Joshua Reason 7 years ago
parent
commit
bdaede95da
75 changed files with 1853 additions and 35 deletions
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IronToad_UnityProject/Assets/Prefabs/Spotlight.prefab View File


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IronToad_UnityProject/Assets/Scripts/AlertController.cs View File

@ -0,0 +1,56 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AlertController : MonoBehaviour
{
public Text text;
public Slider slider;
public float hideTime = 5f;
private Vector3 originalPos;
private float lastSpotted;
void Start ()
{
NotificationServer.register("spotted boat", spottedBoat);
NotificationServer.register("lost boat", lostBoat);
originalPos = text.rectTransform.anchoredPosition3D;
}
public void spottedBoat()
{
LeanTween.cancel(text.gameObject, false);
LeanTween.cancel(slider.gameObject, false);
lastSpotted = Time.timeSinceLevelLoad;
NotificationServer.notify("show AlertText");
text.text = "hide!";
setTimer(0f);
}
public void lostBoat()
{
LeanTween.cancel(text.gameObject, false);
LeanTween.cancel(slider.gameObject, false);
NotificationServer.notify("show AlertText");
NotificationServer.notify("show AlertTimer");
text.text = "stay hidden";
LeanTween.value(slider.gameObject, 0f, 1f, hideTime).setOnUpdate((float val)=>{
setTimer(val);
}).setOnComplete(()=>{
NotificationServer.notify("hide AlertTimer");
NotificationServer.notify("statechange Searchlight returning");
text.text = "hidden...";
LeanTween.delayedCall(text.gameObject, 2f, ()=>{
NotificationServer.notify("hide AlertText");
});
});
}
public void setTimer(float val)
{
slider.value = val;
}
}

+ 12
- 0
IronToad_UnityProject/Assets/Scripts/AlertController.cs.meta View File

@ -0,0 +1,12 @@
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IronToad_UnityProject/Assets/Lighthouse.cs → IronToad_UnityProject/Assets/Scripts/Lighthouse.cs View File

@ -15,12 +15,15 @@ public class Lighthouse : MonoBehaviour
public AnimationCurve animationCurve;
private BGCcCursor splineCursor;
private BGCcCursorObjectTranslate splineObjectTranslate;
private int targetPoint = 0;
private bool reverseDirection = false;
private bool midpoint = false;
void Start()
{
splineCursor = splineCurve.GetComponent<BGCcCursor>();
splineObjectTranslate = splineCurve.GetComponent<BGCcCursorObjectTranslate>();
if (splineDistantPoints == null || splineDistantPoints.Count == 0)
{
@ -36,6 +39,8 @@ public class Lighthouse : MonoBehaviour
}
splineCursor.Distance = 0f;
moveToNextPoint();
NotificationServer.register("statechange Searchlight", searchlightStateChanged);
}
public void moveToNextPoint()
@ -59,12 +64,44 @@ public class Lighthouse : MonoBehaviour
}
}
midpoint = true;
float start = splineCursor.Distance;
float end = splineDistantPoints[targetPoint];
float distance = Mathf.Abs(end - start);
LeanTween.value(gameObject, start, end, distance / speed + timePadding).setOnUpdate((float val)=>{
splineCursor.Distance = val;
}).setEase(animationCurve).setOnComplete(moveToNextPoint);
}).setEase(animationCurve).setOnComplete(()=>{
midpoint = false;
moveToNextPoint();
});
});
}
public void searchlightStateChanged()
{
LeanTween.cancel(gameObject, false);
if (Searchlight.state == Searchlight.SearchState.Chasing)
{
splineObjectTranslate.enabled = false;
}
else if (Searchlight.state == Searchlight.SearchState.Returning)
{
splineObjectTranslate.enabled = false;
Vector3 start = splineObjectTranslate.ObjectToManipulate.position;
Vector3 end = splineCursor.CalculatePosition();
float distance = (end - start).magnitude;
LeanTween.move(splineObjectTranslate.ObjectToManipulate.gameObject, end, distance / speed + timePadding).setEase(animationCurve).setOnComplete(()=>{
splineObjectTranslate.enabled = true;
if (midpoint)
{
if (reverseDirection)
targetPoint++;
else
targetPoint--;
}
moveToNextPoint();
NotificationServer.notify("statechange Searchlight safe");
});
}
}
}

IronToad_UnityProject/Assets/Lighthouse.cs.meta → IronToad_UnityProject/Assets/Scripts/Lighthouse.cs.meta View File


+ 115
- 0
IronToad_UnityProject/Assets/Scripts/Searchlight.cs View File

@ -0,0 +1,115 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Searchlight : MonoBehaviour
{
public enum SearchState
{
Spline,
Chasing,
Returning
}
public float speed = 500f;
public float timePadding = 0.5f;
public float timeBetweenChase = 0.5f;
public float randomFactor = 50f;
public AnimationCurve animationCurve;
[HideInInspector]
public bool isTriggering = false;
public static SearchState state = SearchState.Spline;
public static Collider chased;
private static List<Searchlight> instants = new List<Searchlight>();
public static bool isTriggeringAtLeastOne()
{
foreach (Searchlight sl in instants)
{
if (sl.isTriggering)
return true;
}
return false;
}
void Awake()
{
NotificationServer.register("statechange Searchlight", stateChanged);
NotificationServer.register("statechange Searchlight safe", stateSafe);
NotificationServer.register("statechange Searchlight returning", stateReturning);
if (!instants.Contains(this))
instants.Add(this);
}
void OnTriggerEnter(Collider other)
{
if (other.tag != "Player")
return;
chased = other;
isTriggering = true;
if (state != SearchState.Chasing)
{
state = SearchState.Chasing;
NotificationServer.notify("statechange Searchlight");
NotificationServer.notify("chasing boat");
}
NotificationServer.notify("spotted boat");
}
void OnTriggerExit(Collider other)
{
if (other.tag != "Player")
return;
isTriggering = false;
if (state == SearchState.Chasing && !isTriggeringAtLeastOne())
{
// chased = null;
// state = SearchState.Returning;
// NotificationServer.notify("statechange Searchlight");
NotificationServer.notify("lost boat");
}
}
public void stateSafe()
{
state = SearchState.Spline;
// NotificationServer.notify("statechange Searchlight");
}
public void stateReturning()
{
state = SearchState.Returning;
NotificationServer.notify("statechange Searchlight");
}
public void stateChanged()
{
LeanTween.cancel(gameObject, false);
if (state == SearchState.Chasing)
LeanTween.move(gameObject, chased.transform.position, 0.5f).setEase(animationCurve).setOnComplete(chase);
}
public void chase()
{
if (isTriggering)
{
LeanTween.delayedCall(gameObject, timeBetweenChase, chase);
}
else
{
LeanTween.delayedCall(gameObject, timeBetweenChase, ()=>{
Vector3 start = transform.position;
Vector3 end = chased.transform.position
+ Vector3.right * Random.Range(-randomFactor, randomFactor)
+ Vector3.forward * Random.Range(-randomFactor, randomFactor);
float distance = (end - start).magnitude;
LeanTween.value(gameObject, 0f, 1f, distance / speed + timePadding).setOnUpdate((float val)=>{
transform.position = start + (end-start)*val;
}).setEase(animationCurve).setOnComplete(chase);
});
}
}
}

+ 12
- 0
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+ 20
- 0
IronToad_UnityProject/Assets/Scripts/TestMoveController.cs View File

@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestMoveController : MonoBehaviour
{
public float speed = 100f;
void Update ()
{
if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
transform.Translate(Vector3.back * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
transform.Translate(Vector3.left * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
transform.Translate(Vector3.forward * Time.deltaTime * speed);
if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
transform.Translate(Vector3.right * Time.deltaTime * speed);
}
}

+ 12
- 0
IronToad_UnityProject/Assets/Scripts/TestMoveController.cs.meta View File

@ -0,0 +1,12 @@
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+ 21
- 2
IronToad_UnityProject/Assets/Scripts/UIPanel.cs View File

@ -30,6 +30,7 @@ public class UIPanel : MonoBehaviour
private RectTransform rectTransform;
private CanvasGroup canvasGroup;
private Vector3 originalPos;
private bool isShowing = false;
void Awake ()
{
@ -58,10 +59,13 @@ public class UIPanel : MonoBehaviour
setShowState();
else
setHideState();
pauseGame();
}
public void showPanel()
{
// if (isShowing)
// return;
float startAlpha = 0f;
float endAlpha = 1f;
Vector3 startPos = originalPos;
@ -92,11 +96,13 @@ public class UIPanel : MonoBehaviour
canvasGroup.alpha = startAlpha + (endAlpha-startAlpha)*fadeCurve.Evaluate(val);
rectTransform.anchoredPosition3D = startPos + (endPos-startPos)*showCurve.Evaluate(val);
transform.localScale = startScale + (endScale-startScale)*showCurve.Evaluate(val);
}).setOnComplete(setShowState);
}).setOnComplete(setShowState).setIgnoreTimeScale(true);
}
public void hidePanel()
{
// if (!isShowing)
// return;
float startAlpha = 1f;
float endAlpha = 0f;
Vector3 startPos = originalPos;
@ -127,7 +133,7 @@ public class UIPanel : MonoBehaviour
canvasGroup.alpha = startAlpha + (endAlpha-startAlpha)*fadeCurve.Evaluate(val);
rectTransform.anchoredPosition3D = startPos + (endPos-startPos)*hideCurve.Evaluate(val);
transform.localScale = startScale + (endScale-startScale)*hideCurve.Evaluate(val);
}).setOnComplete(setHideState);
}).setOnComplete(setHideState).setIgnoreTimeScale(true);
}
public void setShowState()
@ -137,6 +143,7 @@ public class UIPanel : MonoBehaviour
canvasGroup.alpha = 1f;
rectTransform.anchoredPosition3D = originalPos;
transform.localScale = Vector3.one;
isShowing = true;
}
public void setHideState()
@ -144,6 +151,7 @@ public class UIPanel : MonoBehaviour
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
canvasGroup.alpha = 0f;
isShowing = false;
}
public void quitApplication()
@ -154,5 +162,16 @@ public class UIPanel : MonoBehaviour
public void startGame()
{
NotificationServer.notify("show GameUI");
unpauseGame();
}
public void pauseGame()
{
Time.timeScale = 0f;
}
public void unpauseGame()
{
Time.timeScale = 1f;
}
}

IronToad_UnityProject/Assets/Sound.meta~33da7c3282ca6f5c80ab157e88e7a3f2b299d2eb → IronToad_UnityProject/Assets/Standard Assets/Utility.meta View File

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timeCreated: 1436977288
licenseType: Pro
DefaultImporter:
userData:
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+ 61
- 0
IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs View File

@ -0,0 +1,61 @@
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class SmoothFollow : MonoBehaviour
{
// The target we are following
[SerializeField]
private Transform target;
// The distance in the x-z plane to the target
[SerializeField]
private float distance = 10.0f;
// the height we want the camera to be above the target
[SerializeField]
private float height = 5.0f;
[SerializeField]
private float rotationDamping;
[SerializeField]
private float heightDamping;
// Use this for initialization
void Start() { }
// Update is called once per frame
void LateUpdate()
{
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
var wantedRotationAngle = target.eulerAngles.y;
var wantedHeight = target.position.y + height;
var currentRotationAngle = transform.eulerAngles.y;
var currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);
// Always look at the target
transform.LookAt(target);
}
}
}

+ 9
- 0
IronToad_UnityProject/Assets/Standard Assets/Utility/SmoothFollow.cs.meta View File

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IronToad_UnityProject/Assets/_Scenes/GreyBox_Prototype.unity View File


BIN
IronToad_UnityProject/Assets/_Scenes/LighthouseTestScene.unity View File


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IronToad_UnityProject/Assets/water/Water.mat View File


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