableEffects(); - } - } - - public void DisableEffects() - { - gunLine.enabled = false; - gunLight.enabled = false; - } - - void Shoot() - { - timer = 0f; - - gunAudio.Play(); - - gunLight.enabled = true; - - gunParticles.Stop(); - gunParticles.Play(); - - gunLine.enabled = true; - gunLine.SetPosition(0, transform.position); - - shootRay.origin = transform.position; - shootRay.direction = transform.forward; - - if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) - { - EnemyHealth enemyHealth = shootHit.collider.GetComponent(); - - if (enemyHealth != null) - { - enemyHealth.TakeDamage(damagePerShot, shootHit.point); - } - - gunLine.SetPosition(1, shootHit.point); - } - else - { - gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); - } - } +using UnityEngine; + +public class PlayerShooting : MonoBehaviour +{ + public int damagePerShot = 20; + public float timeBetweenBullets = 0.15f; + public float range = 100f; + + float timer; + Ray shootRay; + RaycastHit shootHit; + int shootableMask; + ParticleSystem gunParticles; + LineRenderer gunLine; + AudioSource gunAudio; + Light gunLight; + float effectsDisplayTime = 0.2f; + + void Awake() + { + shootableMask = LayerMask.GetMask("Shootable"); + gunParticles = GetComponent(); + gunLine = GetComponent(); + gunAudio = GetComponent(); + gunLight = GetComponent(); + } + + void Update() + { + timer += Time.deltaTime; + + if (Input.GetButton("Fire1") && timer >= timeBetweenBullets) + { + Shoot(); + } + + if (timer >= timeBetweenBullets * effectsDisplayTime) + { + DisableEffects(); + } + } + + public void DisableEffects() + { + gunLine.enabled = false; + gunLight.enabled = false; + } + + public void Shoot() + { + timer = 0f; + + gunAudio.Play(); + + gunLight.enabled = true; + + gunParticles.Stop(); + gunParticles.Play(); + + gunLine.enabled = true; + gunLine.SetPosition(0, transform.position); + + shootRay.origin = transform.position; + shootRay.direction = transform.forward; + + if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) + { + EnemyHealth enemyHealth = shootHit.collider.GetComponent(); + + if (enemyHealth != null) + { + enemyHealth.TakeDamage(damagePerShot, shootHit.point); + } + + gunLine.SetPosition(1, shootHit.point); + } + else + { + gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerShooting.cs.meta b/Assets/Scripts/Player/PlayerShooting.cs.meta old mode 100755 new mode 100644 index 89695fc..e94deda --- a/Assets/Scripts/Player/PlayerShooting.cs.meta +++ b/Assets/Scripts/Player/PlayerShooting.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 27c63be2a8918c741863160b9d9da122 -MonoImporter: - 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System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using System; -using System.IO; -using System.Reflection; - -[CustomEditor(typeof(Readme))] -[InitializeOnLoad] -public class ReadmeEditor : Editor { - - static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; - - static float kSpace = 16f; - - static ReadmeEditor() - { - EditorApplication.delayCall += SelectReadmeAutomatically; - } - - static void SelectReadmeAutomatically() - { - if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) - { - var readme = SelectReadme(); - SessionState.SetBool(kShowedReadmeSessionStateName, true); - - if (readme && !readme.loadedLayout) - { - LoadLayout(); - readme.loadedLayout = true; - } - } - } - - static void LoadLayout() - { - var assembly = typeof(EditorApplication).Assembly; - var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); - var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); - method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); - } - - [MenuItem("Tutorial/Show Tutorial Instructions")] - static Readme SelectReadme() - { - var ids = AssetDatabase.FindAssets("Readme t:Readme"); - if (ids.Length == 1) - { - var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); - - Selection.objects = new UnityEngine.Object[]{readmeObject}; - - return (Readme)readmeObject; - } - else - { - Debug.Log("Couldn't find a readme"); - return null; - } - } - - protected override void OnHeaderGUI() - { - var readme = (Readme)target; - Init(); - - var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); - - GUILayout.BeginHorizontal("In BigTitle"); - { - GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); - GUILayout.Label(readme.title, TitleStyle); - } - GUILayout.EndHorizontal(); - } - - public override void OnInspectorGUI() - { - var readme = (Readme)target; - Init(); - - foreach (var section in readme.sections) - { - if (!string.IsNullOrEmpty(section.heading)) - { - GUILayout.Label(section.heading, HeadingStyle); - } - if (!string.IsNullOrEmpty(section.text)) - { - GUILayout.Label(section.text, BodyStyle); - } - if (!string.IsNullOrEmpty(section.linkText)) - { - if (LinkLabel(new GUIContent(section.linkText))) - { - Application.OpenURL(section.url); - } - } - GUILayout.Space(kSpace); - } - } - - - bool m_Initialized; - - GUIStyle LinkStyle { get { return m_LinkStyle; } } - [SerializeField] GUIStyle m_LinkStyle; - - GUIStyle TitleStyle { get { return m_TitleStyle; } } - [SerializeField] GUIStyle m_TitleStyle; - - GUIStyle HeadingStyle { get { return m_HeadingStyle; } } - [SerializeField] GUIStyle m_HeadingStyle; - - GUIStyle BodyStyle { get { return m_BodyStyle; } } - [SerializeField] GUIStyle m_BodyStyle; - - void Init() - { - if (m_Initialized) - return; - m_BodyStyle = new GUIStyle(EditorStyles.label); - m_BodyStyle.wordWrap = true; - m_BodyStyle.fontSize = 14; - - m_TitleStyle = new GUIStyle(m_BodyStyle); - m_TitleStyle.fontSize = 26; - - m_HeadingStyle = new GUIStyle(m_BodyStyle); - m_HeadingStyle.fontSize = 18 ; - - m_LinkStyle = new GUIStyle(m_BodyStyle); - m_LinkStyle.wordWrap = false; - // Match selection color which works nicely for both light and dark skins - m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); - m_LinkStyle.stretchWidth = false; - - m_Initialized = true; - } - - bool LinkLabel (GUIContent label, params GUILayoutOption[] options) - { - var position = GUILayoutUtility.GetRect(label, LinkStyle, options); - - Handles.BeginGUI (); - Handles.color = LinkStyle.normal.textColor; - Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); - Handles.color = Color.white; - Handles.EndGUI (); - - EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); - - return GUI.Button (position, label, LinkStyle); - } -} - +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +[CustomEditor(typeof(Readme))] +[InitializeOnLoad] +public class ReadmeEditor : Editor { + + static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + static float kSpace = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) + { + var readme = SelectReadme(); + SessionState.SetBool(kShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); + } + + [MenuItem("Tutorial/Show Tutorial Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[]{readmeObject}; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + GUILayout.Space(kSpace); + } + } + + + bool m_Initialized; + + GUIStyle LinkStyle { get { return m_LinkStyle; } } + [SerializeField] GUIStyle m_LinkStyle; + + GUIStyle TitleStyle { get { return m_TitleStyle; } } + [SerializeField] GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle { get { return m_HeadingStyle; } } + [SerializeField] GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle { get { return m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI (); + + EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); + + return GUI.Button (position, label, LinkStyle); + } +} + diff --git a/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta old mode 100755 new mode 100644 index 5e2c66a..f038618 --- a/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta +++ b/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -1,12 +1,12 @@ -fileFormatVersion: 2 -guid: 476cc7d7cd9874016adc216baab94a0a -timeCreated: 1484146680 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: +fileFormatVersion: 2 +guid: 476cc7d7cd9874016adc216baab94a0a +timeCreated: 1484146680 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TutorialInfo/Scripts/Readme.cs b/Assets/TutorialInfo/Scripts/Readme.cs old mode 100755 new mode 100644 index f17c0cb..48843db --- a/Assets/TutorialInfo/Scripts/Readme.cs +++ b/Assets/TutorialInfo/Scripts/Readme.cs @@ -1,14 +1,14 @@ -using System; -using UnityEngine; - -public class Readme : ScriptableObject { - public Texture2D icon; - public string title; - public Section[] sections; - public bool loadedLayout; - - [Serializable] - public class Section { - public string heading, text, linkText, url; - } -} +using System; +using UnityEngine; + +public class Readme : ScriptableObject { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section { + public string heading, text, linkText, url; + } +} diff --git a/Assets/TutorialInfo/Scripts/Readme.cs.meta b/Assets/TutorialInfo/Scripts/Readme.cs.meta old mode 100755 new mode 100644 index f287bb7..da39403 --- 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b/Assets/_Complete-Game/MobileInput/Scripts.meta old mode 100755 new mode 100644 index 8c14cfa..63fb06e --- a/Assets/_Complete-Game/MobileInput/Scripts.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: 7e07150e114688848ad7ef6ea3b58edb -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: 7e07150e114688848ad7ef6ea3b58edb +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs b/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs old mode 100755 new mode 100644 index c2f9b86..c01b3d3 --- a/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs +++ b/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs @@ -1,283 +1,283 @@ -using System; -using UnityEngine; -using UnitySampleAssets.CrossPlatformInput.PlatformSpecific; - - -namespace UnitySampleAssets.CrossPlatformInput -{ - public static class CrossPlatformInputManager - { - private static VirtualInput virtualInput; - - - static CrossPlatformInputManager() - { -#if MOBILE_INPUT - virtualInput = new MobileInput (); -#else - virtualInput = new StandaloneInput(); -#endif - } - - - public static void RegisterVirtualAxis(VirtualAxis axis) - { - virtualInput.RegisterVirtualAxis(axis); - } - - - public static void RegisterVirtualButton(VirtualButton button) - { - virtualInput.RegisterVirtualButton(button); - } - - - public static void UnRegisterVirtualAxis(string _name) - { - if (_name == null) - { - throw new ArgumentNullException("_name"); - } - virtualInput.UnRegisterVirtualAxis(_name); - } - - - public static void UnRegisterVirtualButton(string name) - { - virtualInput.UnRegisterVirtualButton(name); - } - - - // returns a reference to a named virtual axis if it exists otherwise null - public static VirtualAxis VirtualAxisReference(string name) - { - return virtualInput.VirtualAxisReference(name); - } - - - // returns the platform appropriate axis for the given name - public static float GetAxis(string name) - { - return GetAxis(name, false); - } - - - public static float GetAxisRaw(string name) - { - return GetAxis(name, true); - } - - - // private function handles both types of axis (raw and not raw) - private static float GetAxis(string name, bool raw) - { - return virtualInput.GetAxis(name, raw); - } - - - // -- Button handling -- - public static bool GetButton(string name) - { - return virtualInput.GetButton(name); - } - - - public static bool GetButtonDown(string name) - { - return virtualInput.GetButtonDown(name); - } - - - public static bool GetButtonUp(string name) - { - return virtualInput.GetButtonUp(name); - } - - - public static void SetButtonDown(string name) - { - virtualInput.SetButtonDown(name); - } - - - public static void SetButtonUp(string name) - { - virtualInput.SetButtonUp(name); - } - - - public static void SetAxisPositive(string name) - { - virtualInput.SetAxisPositive(name); - } - - - public static void SetAxisNegative(string name) - { - virtualInput.SetAxisNegative(name); - } - - - public static void SetAxisZero(string name) - { - virtualInput.SetAxisZero(name); - } - - - public static void SetAxis(string name, float value) - { - virtualInput.SetAxis(name, value); - } - - - public static Vector3 mousePosition - { - get { return virtualInput.MousePosition(); } - } - - - public static void SetVirtualMousePositionX(float f) - { - virtualInput.SetVirtualMousePositionX(f); - } - - - public static void SetVirtualMousePositionY(float f) - { - virtualInput.SetVirtualMousePositionY(f); - } - - - public static void SetVirtualMousePositionZ(float f) - { - virtualInput.SetVirtualMousePositionZ(f); - } - - - // virtual axis and button classes - applies to mobile input - // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. - // Could also be implemented by other input devices - kinect, electronic sensors, etc - public class VirtualAxis - { - public string name { get; private set; } - private float m_Value; - public bool matchWithInputManager { get; private set; } - - - public VirtualAxis(string name) : this(name, true) - { - } - - - public VirtualAxis(string name, bool matchToInputSettings) - { - this.name = name; - matchWithInputManager = matchToInputSettings; - RegisterVirtualAxis(this); - } - - - // removes an axes from the cross platform input system - public void Remove() - { - UnRegisterVirtualAxis(name); - } - - - // a controller gameobject (eg. a virtual thumbstick) should update this class - public void Update(float value) - { - m_Value = value; - } - - - public float GetValue - { - get { return m_Value; } - } - - - public float GetValueRaw - { - get { return m_Value; } - } - } - - // a controller gameobject (eg. a virtual GUI button) should call the - // 'pressed' function of this class. Other objects can then read the - // Get/Down/Up state of this button. - public class VirtualButton - { - public string name { get; private set; } - private int lastPressedFrame = -5; - private int releasedFrame = -5; - private bool pressed; - public bool matchWithInputManager { get; private set; } - - - public VirtualButton(string name) : this(name, true) - { - } - - - public VirtualButton(string name, bool matchToInputSettings) - { - this.name = name; - matchWithInputManager = matchToInputSettings; - // RegisterVirtualButton(this); - } - - - // A controller gameobject should call this function when the button is pressed down - public void Pressed() - { - if (pressed) - { - return; - } - pressed = true; - lastPressedFrame = Time.frameCount; - } - - - // A controller gameobject should call this function when the button is released - public void Released() - { - pressed = false; - releasedFrame = Time.frameCount; - } - - - // the controller gameobject should call Remove when the button is destroyed or disabled - public void Remove() - { - UnRegisterVirtualButton(name); - } - - - // these are the states of the button which can be read via the cross platform input system - public bool GetButton - { - get { return pressed; } - } - - - public bool GetButtonDown - { - get - { - return lastPressedFrame - Time.frameCount == 0; - } - } - - - public bool GetButtonUp - { - get - { - return (releasedFrame == Time.frameCount - 0); - } - } - } - } +using System; +using UnityEngine; +using UnitySampleAssets.CrossPlatformInput.PlatformSpecific; + + +namespace UnitySampleAssets.CrossPlatformInput +{ + public static class CrossPlatformInputManager + { + private static VirtualInput virtualInput; + + + static CrossPlatformInputManager() + { +#if MOBILE_INPUT + virtualInput = new MobileInput (); +#else + virtualInput = new StandaloneInput(); +#endif + } + + + public static void RegisterVirtualAxis(VirtualAxis axis) + { + virtualInput.RegisterVirtualAxis(axis); + } + + + public static void RegisterVirtualButton(VirtualButton button) + { + virtualInput.RegisterVirtualButton(button); + } + + + public static void UnRegisterVirtualAxis(string _name) + { + if (_name == null) + { + throw new ArgumentNullException("_name"); + } + virtualInput.UnRegisterVirtualAxis(_name); + } + + + public static void UnRegisterVirtualButton(string name) + { + virtualInput.UnRegisterVirtualButton(name); + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public static VirtualAxis VirtualAxisReference(string name) + { + return virtualInput.VirtualAxisReference(name); + } + + + // returns the platform appropriate axis for the given name + public static float GetAxis(string name) + { + return GetAxis(name, false); + } + + + public static float GetAxisRaw(string name) + { + return GetAxis(name, true); + } + + + // private function handles both types of axis (raw and not raw) + private static float GetAxis(string name, bool raw) + { + return virtualInput.GetAxis(name, raw); + } + + + // -- Button handling -- + public static bool GetButton(string name) + { + return virtualInput.GetButton(name); + } + + + public static bool GetButtonDown(string name) + { + return virtualInput.GetButtonDown(name); + } + + + public static bool GetButtonUp(string name) + { + return virtualInput.GetButtonUp(name); + } + + + public static void SetButtonDown(string name) + { + virtualInput.SetButtonDown(name); + } + + + public static void SetButtonUp(string name) + { + virtualInput.SetButtonUp(name); + } + + + public static void SetAxisPositive(string name) + { + virtualInput.SetAxisPositive(name); + } + + + public static void SetAxisNegative(string name) + { + virtualInput.SetAxisNegative(name); + } + + + public static void SetAxisZero(string name) + { + virtualInput.SetAxisZero(name); + } + + + public static void SetAxis(string name, float value) + { + virtualInput.SetAxis(name, value); + } + + + public static Vector3 mousePosition + { + get { return virtualInput.MousePosition(); } + } + + + public static void SetVirtualMousePositionX(float f) + { + virtualInput.SetVirtualMousePositionX(f); + } + + + public static void SetVirtualMousePositionY(float f) + { + virtualInput.SetVirtualMousePositionY(f); + } + + + public static void SetVirtualMousePositionZ(float f) + { + virtualInput.SetVirtualMousePositionZ(f); + } + + + // virtual axis and button classes - applies to mobile input + // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. + // Could also be implemented by other input devices - kinect, electronic sensors, etc + public class VirtualAxis + { + public string name { get; private set; } + private float m_Value; + public bool matchWithInputManager { get; private set; } + + + public VirtualAxis(string name) : this(name, true) + { + } + + + public VirtualAxis(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + RegisterVirtualAxis(this); + } + + + // removes an axes from the cross platform input system + public void Remove() + { + UnRegisterVirtualAxis(name); + } + + + // a controller gameobject (eg. a virtual thumbstick) should update this class + public void Update(float value) + { + m_Value = value; + } + + + public float GetValue + { + get { return m_Value; } + } + + + public float GetValueRaw + { + get { return m_Value; } + } + } + + // a controller gameobject (eg. a virtual GUI button) should call the + // 'pressed' function of this class. Other objects can then read the + // Get/Down/Up state of this button. + public class VirtualButton + { + public string name { get; private set; } + private int lastPressedFrame = -5; + private int releasedFrame = -5; + private bool pressed; + public bool matchWithInputManager { get; private set; } + + + public VirtualButton(string name) : this(name, true) + { + } + + + public VirtualButton(string name, bool matchToInputSettings) + { + this.name = name; + matchWithInputManager = matchToInputSettings; + // RegisterVirtualButton(this); + } + + + // A controller gameobject should call this function when the button is pressed down + public void Pressed() + { + if (pressed) + { + return; + } + pressed = true; + lastPressedFrame = Time.frameCount; + } + + + // A controller gameobject should call this function when the button is released + public void Released() + { + pressed = false; + releasedFrame = Time.frameCount; + } + + + // the controller gameobject should call Remove when the button is destroyed or disabled + public void Remove() + { + UnRegisterVirtualButton(name); + } + + + // these are the states of the button which can be read via the cross platform input system + public bool GetButton + { + get { return pressed; } + } + + + public bool GetButtonDown + { + get + { + return lastPressedFrame - Time.frameCount == 0; + } + } + + + public bool GetButtonUp + { + get + { + return (releasedFrame == Time.frameCount - 0); + } + } + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta b/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta old mode 100755 new mode 100644 index 6fc4234..3bc8b7a --- a/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/CrossPlatformInputManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta b/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta old mode 100755 new mode 100644 index 800efe9..66de945 --- a/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/Editor.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: 8c72780261c377a46a662dcf8505b28f -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: 8c72780261c377a46a662dcf8505b28f +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs b/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs old mode 100755 new mode 100644 index c002c3e..175464f --- a/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs +++ b/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs @@ -1,135 +1,135 @@ -using UnityEditor; -using System.Collections.Generic; - -namespace UnitySampleAssets.CrossPlatformInput.Inspector -{ - [InitializeOnLoad] - public class CrossPlatformInitialize - { - // Custom compiler defines: - // - // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. - // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). - // MOBILE_INPUT : denotes that mobile input should be used right now! - - static CrossPlatformInitialize() - { - var defines = GetDefinesList(buildTargetGroups[0]); - if (!defines.Contains("CROSS_PLATFORM_INPUT")) - { - SetEnabled("CROSS_PLATFORM_INPUT", true, false); - SetEnabled("MOBILE_INPUT", true, true); - } - } - - - [MenuItem("Mobile Input/Enable")] - private static void Enable() - { - SetEnabled("MOBILE_INPUT", true, true); - switch (EditorUserBuildSettings.activeBuildTarget) - { - case BuildTarget.Android: - case BuildTarget.iOS: - case BuildTarget.WSAPlayer: - EditorUtility.DisplayDialog("Mobile Input", - "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", - "OK"); - break; - - default: - EditorUtility.DisplayDialog("Mobile Input", - "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", - "OK"); - break; - } - } - - - [MenuItem("Mobile Input/Enable", true)] - private static bool EnableValidate() - { - var defines = GetDefinesList(mobileBuildTargetGroups[0]); - return !defines.Contains("MOBILE_INPUT"); - } - - - [MenuItem("Mobile Input/Disable")] - private static void Disable() - { - SetEnabled("MOBILE_INPUT", false, true); - switch (EditorUserBuildSettings.activeBuildTarget) - { - case BuildTarget.Android: - case BuildTarget.iOS: - case BuildTarget.WSAPlayer: - EditorUtility.DisplayDialog("Mobile Input", - "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", - "OK"); - break; - } - } - - - [MenuItem("Mobile Input/Disable", true)] - private static bool DisableValidate() - { - var defines = GetDefinesList(mobileBuildTargetGroups[0]); - return defines.Contains("MOBILE_INPUT"); - } - - - private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] - { - BuildTargetGroup.Standalone, - BuildTargetGroup.WebGL, - BuildTargetGroup.Android, - BuildTargetGroup.iOS, - BuildTargetGroup.WSA, - }; - - private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] - { - BuildTargetGroup.Android, - BuildTargetGroup.iOS, - BuildTargetGroup.WSA, - }; - - - private static void SetEnabled(string defineName, bool enable, bool mobile) - { - //Debug.Log("setting "+defineName+" to "+enable); - foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) - { - var defines = GetDefinesList(group); - if (enable) - { - if (defines.Contains(defineName)) - { - return; - } - defines.Add(defineName); - } - else - { - if (!defines.Contains(defineName)) - { - return; - } - while (defines.Contains(defineName)) - { - defines.Remove(defineName); - } - } - string definesString = string.Join(";", defines.ToArray()); - PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); - } - } - - - private static List GetDefinesList(BuildTargetGroup group) - { - return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); - } - } +using UnityEditor; +using System.Collections.Generic; + +namespace UnitySampleAssets.CrossPlatformInput.Inspector +{ + [InitializeOnLoad] + public class CrossPlatformInitialize + { + // Custom compiler defines: + // + // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. + // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). + // MOBILE_INPUT : denotes that mobile input should be used right now! + + static CrossPlatformInitialize() + { + var defines = GetDefinesList(buildTargetGroups[0]); + if (!defines.Contains("CROSS_PLATFORM_INPUT")) + { + SetEnabled("CROSS_PLATFORM_INPUT", true, false); + SetEnabled("MOBILE_INPUT", true, true); + } + } + + + [MenuItem("Mobile Input/Enable")] + private static void Enable() + { + SetEnabled("MOBILE_INPUT", true, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.WSAPlayer: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", + "OK"); + break; + + default: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Enable", true)] + private static bool EnableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return !defines.Contains("MOBILE_INPUT"); + } + + + [MenuItem("Mobile Input/Disable")] + private static void Disable() + { + SetEnabled("MOBILE_INPUT", false, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.WSAPlayer: + EditorUtility.DisplayDialog("Mobile Input", + "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Disable", true)] + private static bool DisableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return defines.Contains("MOBILE_INPUT"); + } + + + private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Standalone, + BuildTargetGroup.WebGL, + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.WSA, + }; + + private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.WSA, + }; + + + private static void SetEnabled(string defineName, bool enable, bool mobile) + { + //Debug.Log("setting "+defineName+" to "+enable); + foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) + { + var defines = GetDefinesList(group); + if (enable) + { + if (defines.Contains(defineName)) + { + return; + } + defines.Add(defineName); + } + else + { + if (!defines.Contains(defineName)) + { + return; + } + while (defines.Contains(defineName)) + { + defines.Remove(defineName); + } + } + string definesString = string.Join(";", defines.ToArray()); + PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); + } + } + + + private static List GetDefinesList(BuildTargetGroup group) + { + return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta b/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta old mode 100755 new mode 100644 index 5be93e7..818f03c --- a/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/Editor/CrossPlatformInputInitialize.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: db7667203062c644ea1877077e30ebd6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: db7667203062c644ea1877077e30ebd6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs b/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs old mode 100755 new mode 100644 index 08ad7ff..dc99b61 --- a/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs +++ b/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs @@ -1,101 +1,101 @@ -using UnityEngine; -using UnityEngine.EventSystems; -using UnitySampleAssets.CrossPlatformInput; - -public class Joystick : MonoBehaviour , IPointerUpHandler , IPointerDownHandler , IDragHandler { - - public int MovementRange = 100; - - public enum AxisOption - { // Options for which axes to use - Both, // Use both - OnlyHorizontal, // Only horizontal - OnlyVertical // Only vertical - } - - public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use - public string horizontalAxisName = "Horizontal";// The name given to the horizontal axis for the cross platform input - public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input - - private Vector3 startPos; - private bool useX; // Toggle for using the x axis - private bool useY; // Toggle for using the Y axis - private CrossPlatformInputManager.VirtualAxis horizontalVirtualAxis; // Reference to the joystick in the cross platform input - private CrossPlatformInputManager.VirtualAxis verticalVirtualAxis; // Reference to the joystick in the cross platform input - - void OnEnable () { - - startPos = transform.position; - CreateVirtualAxes (); - } - - private void UpdateVirtualAxes (Vector3 value) { - - var delta = startPos - value; - delta.y = -delta.y; - delta /= MovementRange; - if(useX) - horizontalVirtualAxis.Update (-delta.x); - - if(useY) - verticalVirtualAxis.Update (delta.y); - - } - - private void CreateVirtualAxes() - { - // set axes to use - useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); - useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); - - // create new axes based on axes to use - if (useX) - horizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); - if (useY) - verticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); - } - - - public void OnDrag(PointerEventData data) { - - Vector3 newPos = Vector3.zero; - - if (useX) { - int delta = (int) (data.position.x - startPos.x); - delta = Mathf.Clamp(delta, - MovementRange, MovementRange); - newPos.x = delta; - } - - if (useY) - { - int delta = (int)(data.position.y - startPos.y); - delta = Mathf.Clamp(delta, -MovementRange, MovementRange); - newPos.y = delta; - } - transform.position = new Vector3(startPos.x + newPos.x , startPos.y + newPos.y , startPos.z + newPos.z); - UpdateVirtualAxes (transform.position); - } - - - public void OnPointerUp(PointerEventData data) - { - transform.position = startPos; - UpdateVirtualAxes (startPos); - } - - - public void OnPointerDown (PointerEventData data) { - } - - void OnDisable () { - // remove the joysticks from the cross platform input - if (useX) - { - horizontalVirtualAxis.Remove(); - } - if (useY) - { - verticalVirtualAxis.Remove(); - } - } -} +using UnityEngine; +using UnityEngine.EventSystems; +using UnitySampleAssets.CrossPlatformInput; + +public class Joystick : MonoBehaviour , IPointerUpHandler , IPointerDownHandler , IDragHandler { + + public int MovementRange = 100; + + public enum AxisOption + { // Options for which axes to use + Both, // Use both + OnlyHorizontal, // Only horizontal + OnlyVertical // Only vertical + } + + public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use + public string horizontalAxisName = "Horizontal";// The name given to the horizontal axis for the cross platform input + public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input + + private Vector3 startPos; + private bool useX; // Toggle for using the x axis + private bool useY; // Toggle for using the Y axis + private CrossPlatformInputManager.VirtualAxis horizontalVirtualAxis; // Reference to the joystick in the cross platform input + private CrossPlatformInputManager.VirtualAxis verticalVirtualAxis; // Reference to the joystick in the cross platform input + + void OnEnable () { + + startPos = transform.position; + CreateVirtualAxes (); + } + + private void UpdateVirtualAxes (Vector3 value) { + + var delta = startPos - value; + delta.y = -delta.y; + delta /= MovementRange; + if(useX) + horizontalVirtualAxis.Update (-delta.x); + + if(useY) + verticalVirtualAxis.Update (delta.y); + + } + + private void CreateVirtualAxes() + { + // set axes to use + useX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); + useY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); + + // create new axes based on axes to use + if (useX) + horizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); + if (useY) + verticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); + } + + + public void OnDrag(PointerEventData data) { + + Vector3 newPos = Vector3.zero; + + if (useX) { + int delta = (int) (data.position.x - startPos.x); + delta = Mathf.Clamp(delta, - MovementRange, MovementRange); + newPos.x = delta; + } + + if (useY) + { + int delta = (int)(data.position.y - startPos.y); + delta = Mathf.Clamp(delta, -MovementRange, MovementRange); + newPos.y = delta; + } + transform.position = new Vector3(startPos.x + newPos.x , startPos.y + newPos.y , startPos.z + newPos.z); + UpdateVirtualAxes (transform.position); + } + + + public void OnPointerUp(PointerEventData data) + { + transform.position = startPos; + UpdateVirtualAxes (startPos); + } + + + public void OnPointerDown (PointerEventData data) { + } + + void OnDisable () { + // remove the joysticks from the cross platform input + if (useX) + { + horizontalVirtualAxis.Remove(); + } + if (useY) + { + verticalVirtualAxis.Remove(); + } + } +} diff --git a/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta b/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta old mode 100755 new mode 100644 index 0984cb8..da00025 --- a/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/Joystick.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 00c3c865782347f41b6358d9fba14b48 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 00c3c865782347f41b6358d9fba14b48 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs b/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs old mode 100755 new mode 100644 index 5322980..db4af85 --- a/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs +++ b/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs @@ -1,84 +1,84 @@ -#if UNITY_EDITOR -using UnityEditor; -#endif -using UnityEngine; - - -namespace UnityStandardAssets.CrossPlatformInput -{ - [ExecuteInEditMode] - public class MobileControlRig : MonoBehaviour -#if UNITY_EDITOR - , UnityEditor.Build.IActiveBuildTargetChanged -#endif - { - // this script enables or disables the child objects of a control rig - // depending on whether the USE_MOBILE_INPUT define is declared. - - // This define is set or unset by a menu item that is included with - // the Cross Platform Input package. - - -#if !UNITY_EDITOR - void OnEnable() - { - CheckEnableControlRig(); - } -#else - public int callbackOrder - { - get - { - return 1; - } - } -#endif - - -#if UNITY_EDITOR - - private void OnEnable() - { - EditorApplication.update += Update; - } - - - private void OnDisable() - { - EditorApplication.update -= Update; - } - - - private void Update() - { - CheckEnableControlRig(); - } -#endif - - - private void CheckEnableControlRig() - { -#if MOBILE_INPUT - EnableControlRig(true); -#else - EnableControlRig(false); -#endif - } - - - private void EnableControlRig(bool enabled) - { - foreach (Transform t in transform) - { - t.gameObject.SetActive(enabled); - } - } - -#if UNITY_EDITOR - public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) - { - CheckEnableControlRig(); - } -#endif - } +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + + +namespace UnityStandardAssets.CrossPlatformInput +{ + [ExecuteInEditMode] + public class MobileControlRig : MonoBehaviour +#if UNITY_EDITOR + , UnityEditor.Build.IActiveBuildTargetChanged +#endif + { + // this script enables or disables the child objects of a control rig + // depending on whether the USE_MOBILE_INPUT define is declared. + + // This define is set or unset by a menu item that is included with + // the Cross Platform Input package. + + +#if !UNITY_EDITOR + void OnEnable() + { + CheckEnableControlRig(); + } +#else + public int callbackOrder + { + get + { + return 1; + } + } +#endif + + +#if UNITY_EDITOR + + private void OnEnable() + { + EditorApplication.update += Update; + } + + + private void OnDisable() + { + EditorApplication.update -= Update; + } + + + private void Update() + { + CheckEnableControlRig(); + } +#endif + + + private void CheckEnableControlRig() + { +#if MOBILE_INPUT + EnableControlRig(true); +#else + EnableControlRig(false); +#endif + } + + + private void EnableControlRig(bool enabled) + { + foreach (Transform t in transform) + { + t.gameObject.SetActive(enabled); + } + } + +#if UNITY_EDITOR + public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) + { + CheckEnableControlRig(); + } +#endif + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta b/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta old mode 100755 new mode 100644 index daa6a7d..691261d --- a/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/MobileControlRig.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 71398ce7fbc3a5b4fa50b50bd54317a7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 71398ce7fbc3a5b4fa50b50bd54317a7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta old mode 100755 new mode 100644 index 6ebdb9c..6797e90 --- a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: f3f33f034733d9f4f9d439d80e26bdce -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: f3f33f034733d9f4f9d439d80e26bdce +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs old mode 100755 new mode 100644 index 8e9639f..61738c6 --- a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs +++ b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs @@ -1,124 +1,124 @@ -using UnityEngine; - -namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific -{ - public class MobileInput : VirtualInput - { - private void AddButton(string name) - { - // we have not registered this button yet so add it, happens in the constructor - CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); - } - - - private void AddAxes(string name) - { - // we have not registered this button yet so add it, happens in the constructor - CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); - } - - - public override float GetAxis(string name, bool raw) - { - return virtualAxes.ContainsKey(name) ? virtualAxes[name].GetValue : 0; - } - - - public override void SetButtonDown(string name) - { - if (!virtualButtons.ContainsKey(name)) - { - AddButton(name); - } - virtualButtons[name].Pressed(); - } - - - public override void SetButtonUp(string name) - { - virtualButtons[name].Released(); - } - - - public override void SetAxisPositive(string name) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(1f); - } - - - public override void SetAxisNegative(string name) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(-1f); - } - - - public override void SetAxisZero(string name) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(0f); - } - - - public override void SetAxis(string name, float value) - { - if (!virtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - virtualAxes[name].Update(value); - } - - - public override bool GetButtonDown(string name) - { - if (virtualButtons.ContainsKey(name)) - { - return virtualButtons[name].GetButtonDown; - } - - AddButton(name); - return virtualButtons[name].GetButtonDown; - } - - - public override bool GetButtonUp(string name) - { - if (virtualButtons.ContainsKey(name)) - { - return virtualButtons[name].GetButtonUp; - } - - AddButton(name); - return virtualButtons[name].GetButtonUp; - } - - - public override bool GetButton(string name) - { - if (virtualButtons.ContainsKey(name)) - { - return virtualButtons[name].GetButton; - } - - AddButton(name); - return virtualButtons[name].GetButton; - } - - - public override Vector3 MousePosition() - { - return virtualMousePosition; - } - } +using UnityEngine; + +namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific +{ + public class MobileInput : VirtualInput + { + private void AddButton(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); + } + + + private void AddAxes(string name) + { + // we have not registered this button yet so add it, happens in the constructor + CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); + } + + + public override float GetAxis(string name, bool raw) + { + return virtualAxes.ContainsKey(name) ? virtualAxes[name].GetValue : 0; + } + + + public override void SetButtonDown(string name) + { + if (!virtualButtons.ContainsKey(name)) + { + AddButton(name); + } + virtualButtons[name].Pressed(); + } + + + public override void SetButtonUp(string name) + { + virtualButtons[name].Released(); + } + + + public override void SetAxisPositive(string name) + { + if (!virtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + virtualAxes[name].Update(1f); + } + + + public override void SetAxisNegative(string name) + { + if (!virtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + virtualAxes[name].Update(-1f); + } + + + public override void SetAxisZero(string name) + { + if (!virtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + virtualAxes[name].Update(0f); + } + + + public override void SetAxis(string name, float value) + { + if (!virtualAxes.ContainsKey(name)) + { + AddAxes(name); + } + virtualAxes[name].Update(value); + } + + + public override bool GetButtonDown(string name) + { + if (virtualButtons.ContainsKey(name)) + { + return virtualButtons[name].GetButtonDown; + } + + AddButton(name); + return virtualButtons[name].GetButtonDown; + } + + + public override bool GetButtonUp(string name) + { + if (virtualButtons.ContainsKey(name)) + { + return virtualButtons[name].GetButtonUp; + } + + AddButton(name); + return virtualButtons[name].GetButtonUp; + } + + + public override bool GetButton(string name) + { + if (virtualButtons.ContainsKey(name)) + { + return virtualButtons[name].GetButton; + } + + AddButton(name); + return virtualButtons[name].GetButton; + } + + + public override Vector3 MousePosition() + { + return virtualMousePosition; + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta old mode 100755 new mode 100644 index 5a7f60b..279fec3 --- a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/MobileInput.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 9703d53e47195aa4190acd11369ccd1b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 9703d53e47195aa4190acd11369ccd1b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs old mode 100755 new mode 100644 index 909da00..443922a --- a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs +++ b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs @@ -1,79 +1,79 @@ -using System; -using UnityEngine; - -namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific -{ - public class StandaloneInput : VirtualInput - { - public override float GetAxis(string name, bool raw) - { - return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); - } - - - public override bool GetButton(string name) - { - return Input.GetButton(name); - } - - - public override bool GetButtonDown(string name) - { - return Input.GetButtonDown(name); - } - - - public override bool GetButtonUp(string name) - { - return Input.GetButtonUp(name); - } - - - public override void SetButtonDown(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetButtonUp(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisPositive(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisNegative(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisZero(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxis(string name, float value) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override Vector3 MousePosition() - { - return Input.mousePosition; - } - } +using System; +using UnityEngine; + +namespace UnitySampleAssets.CrossPlatformInput.PlatformSpecific +{ + public class StandaloneInput : VirtualInput + { + public override float GetAxis(string name, bool raw) + { + return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); + } + + + public override bool GetButton(string name) + { + return Input.GetButton(name); + } + + + public override bool GetButtonDown(string name) + { + return Input.GetButtonDown(name); + } + + + public override bool GetButtonUp(string name) + { + return Input.GetButtonUp(name); + } + + + public override void SetButtonDown(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetButtonUp(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisPositive(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisNegative(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxisZero(string name) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override void SetAxis(string name, float value) + { + throw new Exception( + " This is not possible to be called for standalone input. Please check your platform and code where this is called"); + } + + + public override Vector3 MousePosition() + { + return Input.mousePosition; + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta old mode 100755 new mode 100644 index 482f9fd..243f4af --- a/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 9961032f4f02c4f41997c3ea399d2f22 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 9961032f4f02c4f41997c3ea399d2f22 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs b/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs old mode 100755 new mode 100644 index d50d2f8..4f03b05 --- a/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs +++ b/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs @@ -1,124 +1,124 @@ -using System.Collections.Generic; -using UnityEngine; - - -namespace UnitySampleAssets.CrossPlatformInput -{ - public abstract class VirtualInput - { - protected Dictionary virtualAxes = - new Dictionary(); - - // Dictionary to store the name relating to the virtual axes - - protected Dictionary virtualButtons = - new Dictionary(); - - protected List alwaysUseVirtual = new List(); - // list of the axis and button names that have been flagged to always use a virtual axis or button - - public Vector3 virtualMousePosition { get; private set; } - - - public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) - { - // check if we already have an axis with that name and log and error if we do - if (virtualAxes.ContainsKey(axis.name)) - { - Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); - } - else - { - // add any new axes - virtualAxes.Add(axis.name, axis); - - // if we dont want to match with the input manager setting then revert to always using virtual - if (!axis.matchWithInputManager) - { - alwaysUseVirtual.Add(axis.name); - } - } - } - - - public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) - { - // check if already have a buttin with that name and log an error if we do - if (virtualButtons.ContainsKey(button.name)) - { - Debug.LogError("There is already a virtual button named " + button.name + " registered."); - } - else - { - // add any new buttons - virtualButtons.Add(button.name, button); - - // if we dont want to match to the input manager then always use a virtual axis - if (!button.matchWithInputManager) - { - alwaysUseVirtual.Add(button.name); - } - } - } - - - public void UnRegisterVirtualAxis(string name) - { - // if we have an axis with that name then remove it from our dictionary of registered axes - if (virtualAxes.ContainsKey(name)) - { - virtualAxes.Remove(name); - } - } - - - public void UnRegisterVirtualButton(string name) - { - // if we have a button with this name then remove it from our dictionary of registered buttons - if (virtualButtons.ContainsKey(name)) - { - virtualButtons.Remove(name); - } - } - - - // returns a reference to a named virtual axis if it exists otherwise null - public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) - { - return virtualAxes.ContainsKey(name) ? virtualAxes[name] : null; - } - - - public void SetVirtualMousePositionX(float f) - { - virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); - } - - - public void SetVirtualMousePositionY(float f) - { - virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); - } - - - public void SetVirtualMousePositionZ(float f) - { - virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); - } - - - public abstract float GetAxis(string name, bool raw); - - public abstract bool GetButton(string name); - public abstract bool GetButtonDown(string name); - public abstract bool GetButtonUp(string name); - - public abstract void SetButtonDown(string name); - public abstract void SetButtonUp(string name); - public abstract void SetAxisPositive(string name); - public abstract void SetAxisNegative(string name); - public abstract void SetAxisZero(string name); - public abstract void SetAxis(string name, float value); - public abstract Vector3 MousePosition(); - } +using System.Collections.Generic; +using UnityEngine; + + +namespace UnitySampleAssets.CrossPlatformInput +{ + public abstract class VirtualInput + { + protected Dictionary virtualAxes = + new Dictionary(); + + // Dictionary to store the name relating to the virtual axes + + protected Dictionary virtualButtons = + new Dictionary(); + + protected List alwaysUseVirtual = new List(); + // list of the axis and button names that have been flagged to always use a virtual axis or button + + public Vector3 virtualMousePosition { get; private set; } + + + public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) + { + // check if we already have an axis with that name and log and error if we do + if (virtualAxes.ContainsKey(axis.name)) + { + Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); + } + else + { + // add any new axes + virtualAxes.Add(axis.name, axis); + + // if we dont want to match with the input manager setting then revert to always using virtual + if (!axis.matchWithInputManager) + { + alwaysUseVirtual.Add(axis.name); + } + } + } + + + public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) + { + // check if already have a buttin with that name and log an error if we do + if (virtualButtons.ContainsKey(button.name)) + { + Debug.LogError("There is already a virtual button named " + button.name + " registered."); + } + else + { + // add any new buttons + virtualButtons.Add(button.name, button); + + // if we dont want to match to the input manager then always use a virtual axis + if (!button.matchWithInputManager) + { + alwaysUseVirtual.Add(button.name); + } + } + } + + + public void UnRegisterVirtualAxis(string name) + { + // if we have an axis with that name then remove it from our dictionary of registered axes + if (virtualAxes.ContainsKey(name)) + { + virtualAxes.Remove(name); + } + } + + + public void UnRegisterVirtualButton(string name) + { + // if we have a button with this name then remove it from our dictionary of registered buttons + if (virtualButtons.ContainsKey(name)) + { + virtualButtons.Remove(name); + } + } + + + // returns a reference to a named virtual axis if it exists otherwise null + public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) + { + return virtualAxes.ContainsKey(name) ? virtualAxes[name] : null; + } + + + public void SetVirtualMousePositionX(float f) + { + virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionY(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); + } + + + public void SetVirtualMousePositionZ(float f) + { + virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); + } + + + public abstract float GetAxis(string name, bool raw); + + public abstract bool GetButton(string name); + public abstract bool GetButtonDown(string name); + public abstract bool GetButtonUp(string name); + + public abstract void SetButtonDown(string name); + public abstract void SetButtonUp(string name); + public abstract void SetAxisPositive(string name); + public abstract void SetAxisNegative(string name); + public abstract void SetAxisZero(string name); + public abstract void SetAxis(string name, float value); + public abstract Vector3 MousePosition(); + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta b/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta old mode 100755 new mode 100644 index 539053e..fdcbabe --- a/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta +++ b/Assets/_Complete-Game/MobileInput/Scripts/VirtualInput.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 0f57aeb1b8dce3342bea5c28ac17db24 -MonoImporter: - 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-public class MixLevels : MonoBehaviour { - - public AudioMixer masterMixer; - - public void SetSfxLvl(float sfxLvl) - { - masterMixer.SetFloat("sfxVol", sfxLvl); - } - - public void SetMusicLvl (float musicLvl) - { - masterMixer.SetFloat ("musicVol", musicLvl); - } -} +using UnityEngine; +using System.Collections; +using UnityEngine.Audio; + +public class MixLevels : MonoBehaviour { + + public AudioMixer masterMixer; + + public void SetSfxLvl(float sfxLvl) + { + masterMixer.SetFloat("sfxVol", sfxLvl); + } + + public void SetMusicLvl (float musicLvl) + { + masterMixer.SetFloat ("musicVol", musicLvl); + } +} diff --git a/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta b/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta old mode 100755 new mode 100644 index af31342..2a003bc --- a/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta +++ b/Assets/_Complete-Game/Scripts/Audio/MixLevels.cs.meta @@ -1,9 +1,9 @@ -fileFormatVersion: 2 -guid: 19ed055c6eb86c94ba753f5adfd3bf80 -MonoImporter: - 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-namespace CompleteProject -{ - public class CameraFollow : MonoBehaviour - { - public Transform target; // The position that that camera will be following. - public float smoothing = 5f; // The speed with which the camera will be following. - - - Vector3 offset; // The initial offset from the target. - - - void Start () - { - // Calculate the initial offset. - offset = transform.position - target.position; - } - - - void FixedUpdate () - { - // Create a postion the camera is aiming for based on the offset from the target. - Vector3 targetCamPos = target.position + offset; - - // Smoothly interpolate between the camera's current position and it's target position. - transform.position = Vector3.Lerp (transform.position, targetCamPos, smoothing * Time.deltaTime); - } - } +using UnityEngine; +using System.Collections; + +namespace CompleteProject +{ + public class CameraFollow : MonoBehaviour + { + public Transform target; // The position that that camera will be following. + public float smoothing = 5f; // The speed with which the camera will be following. + + + Vector3 offset; // The initial offset from the target. + + + void Start () + { + // Calculate the initial offset. + offset = transform.position - target.position; + } + + + void FixedUpdate () + { + // Create a postion the camera is aiming for based on the offset from the target. + Vector3 targetCamPos = target.position + offset; + + // Smoothly interpolate between the camera's current position and it's target position. + transform.position = Vector3.Lerp (transform.position, targetCamPos, smoothing * Time.deltaTime); + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta b/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta old mode 100755 new mode 100644 index d6cc993..ac0712e --- a/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta +++ b/Assets/_Complete-Game/Scripts/Camera/CameraFollow.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: d7bced140059b694e91f0e48210059c7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 200 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: d7bced140059b694e91f0e48210059c7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 200 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Enemy.meta b/Assets/_Complete-Game/Scripts/Enemy.meta old mode 100755 new mode 100644 index c18ed93..ad37fdb --- a/Assets/_Complete-Game/Scripts/Enemy.meta +++ b/Assets/_Complete-Game/Scripts/Enemy.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: 8a0fa9ac57cf1a14d8c276eaaf79a8e9 -folderAsset: yes -DefaultImporter: - 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float timer; // Timer for counting up to the next attack. - - - void Awake () - { - // Setting up the references. - player = GameObject.FindGameObjectWithTag ("Player"); - playerHealth = player.GetComponent (); - enemyHealth = GetComponent(); - anim = GetComponent (); - } - - - void OnTriggerEnter (Collider other) - { - // If the entering collider is the player... - if(other.gameObject == player) - { - // ... the player is in range. - playerInRange = true; - } - } - - - void OnTriggerExit (Collider other) - { - // If the exiting collider is the player... - if(other.gameObject == player) - { - // ... the player is no longer in range. - playerInRange = false; - } - } - - - void Update () - { - // Add the time since Update was last called to the timer. - timer += Time.deltaTime; - - // If the timer exceeds the time between attacks, the player is in range and this enemy is alive... - if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0) - { - // ... attack. - Attack (); - } - - // If the player has zero or less health... - if(playerHealth.currentHealth <= 0) - { - // ... tell the animator the player is dead. - anim.SetTrigger ("PlayerDead"); - } - } - - - void Attack () - { - // Reset the timer. - timer = 0f; - - // If the player has health to lose... - if(playerHealth.currentHealth > 0) - { - // ... damage the player. - playerHealth.TakeDamage (attackDamage); - } - } - } +using UnityEngine; +using System.Collections; + +namespace CompleteProject +{ + public class EnemyAttack : MonoBehaviour + { + public float timeBetweenAttacks = 0.5f; // The time in seconds between each attack. + public int attackDamage = 10; // The amount of health taken away per attack. + + + Animator anim; // Reference to the animator component. + GameObject player; // Reference to the player GameObject. + PlayerHealth playerHealth; // Reference to the player's health. + EnemyHealth enemyHealth; // Reference to this enemy's health. + bool playerInRange; // Whether player is within the trigger collider and can be attacked. + float timer; // Timer for counting up to the next attack. + + + void Awake () + { + // Setting up the references. + player = GameObject.FindGameObjectWithTag ("Player"); + playerHealth = player.GetComponent (); + enemyHealth = GetComponent(); + anim = GetComponent (); + } + + + void OnTriggerEnter (Collider other) + { + // If the entering collider is the player... + if(other.gameObject == player) + { + // ... the player is in range. + playerInRange = true; + } + } + + + void OnTriggerExit (Collider other) + { + // If the exiting collider is the player... + if(other.gameObject == player) + { + // ... the player is no longer in range. + playerInRange = false; + } + } + + + void Update () + { + // Add the time since Update was last called to the timer. + timer += Time.deltaTime; + + // If the timer exceeds the time between attacks, the player is in range and this enemy is alive... + if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0) + { + // ... attack. + Attack (); + } + + // If the player has zero or less health... + if(playerHealth.currentHealth <= 0) + { + // ... tell the animator the player is dead. + anim.SetTrigger ("PlayerDead"); + } + } + + + void Attack () + { + // Reset the timer. + timer = 0f; + + // If the player has health to lose... + if(playerHealth.currentHealth > 0) + { + // ... damage the player. + playerHealth.TakeDamage (attackDamage); + } + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta b/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta old mode 100755 new mode 100644 index b545843..7fc5712 --- a/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta +++ b/Assets/_Complete-Game/Scripts/Enemy/EnemyAttack.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: bc28e8f7dbbe7494a8d67b6f5f3636bc -MonoImporter: - 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public AudioClip deathClip; // The sound to play when the enemy dies. - - - Animator anim; // Reference to the animator. - AudioSource enemyAudio; // Reference to the audio source. - ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged. - CapsuleCollider capsuleCollider; // Reference to the capsule collider. - bool isDead; // Whether the enemy is dead. - bool isSinking; // Whether the enemy has started sinking through the floor. - - - void Awake () - { - // Setting up the references. - anim = GetComponent (); - enemyAudio = GetComponent (); - hitParticles = GetComponentInChildren (); - capsuleCollider = GetComponent (); - - // Setting the current health when the enemy first spawns. - currentHealth = startingHealth; - } - - - void Update () - { - // If the enemy should be sinking... - if(isSinking) - { - // ... move the enemy down by the sinkSpeed per second. - transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime); - } - } - - - public void TakeDamage (int amount, Vector3 hitPoint) - { - // If the enemy is dead... - if(isDead) - // ... no need to take damage so exit the function. - return; - - // Play the hurt sound effect. - enemyAudio.Play (); - - // Reduce the current health by the amount of damage sustained. - currentHealth -= amount; - - // Set the position of the particle system to where the hit was sustained. - hitParticles.transform.position = hitPoint; - - // And play the particles. - hitParticles.Play(); - - // If the current health is less than or equal to zero... - if(currentHealth <= 0) - { - // ... the enemy is dead. - Death (); - } - } - - - void Death () - { - // The enemy is dead. - isDead = true; - - // Turn the collider into a trigger so shots can pass through it. - capsuleCollider.isTrigger = true; - - // Tell the animator that the enemy is dead. - anim.SetTrigger ("Dead"); - - // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing). - enemyAudio.clip = deathClip; - enemyAudio.Play (); - } - - - public void StartSinking () - { - // Find and disable the Nav Mesh Agent. - GetComponent ().enabled = false; - - // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy). - GetComponent ().isKinematic = true; - - // The enemy should no sink. - isSinking = true; - - // Increase the score by the enemy's score value. - ScoreManager.score += scoreValue; - - // After 2 seconds destory the enemy. - Destroy (gameObject, 2f); - } - } +using UnityEngine; + +namespace CompleteProject +{ + public class EnemyHealth : MonoBehaviour + { + public int startingHealth = 100; // The amount of health the enemy starts the game with. + public int currentHealth; // The current health the enemy has. + public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead. + public int scoreValue = 10; // The amount added to the player's score when the enemy dies. + public AudioClip deathClip; // The sound to play when the enemy dies. + + + Animator anim; // Reference to the animator. + AudioSource enemyAudio; // Reference to the audio source. + ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged. + CapsuleCollider capsuleCollider; // Reference to the capsule collider. + bool isDead; // Whether the enemy is dead. + bool isSinking; // Whether the enemy has started sinking through the floor. + + + void Awake () + { + // Setting up the references. + anim = GetComponent (); + enemyAudio = GetComponent (); + hitParticles = GetComponentInChildren (); + capsuleCollider = GetComponent (); + + // Setting the current health when the enemy first spawns. + currentHealth = startingHealth; + } + + + void Update () + { + // If the enemy should be sinking... + if(isSinking) + { + // ... move the enemy down by the sinkSpeed per second. + transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime); + } + } + + + public void TakeDamage (int amount, Vector3 hitPoint) + { + // If the enemy is dead... + if(isDead) + // ... no need to take damage so exit the function. + return; + + // Play the hurt sound effect. + enemyAudio.Play (); + + // Reduce the current health by the amount of damage sustained. + currentHealth -= amount; + + // Set the position of the particle system to where the hit was sustained. + hitParticles.transform.position = hitPoint; + + // And play the particles. + hitParticles.Play(); + + // If the current health is less than or equal to zero... + if(currentHealth <= 0) + { + // ... the enemy is dead. + Death (); + } + } + + + void Death () + { + // The enemy is dead. + isDead = true; + + // Turn the collider into a trigger so shots can pass through it. + capsuleCollider.isTrigger = true; + + // Tell the animator that the enemy is dead. + anim.SetTrigger ("Dead"); + + // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing). + enemyAudio.clip = deathClip; + enemyAudio.Play (); + } + + + public void StartSinking () + { + // Find and disable the Nav Mesh Agent. + GetComponent ().enabled = false; + + // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy). + GetComponent ().isKinematic = true; + + // The enemy should no sink. + isSinking = true; + + // Increase the score by the enemy's score value. + ScoreManager.score += scoreValue; + + // After 2 seconds destory the enemy. + Destroy (gameObject, 2f); + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta b/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta old mode 100755 new mode 100644 index 1d1827b..ac3ed55 --- a/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta +++ b/Assets/_Complete-Game/Scripts/Enemy/EnemyHealth.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: aa10cc87aff30c04dbe0aa648f5b6adc -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: aa10cc87aff30c04dbe0aa648f5b6adc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs b/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs old mode 100755 new mode 100644 index 37a242b..934ff60 --- a/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs +++ b/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs @@ -1,40 +1,40 @@ -using UnityEngine; -using System.Collections; - -namespace CompleteProject -{ - public class EnemyMovement : MonoBehaviour - { - Transform player; // Reference to the player's position. - PlayerHealth playerHealth; // Reference to the player's health. - EnemyHealth enemyHealth; // Reference to this enemy's health. - UnityEngine.AI.NavMeshAgent nav; // Reference to the nav mesh agent. - - - void Awake () - { - // Set up the references. - player = GameObject.FindGameObjectWithTag ("Player").transform; - playerHealth = player.GetComponent (); - enemyHealth = GetComponent (); - nav = GetComponent (); - } - - - void Update () - { - // If the enemy and the player have health left... - if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) - { - // ... set the destination of the nav mesh agent to the player. - nav.SetDestination (player.position); - } - // Otherwise... - else - { - // ... disable the nav mesh agent. - nav.enabled = false; - } - } - } +using UnityEngine; +using System.Collections; + +namespace CompleteProject +{ + public class EnemyMovement : MonoBehaviour + { + Transform player; // Reference to the player's position. + PlayerHealth playerHealth; // Reference to the player's health. + EnemyHealth enemyHealth; // Reference to this enemy's health. + UnityEngine.AI.NavMeshAgent nav; // Reference to the nav mesh agent. + + + void Awake () + { + // Set up the references. + player = GameObject.FindGameObjectWithTag ("Player").transform; + playerHealth = player.GetComponent (); + enemyHealth = GetComponent (); + nav = GetComponent (); + } + + + void Update () + { + // If the enemy and the player have health left... + if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0) + { + // ... set the destination of the nav mesh agent to the player. + nav.SetDestination (player.position); + } + // Otherwise... + else + { + // ... disable the nav mesh agent. + nav.enabled = false; + } + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta b/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta old mode 100755 new mode 100644 index f386d36..b79f6de --- a/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta +++ b/Assets/_Complete-Game/Scripts/Enemy/EnemyMovement.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 6ea9a6ed18654d14db02bf0076cfe488 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 6ea9a6ed18654d14db02bf0076cfe488 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Helpers.meta b/Assets/_Complete-Game/Scripts/Helpers.meta old mode 100755 new mode 100644 index d6dd729..90a4dbd --- a/Assets/_Complete-Game/Scripts/Helpers.meta +++ b/Assets/_Complete-Game/Scripts/Helpers.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: bafbb8cb07fedac43948d44f4b380830 -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: bafbb8cb07fedac43948d44f4b380830 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs b/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs old mode 100755 new mode 100644 index 9d9580d..a4bee02 --- a/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs +++ b/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs @@ -1,15 +1,15 @@ -using UnityEngine; -using System.Collections; - -public class RandomAnimationPoint : MonoBehaviour -{ - public bool randomize; - [Range(0f, 1f)] public float normalizedTime; - - - void OnValidate () - { - GetComponent ().Update (0f); - GetComponent ().Play ("Walk", 0, randomize ? Random.value : normalizedTime); - } -} +using UnityEngine; +using System.Collections; + +public class RandomAnimationPoint : MonoBehaviour +{ + public bool randomize; + [Range(0f, 1f)] public float normalizedTime; + + + void OnValidate () + { + GetComponent ().Update (0f); + GetComponent ().Play ("Walk", 0, randomize ? Random.value : normalizedTime); + } +} diff --git a/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta b/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta old mode 100755 new mode 100644 index 8b84864..20d7360 --- a/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta +++ b/Assets/_Complete-Game/Scripts/Helpers/RandomAnimationPoint.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: de4cc967c8e16fa4cb37cebf3eb501c6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: de4cc967c8e16fa4cb37cebf3eb501c6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs b/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs old mode 100755 new mode 100644 index 401acfa..63cf3ac --- a/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs +++ b/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs @@ -1,14 +1,14 @@ -using UnityEngine; -using System.Collections; - -public class RandomParticlePoint : MonoBehaviour -{ - [Range(0f, 1f)] - public float normalizedTime; - - - void OnValidate() - { - GetComponent().Simulate (normalizedTime, true, true); - } -} +using UnityEngine; +using System.Collections; + +public class RandomParticlePoint : MonoBehaviour +{ + [Range(0f, 1f)] + public float normalizedTime; + + + void OnValidate() + { + GetComponent().Simulate (normalizedTime, true, true); + } +} diff --git a/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta b/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta old mode 100755 new mode 100644 index a8685a2..297fa92 --- a/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta +++ b/Assets/_Complete-Game/Scripts/Helpers/RandomParticlePoint.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 9e29d72814f12624f9c2a9d1b98d6fcf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 9e29d72814f12624f9c2a9d1b98d6fcf +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs b/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs old mode 100755 new mode 100644 index 6647ae8..45705a4 --- a/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs +++ b/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs @@ -1,25 +1,25 @@ -using UnityEngine; -using System.Collections; -using UnityEngine.UI; - - -public class VolumeHandler : MonoBehaviour { - - // Use this for initialization - void Start () - { - if(GameObject.Find("EffectsSlider")) - GameObject.Find("EffectsSlider").GetComponent().onValueChanged.AddListener(SetVolume); - } - - void SetVolume(float volume) - { - GetComponent().volume = volume; - } - - void OnDestroy() - { - if(GameObject.Find("EffectsSlider")) - GameObject.Find("EffectsSlider").GetComponent().onValueChanged.RemoveListener(SetVolume); - } -} +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + + +public class VolumeHandler : MonoBehaviour { + + // Use this for initialization + void Start () + { + if(GameObject.Find("EffectsSlider")) + GameObject.Find("EffectsSlider").GetComponent().onValueChanged.AddListener(SetVolume); + } + + void SetVolume(float volume) + { + GetComponent().volume = volume; + } + + void OnDestroy() + { + if(GameObject.Find("EffectsSlider")) + GameObject.Find("EffectsSlider").GetComponent().onValueChanged.RemoveListener(SetVolume); + } +} diff --git a/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta b/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta old mode 100755 new mode 100644 index ddf99e6..9a87c3c --- a/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta +++ b/Assets/_Complete-Game/Scripts/Helpers/VolumeHandler.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 6f58c1d9ce56e1749830b8aebe8ba3bf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 6f58c1d9ce56e1749830b8aebe8ba3bf +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Managers.meta b/Assets/_Complete-Game/Scripts/Managers.meta old mode 100755 new mode 100644 index e2a076c..0198ac5 --- a/Assets/_Complete-Game/Scripts/Managers.meta +++ b/Assets/_Complete-Game/Scripts/Managers.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: f3796e7cb4a0fd844ac3d7800956af7c -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: f3796e7cb4a0fd844ac3d7800956af7c +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs b/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs old mode 100755 new mode 100644 index b489788..c806563 --- a/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs +++ b/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs @@ -1,36 +1,36 @@ -using UnityEngine; - -namespace CompleteProject -{ - public class EnemyManager : MonoBehaviour - { - public PlayerHealth playerHealth; // Reference to the player's heatlh. - public GameObject enemy; // The enemy prefab to be spawned. - public float spawnTime = 3f; // How long between each spawn. - public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from. - - - void Start () - { - // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time. - InvokeRepeating ("Spawn", spawnTime, spawnTime); - } - - - void Spawn () - { - // If the player has no health left... - if(playerHealth.currentHealth <= 0f) - { - // ... exit the function. - return; - } - - // Find a random index between zero and one less than the number of spawn points. - int spawnPointIndex = Random.Range (0, spawnPoints.Length); - - // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation. - Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); - } - } +using UnityEngine; + +namespace CompleteProject +{ + public class EnemyManager : MonoBehaviour + { + public PlayerHealth playerHealth; // Reference to the player's heatlh. + public GameObject enemy; // The enemy prefab to be spawned. + public float spawnTime = 3f; // How long between each spawn. + public Transform[] spawnPoints; // An array of the spawn points this enemy can spawn from. + + + void Start () + { + // Call the Spawn function after a delay of the spawnTime and then continue to call after the same amount of time. + InvokeRepeating ("Spawn", spawnTime, spawnTime); + } + + + void Spawn () + { + // If the player has no health left... + if(playerHealth.currentHealth <= 0f) + { + // ... exit the function. + return; + } + + // Find a random index between zero and one less than the number of spawn points. + int spawnPointIndex = Random.Range (0, spawnPoints.Length); + + // Create an instance of the enemy prefab at the randomly selected spawn point's position and rotation. + Instantiate (enemy, spawnPoints[spawnPointIndex].position, spawnPoints[spawnPointIndex].rotation); + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta b/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta old mode 100755 new mode 100644 index c33de8b..6290c45 --- a/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta +++ b/Assets/_Complete-Game/Scripts/Managers/EnemyManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 8bf862ffeb7e74943a1729f1cff11eb4 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 8bf862ffeb7e74943a1729f1cff11eb4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs b/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs old mode 100755 new mode 100644 index ed837ee..25dff46 --- a/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs +++ b/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs @@ -1,30 +1,30 @@ -using UnityEngine; - -namespace CompleteProject -{ - public class GameOverManager : MonoBehaviour - { - public PlayerHealth playerHealth; // Reference to the player's health. - - - Animator anim; // Reference to the animator component. - - - void Awake () - { - // Set up the reference. - anim = GetComponent (); - } - - - void Update () - { - // If the player has run out of health... - if(playerHealth.currentHealth <= 0) - { - // ... tell the animator the game is over. - anim.SetTrigger ("GameOver"); - } - } - } +using UnityEngine; + +namespace CompleteProject +{ + public class GameOverManager : MonoBehaviour + { + public PlayerHealth playerHealth; // Reference to the player's health. + + + Animator anim; // Reference to the animator component. + + + void Awake () + { + // Set up the reference. + anim = GetComponent (); + } + + + void Update () + { + // If the player has run out of health... + if(playerHealth.currentHealth <= 0) + { + // ... tell the animator the game is over. + anim.SetTrigger ("GameOver"); + } + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta b/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta old mode 100755 new mode 100644 index 5b1974e..4dfbf10 --- a/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta +++ b/Assets/_Complete-Game/Scripts/Managers/GameOverManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: a210693e63307044a858d1787aacd62c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: a210693e63307044a858d1787aacd62c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs b/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs old mode 100755 new mode 100644 index bcb69cd..9e7fd1b --- a/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs +++ b/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs @@ -1,59 +1,59 @@ -using UnityEngine; -using System.Collections; -using UnityEngine.UI; -using UnityEngine.Audio; -#if UNITY_EDITOR -using UnityEditor; -#endif - -public class PauseManager : MonoBehaviour { - - public AudioMixerSnapshot paused; - public AudioMixerSnapshot unpaused; - - Canvas canvas; - - void Start() - { - canvas = GetComponent(); - } - - void Update() - { - if (Input.GetKeyDown(KeyCode.Escape)) - { - canvas.enabled = !canvas.enabled; - Pause(); - } - } - - public void Pause() - { - Time.timeScale = Time.timeScale == 0 ? 1 : 0; - Lowpass (); - - } - - void Lowpass() - { - if (Time.timeScale == 0) - { - paused.TransitionTo(.01f); - } - - else - - { - unpaused.TransitionTo(.01f); - } - } - - public void Quit() - { - #if UNITY_EDITOR - EditorApplication.isPlaying = false; - #else - Application.Quit(); - #endif - } -} +using UnityEngine; +using System.Collections; +using UnityEngine.UI; +using UnityEngine.Audio; +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class PauseManager : MonoBehaviour { + + public AudioMixerSnapshot paused; + public AudioMixerSnapshot unpaused; + + Canvas canvas; + + void Start() + { + canvas = GetComponent(); + } + + void Update() + { + if (Input.GetKeyDown(KeyCode.Escape)) + { + canvas.enabled = !canvas.enabled; + Pause(); + } + } + + public void Pause() + { + Time.timeScale = Time.timeScale == 0 ? 1 : 0; + Lowpass (); + + } + + void Lowpass() + { + if (Time.timeScale == 0) + { + paused.TransitionTo(.01f); + } + + else + + { + unpaused.TransitionTo(.01f); + } + } + + public void Quit() + { + #if UNITY_EDITOR + EditorApplication.isPlaying = false; + #else + Application.Quit(); + #endif + } +} diff --git a/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta b/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta old mode 100755 new mode 100644 index 1147a39..409555a --- a/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta +++ b/Assets/_Complete-Game/Scripts/Managers/PauseManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 189bfb9c6772b6b4a87e12cd8b9af36f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 189bfb9c6772b6b4a87e12cd8b9af36f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs b/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs old mode 100755 new mode 100644 index a183dbd..0e52c43 --- a/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs +++ b/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs @@ -1,31 +1,31 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections; - -namespace CompleteProject -{ - public class ScoreManager : MonoBehaviour - { - public static int score; // The player's score. - - - Text text; // Reference to the Text component. - - - void Awake () - { - // Set up the reference. - text = GetComponent (); - - // Reset the score. - score = 0; - } - - - void Update () - { - // Set the displayed text to be the word "Score" followed by the score value. - text.text = "Score: " + score; - } - } +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +namespace CompleteProject +{ + public class ScoreManager : MonoBehaviour + { + public static int score; // The player's score. + + + Text text; // Reference to the Text component. + + + void Awake () + { + // Set up the reference. + text = GetComponent (); + + // Reset the score. + score = 0; + } + + + void Update () + { + // Set the displayed text to be the word "Score" followed by the score value. + text.text = "Score: " + score; + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta b/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta old mode 100755 new mode 100644 index 46f758a..440aecc --- a/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta +++ b/Assets/_Complete-Game/Scripts/Managers/ScoreManager.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: b4f43bf66218c874d871d02802b6a2db -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: b4f43bf66218c874d871d02802b6a2db +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Player.meta b/Assets/_Complete-Game/Scripts/Player.meta old mode 100755 new mode 100644 index 8e1c629..e078b62 --- a/Assets/_Complete-Game/Scripts/Player.meta +++ b/Assets/_Complete-Game/Scripts/Player.meta @@ -1,5 +1,5 @@ -fileFormatVersion: 2 -guid: 1cd2c9641294005428dc356c88d6c0d4 -folderAsset: yes -DefaultImporter: - userData: +fileFormatVersion: 2 +guid: 1cd2c9641294005428dc356c88d6c0d4 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs b/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs old mode 100755 new mode 100644 index 0c2514b..3b8b20d --- a/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs +++ b/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs @@ -1,110 +1,110 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections; -using UnityEngine.SceneManagement; - -namespace CompleteProject -{ - public class PlayerHealth : MonoBehaviour - { - public int startingHealth = 100; // The amount of health the player starts the game with. - public int currentHealth; // The current health the player has. - public Slider healthSlider; // Reference to the UI's health bar. - public Image damageImage; // Reference to an image to flash on the screen on being hurt. - public AudioClip deathClip; // The audio clip to play when the player dies. - public float flashSpeed = 5f; // The speed the damageImage will fade at. - public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash. - - - Animator anim; // Reference to the Animator component. - AudioSource playerAudio; // Reference to the AudioSource component. - PlayerMovement playerMovement; // Reference to the player's movement. - PlayerShooting playerShooting; // Reference to the PlayerShooting script. - bool isDead; // Whether the player is dead. - bool damaged; // True when the player gets damaged. - - - void Awake () - { - // Setting up the references. - anim = GetComponent (); - playerAudio = GetComponent (); - playerMovement = GetComponent (); - playerShooting = GetComponentInChildren (); - - // Set the initial health of the player. - currentHealth = startingHealth; - } - - - void Update () - { - // If the player has just been damaged... - if(damaged) - { - // ... set the colour of the damageImage to the flash colour. - damageImage.color = flashColour; - } - // Otherwise... - else - { - // ... transition the colour back to clear. - damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime); - } - - // Reset the damaged flag. - damaged = false; - } - - - public void TakeDamage (int amount) - { - // Set the damaged flag so the screen will flash. - damaged = true; - - // Reduce the current health by the damage amount. - currentHealth -= amount; - - // Set the health bar's value to the current health. - healthSlider.value = currentHealth; - - // Play the hurt sound effect. - playerAudio.Play (); - - // If the player has lost all it's health and the death flag hasn't been set yet... - if(currentHealth <= 0 && !isDead) - { - // ... it should die. - Death (); - } - } - - - void Death () - { - // Set the death flag so this function won't be called again. - isDead = true; - - // Turn off any remaining shooting effects. - playerShooting.DisableEffects (); - - // Tell the animator that the player is dead. - anim.SetTrigger ("Die"); - - // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing). - playerAudio.clip = deathClip; - playerAudio.Play (); - - // Turn off the movement and shooting scripts. - playerMovement.enabled = false; - playerShooting.enabled = false; - } - - - public void RestartLevel () - { - // Reload the level that is currently loaded. - SceneManager.LoadScene (0); - } - } +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using UnityEngine.SceneManagement; + +namespace CompleteProject +{ + public class PlayerHealth : MonoBehaviour + { + public int startingHealth = 100; // The amount of health the player starts the game with. + public int currentHealth; // The current health the player has. + public Slider healthSlider; // Reference to the UI's health bar. + public Image damageImage; // Reference to an image to flash on the screen on being hurt. + public AudioClip deathClip; // The audio clip to play when the player dies. + public float flashSpeed = 5f; // The speed the damageImage will fade at. + public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash. + + + Animator anim; // Reference to the Animator component. + AudioSource playerAudio; // Reference to the AudioSource component. + PlayerMovement playerMovement; // Reference to the player's movement. + PlayerShooting playerShooting; // Reference to the PlayerShooting script. + bool isDead; // Whether the player is dead. + bool damaged; // True when the player gets damaged. + + + void Awake () + { + // Setting up the references. + anim = GetComponent (); + playerAudio = GetComponent (); + playerMovement = GetComponent (); + playerShooting = GetComponentInChildren (); + + // Set the initial health of the player. + currentHealth = startingHealth; + } + + + void Update () + { + // If the player has just been damaged... + if(damaged) + { + // ... set the colour of the damageImage to the flash colour. + damageImage.color = flashColour; + } + // Otherwise... + else + { + // ... transition the colour back to clear. + damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime); + } + + // Reset the damaged flag. + damaged = false; + } + + + public void TakeDamage (int amount) + { + // Set the damaged flag so the screen will flash. + damaged = true; + + // Reduce the current health by the damage amount. + currentHealth -= amount; + + // Set the health bar's value to the current health. + healthSlider.value = currentHealth; + + // Play the hurt sound effect. + playerAudio.Play (); + + // If the player has lost all it's health and the death flag hasn't been set yet... + if(currentHealth <= 0 && !isDead) + { + // ... it should die. + Death (); + } + } + + + void Death () + { + // Set the death flag so this function won't be called again. + isDead = true; + + // Turn off any remaining shooting effects. + playerShooting.DisableEffects (); + + // Tell the animator that the player is dead. + anim.SetTrigger ("Die"); + + // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing). + playerAudio.clip = deathClip; + playerAudio.Play (); + + // Turn off the movement and shooting scripts. + playerMovement.enabled = false; + playerShooting.enabled = false; + } + + + public void RestartLevel () + { + // Reload the level that is currently loaded. + SceneManager.LoadScene (0); + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta b/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta old mode 100755 new mode 100644 index 5905bae..96dae52 --- a/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta +++ b/Assets/_Complete-Game/Scripts/Player/PlayerHealth.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: c32067ea884548644b13cf9baddd4573 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: c32067ea884548644b13cf9baddd4573 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs b/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs old mode 100755 new mode 100644 index 901cb0a..69c83bf --- a/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs +++ b/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs @@ -1,117 +1,117 @@ -using UnityEngine; -using UnitySampleAssets.CrossPlatformInput; - -namespace CompleteProject -{ - public class PlayerMovement : MonoBehaviour - { - public float speed = 6f; // The speed that the player will move at. - - - Vector3 movement; // The vector to store the direction of the player's movement. - Animator anim; // Reference to the animator component. - Rigidbody playerRigidbody; // Reference to the player's rigidbody. -#if !MOBILE_INPUT - int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer. - float camRayLength = 100f; // The length of the ray from the camera into the scene. -#endif - - void Awake () - { -#if !MOBILE_INPUT - // Create a layer mask for the floor layer. - floorMask = LayerMask.GetMask ("Floor"); -#endif - - // Set up references. - anim = GetComponent (); - playerRigidbody = GetComponent (); - } - - - void FixedUpdate () - { - // Store the input axes. - float h = CrossPlatformInputManager.GetAxisRaw("Horizontal"); - float v = CrossPlatformInputManager.GetAxisRaw("Vertical"); - - // Move the player around the scene. - Move (h, v); - - // Turn the player to face the mouse cursor. - Turning (); - - // Animate the player. - Animating (h, v); - } - - - void Move (float h, float v) - { - // Set the movement vector based on the axis input. - movement.Set (h, 0f, v); - - // Normalise the movement vector and make it proportional to the speed per second. - movement = movement.normalized * speed * Time.deltaTime; - - // Move the player to it's current position plus the movement. - playerRigidbody.MovePosition (transform.position + movement); - } - - - void Turning () - { -#if !MOBILE_INPUT - // Create a ray from the mouse cursor on screen in the direction of the camera. - Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); - - // Create a RaycastHit variable to store information about what was hit by the ray. - RaycastHit floorHit; - - // Perform the raycast and if it hits something on the floor layer... - if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) - { - // Create a vector from the player to the point on the floor the raycast from the mouse hit. - Vector3 playerToMouse = floorHit.point - transform.position; - - // Ensure the vector is entirely along the floor plane. - playerToMouse.y = 0f; - - // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. - Quaternion newRotatation = Quaternion.LookRotation (playerToMouse); - - // Set the player's rotation to this new rotation. - playerRigidbody.MoveRotation (newRotatation); - } -#else - - Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y")); - - if (turnDir != Vector3.zero) - { - // Create a vector from the player to the point on the floor the raycast from the mouse hit. - Vector3 playerToMouse = (transform.position + turnDir) - transform.position; - - // Ensure the vector is entirely along the floor plane. - playerToMouse.y = 0f; - - // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. - Quaternion newRotatation = Quaternion.LookRotation(playerToMouse); - - // Set the player's rotation to this new rotation. - playerRigidbody.MoveRotation(newRotatation); - } -#endif - } - - - void Animating (float h, float v) - { - // Create a boolean that is true if either of the input axes is non-zero. - bool walking = h != 0f || v != 0f; - - // Tell the animator whether or not the player is walking. - anim.SetBool ("IsWalking", walking); - } - } +using UnityEngine; +using UnitySampleAssets.CrossPlatformInput; + +namespace CompleteProject +{ + public class PlayerMovement : MonoBehaviour + { + public float speed = 6f; // The speed that the player will move at. + + + Vector3 movement; // The vector to store the direction of the player's movement. + Animator anim; // Reference to the animator component. + Rigidbody playerRigidbody; // Reference to the player's rigidbody. +#if !MOBILE_INPUT + int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer. + float camRayLength = 100f; // The length of the ray from the camera into the scene. +#endif + + void Awake () + { +#if !MOBILE_INPUT + // Create a layer mask for the floor layer. + floorMask = LayerMask.GetMask ("Floor"); +#endif + + // Set up references. + anim = GetComponent (); + playerRigidbody = GetComponent (); + } + + + void FixedUpdate () + { + // Store the input axes. + float h = CrossPlatformInputManager.GetAxisRaw("Horizontal"); + float v = CrossPlatformInputManager.GetAxisRaw("Vertical"); + + // Move the player around the scene. + Move (h, v); + + // Turn the player to face the mouse cursor. + Turning (); + + // Animate the player. + Animating (h, v); + } + + + void Move (float h, float v) + { + // Set the movement vector based on the axis input. + movement.Set (h, 0f, v); + + // Normalise the movement vector and make it proportional to the speed per second. + movement = movement.normalized * speed * Time.deltaTime; + + // Move the player to it's current position plus the movement. + playerRigidbody.MovePosition (transform.position + movement); + } + + + void Turning () + { +#if !MOBILE_INPUT + // Create a ray from the mouse cursor on screen in the direction of the camera. + Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); + + // Create a RaycastHit variable to store information about what was hit by the ray. + RaycastHit floorHit; + + // Perform the raycast and if it hits something on the floor layer... + if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)) + { + // Create a vector from the player to the point on the floor the raycast from the mouse hit. + Vector3 playerToMouse = floorHit.point - transform.position; + + // Ensure the vector is entirely along the floor plane. + playerToMouse.y = 0f; + + // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. + Quaternion newRotatation = Quaternion.LookRotation (playerToMouse); + + // Set the player's rotation to this new rotation. + playerRigidbody.MoveRotation (newRotatation); + } +#else + + Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y")); + + if (turnDir != Vector3.zero) + { + // Create a vector from the player to the point on the floor the raycast from the mouse hit. + Vector3 playerToMouse = (transform.position + turnDir) - transform.position; + + // Ensure the vector is entirely along the floor plane. + playerToMouse.y = 0f; + + // Create a quaternion (rotation) based on looking down the vector from the player to the mouse. + Quaternion newRotatation = Quaternion.LookRotation(playerToMouse); + + // Set the player's rotation to this new rotation. + playerRigidbody.MoveRotation(newRotatation); + } +#endif + } + + + void Animating (float h, float v) + { + // Create a boolean that is true if either of the input axes is non-zero. + bool walking = h != 0f || v != 0f; + + // Tell the animator whether or not the player is walking. + anim.SetBool ("IsWalking", walking); + } + } } \ No newline at end of file diff --git a/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta b/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta old mode 100755 new mode 100644 index 1a5fe3e..61d8d97 --- a/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta +++ b/Assets/_Complete-Game/Scripts/Player/PlayerMovement.cs.meta @@ -1,8 +1,8 @@ -fileFormatVersion: 2 -guid: 9b2268f9c7df8764aa2e92dbf55b5ae1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 100 - icon: {instanceID: 0} - userData: +fileFormatVersion: 2 +guid: 9b2268f9c7df8764aa2e92dbf55b5ae1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 100 + icon: {instanceID: 0} + userData: diff --git a/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs b/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs old mode 100755 new mode 100644 index e4b458c..eae7717 --- a/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs +++ b/Assets/_Complete-Game/Scripts/Player/PlayerShooting.cs @@ -1,125 +1,125 @@ -using UnityEngine; -using UnitySampleAssets.CrossPlatformInput; - -namespace CompleteProject -{ - public class PlayerShooting : MonoBehaviour - { - public int damagePerShot = 20; // The damage inflicted by each bullet. - public float timeBetweenBullets = 0.15f; // The time between each shot. - public float range = 100f; // The distance the gun can fire. - - - float timer; // A timer to determine when to fire. - Ray shootRay = new Ray(); // A ray from the gun end forwards. - RaycastHit shootHit; // A raycast hit to get information about what was hit. - int shootableMask; // A layer mask so the raycast only hits things on the shootable layer. - ParticleSystem gunParticles; // Reference to the particle system. - LineRenderer gunLine; // Reference to the line renderer. - AudioSource gunAudio; // Reference to the audio source. - Light gunLight; // Reference to the light component. - public Light faceLight; // Duh - float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for. - - - void Awake () - { - // Create a layer mask for the Shootable layer. - shootableMask = LayerMask.GetMask ("Shootable"); - - // Set up the references. - gunParticles = GetComponent (); - gunLine = GetComponent (); - gunAudio = GetComponent (); - gunLight = GetComponent (); - //faceLight = GetComponentInChildren (); - } - - - void Update () - { - // Add the time since Update was last called to the timer. - timer += Time.deltaTime; - -#if !MOBILE_INPUT - // If the Fire1 button is being press and it's time to fire... - if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0) - { - // ... shoot the gun. - Shoot (); - } -#else - // If there is input on the shoot direction stick and it's time to fire... - if ((CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) && timer >= timeBetweenBullets) - { - // ... shoot the gun - Shoot(); - } -#endif - // If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for... - if(timer >= timeBetweenBullets * effectsDisplayTime) - { - // ... disable the effects. - DisableEffects (); - } - } - - - public void DisableEffects () - { - // Disable the line renderer and the light. - gunLine.enabled = false; - faceLight.enabled = false; - gunLight.enabled = false; - } - - - void Shoot () - { - // Reset the timer. - timer = 0f; - - // Play the gun shot audioclip. - gunAudio.Play (); - - // Enable the lights. - gunLight.enabled = true; - faceLight.enabled = true; - - // Stop the particles from playing if they were, then start the particles. - gunParticles.Stop (); - gunParticles.Play (); - - // Enable the line renderer and set it's first position to be the end of the gun. - gunLine.enabled = true; - gunLine.SetPosition (0, transform.position); - - // Set the shootRay so that it starts at the end of the gun and points forward from the barrel. - shootRay.origin = transform.position; - shootRay.direction = transform.forward; - - // Perform the raycast against gameobjects on the shootable layer and if it hits something... - if(Physics.Raycast (shootRay, out shootHit, range, shootableMask)) - { - // Try and find an EnemyHealth script on the gameobject hit. - EnemyHealth enemyHealth = shootHit.collider.GetComponent (); - - // If the EnemyHealth component exist... - if(enemyHealth != null) - { - // ... the enemy should take damage. - enemyHealth.TakeDamage (damagePerShot, shootHit.point); - } - - // Set the second position of the line renderer to the point the raycast hit. - gunLine.SetPosition (1, shootHit.point); - } - // If the raycast didn't hit anything on the shootable layer... - else - { - // ... set the second position of the line renderer to the fullest extent of the gun's range. - gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range); - } - } - } +using UnityEngine; +using UnitySampleAssets.CrossPlatformInput; + +namespace CompleteProject +{ + public class PlayerShooting : MonoBehaviour + { + public int damagePerShot = 20; // The damage inflicted by each bullet. + public float timeBetweenBullets = 0.15f; // The time between each shot. + public float range = 100f; // The distance the gun can fire. + + + float timer; // A timer to determine when to fire. + Ray shootRay = new Ray(); // A ray from the gun end forwards. + RaycastHit shootHit; // A raycast hit to get information about what was hit. + int shootableMask; // A layer mask so the raycast only hits things on the shootable layer. + ParticleSystem gunParticles; // Reference to the particle system. + LineRenderer gunLine; // Reference to the line renderer. + AudioSource gunAudio; // Reference to the audio source. + Light gunLight; // Reference to the light component. + public Light faceLight; // Duh + float effectsDisplayTime = 0.2f; // The proportion of the timeBetweenBullets that the effects will display for. + + + void Awake () + { + // Create a layer mask for the Shootable layer. + shootableMask = LayerMask.GetMask ("Shootable"); + + // Set up the references. + gunParticles = GetComponent (); + gunLine = GetComponent (); + gunAudio = GetComponent (); + gunLight = GetComponent (); + //faceLight = GetComponentInChildren (); + } + + + void Update () + { + // Add the time since Update was last called to the timer. + timer += Time.deltaTime; + +#if !MOBILE_INPUT + // If the Fire1 button is being press and it's time to fire... + if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0) + { + // ... shoot the gun. + Shoot (); + } +#else + // If there is input on the shoot direction stick and it's time to fire... + if ((CrossPlatformInputManager.GetAxisRaw("Mouse X") != 0 || CrossPlatformInputManager.GetAxisRaw("Mouse Y") != 0) && timer >= timeBetweenBullets) + { + // ... shoot the gun + Shoot(); + } +#endif + // If the timer has exceeded the proportion of timeBetweenBullets that the effects should be displayed for... + if(timer >= timeBetweenBullets * effectsDisplayTime) + { + // ... disable the effects. + DisableEffects (); + } + } + + + public void DisableEffects () + { + // Disable the line renderer and the light. + gunLine.enabled = false; + faceLight.enabled = false; + gunLight.enabled = false; + } + + + void Shoot () + { + // Reset the timer. + timer = 0f; + + // Play the gun shot audioclip. + gunAudio.Play (); + + // Enable the lights. + gunLight.enabled = true; + faceLight.enabled = true; + + // Stop the particles from playing if they were, then start the particles. + gunParticles.Stop (); + gunParticles.Play (); + + // Enable the line renderer and set it's first position to be the end of the gun. + gunLine.enabled = true; + gunLine.SetPosition (0, transform.position); + + // Set the shootRay so that it starts at the end of the gun and points forward from the barrel. + shootRay.origin = transform.position; + shootRay.direction = transform.forward; + + // Perform the raycast against gameobjects on the shootable layer and if it hits something... + if(Physics.Raycast (shootRay, out shootHit, range, shootableMask)) + { + // Try and find an EnemyHealth script on the gameobject hit. + EnemyHealth enemyHealth = shootHit.collider.GetComponent (); + + // If the EnemyHealth component exist... + if(enemyHealth != null) + { + // ... the enemy should take damage. + enemyHealth.TakeDamage (damagePerShot, shootHit.point); + } + + // Set the second position of the line renderer to the point the raycast hit. + gunLine.SetPosition (1, shootHit.point); + 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softParticles: 1 + softVegetation: 1 + realtimeReflectionProbes: 1 + billboardsFaceCameraPosition: 1 + vSyncCount: 1 + lodBias: 2 + maximumLODLevel: 0 + particleRaycastBudget: 4096 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + resolutionScalingFixedDPIFactor: 1 + excludedTargetPlatforms: [] + m_PerPlatformDefaultQuality: + Android: 2 + Nintendo 3DS: 5 + Nintendo Switch: 5 + PS4: 5 + PSP2: 2 + Standalone: 5 + Tizen: 2 + WebGL: 3 + WiiU: 5 + Windows Store Apps: 5 + XboxOne: 5 + iPhone: 2 + tvOS: 2 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 5348079..e93f8de 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -3,7 +3,8 @@ --- !u!78 &1 TagManager: serializedVersion: 2 - tags: [] + tags: + - Enemy layers: - Default - TransparentFX @@ -15,7 +16,7 @@ TagManager: - - PostProcessing - Floor - - + - Shootable - - - diff --git a/ProjectSettings/UnityConnectSettings.asset b/ProjectSettings/UnityConnectSettings.asset index fa0b146..25dc755 100644 --- a/ProjectSettings/UnityConnectSettings.asset +++ b/ProjectSettings/UnityConnectSettings.asset @@ -4,7 +4,7 @@ UnityConnectSettings: m_ObjectHideFlags: 0 serializedVersion: 1 - m_Enabled: 0 + m_Enabled: 1 m_TestMode: 0 m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events m_EventUrl: https://cdp.cloud.unity3d.com/v1/events @@ -19,7 +19,7 @@ UnityConnectSettings: m_Enabled: 0 m_TestMode: 0 UnityAnalyticsSettings: - m_Enabled: 0 + m_Enabled: 1 m_TestMode: 0 m_InitializeOnStartup: 1 UnityAdsSettings: @@ -28,7 +28,10 @@ UnityConnectSettings: m_TestMode: 0 m_IosGameId: m_AndroidGameId: - m_GameIds: {} + m_GameIds: + AndroidPlayer: + iPhonePlayer: + tvOSPlayer: m_GameId: PerformanceReportingSettings: m_Enabled: 0