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0 + extraExposedTransformPaths: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: .00999999978 + meshCompression: 0 + addColliders: 0 + importBlendShapes: 1 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + optimizeMeshForGPU: 1 + weldVertices: 1 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + tangentSpace: + normalSmoothAngle: 60 + splitTangentsAcrossUV: 1 + normalImportMode: 0 + tangentImportMode: 1 + importAnimation: 1 + copyAvatar: 0 + humanDescription: + human: [] + skeleton: [] + armTwist: .5 + foreArmTwist: .5 + upperLegTwist: .5 + legTwist: .5 + armStretch: .0500000007 + legStretch: .0500000007 + feetSpacing: 0 + rootMotionBoneName: + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 2 + additionalBone: 0 + userData: diff --git a/playable/Assets/Prefabs/Canvas.prefab b/playable/Assets/Prefabs/Canvas.prefab new file mode 100644 index 0000000..3054e31 Binary files /dev/null and b/playable/Assets/Prefabs/Canvas.prefab differ diff --git a/playable/Assets/Prefabs/Canvas.prefab.meta b/playable/Assets/Prefabs/Canvas.prefab.meta new file mode 100644 index 0000000..1d9851c --- /dev/null +++ b/playable/Assets/Prefabs/Canvas.prefab.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: ea73c716bda774f4bb756900c863c6cb +NativeFormatImporter: + userData: diff --git a/playable/Assets/Prefabs/Image.prefab b/playable/Assets/Prefabs/Image.prefab new file mode 100644 index 0000000..ea43172 Binary files /dev/null and b/playable/Assets/Prefabs/Image.prefab differ diff --git a/playable/Assets/Prefabs/Image.prefab.meta b/playable/Assets/Prefabs/Image.prefab.meta new file mode 100644 index 0000000..f1a333b --- /dev/null +++ b/playable/Assets/Prefabs/Image.prefab.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: cad3f5852e4bb654cb9045e32924dc5c +NativeFormatImporter: + userData: diff --git a/playable/Assets/Scenes/Level1.unity b/playable/Assets/Scenes/Level1.unity index 280014b..59cf0ff 100644 Binary files a/playable/Assets/Scenes/Level1.unity and b/playable/Assets/Scenes/Level1.unity differ diff --git a/playable/Assets/Scenes/Level2.unity b/playable/Assets/Scenes/Level2.unity index 2c4a596..b97050d 100644 Binary files a/playable/Assets/Scenes/Level2.unity and b/playable/Assets/Scenes/Level2.unity differ diff --git a/playable/Assets/Scripts/CDscript.cs b/playable/Assets/Scripts/CDscript.cs index f70f52e..2139cf3 100644 --- a/playable/Assets/Scripts/CDscript.cs +++ b/playable/Assets/Scripts/CDscript.cs @@ -5,7 +5,12 @@ public class CDscript : MonoBehaviour { public bool pause = true; public float startCount = 5.0f; - + public GameObject num1; + public GameObject num2; + public GameObject num3; + public GameObject num4; + public GameObject num5; + //public GameObject shat; // Use this for initialization void Start () { pause = true; @@ -18,22 +23,54 @@ public class CDscript : MonoBehaviour { Time.timeScale = 0; Debug.Log ("cd"); } - /*if (startCount >=4.0f && <4.9f){ - + if (startCount > 0) { + //shat.SetActive (false); } - if (startCount >=3.0f && <3.9f){ - + if (startCount >=4.0f && startCount <= 4.9f){ + num5.SetActive(true); + num4.SetActive(false); + num3.SetActive(false); + num2.SetActive(false); + num1.SetActive(false); } - if (startCount >=2.0f && <2.9f){ - + if (startCount >=3.0f && startCount <= 3.9f){ + num5.SetActive(false); + num4.SetActive(true); + num3.SetActive(false); + num2.SetActive(false); + num1.SetActive(false); } - if (startCount >=1.0f && <1.9f){ - + if (startCount >=2.0f && startCount <= 2.9f){ + num5.SetActive(false); + num4.SetActive(false); + num3.SetActive(true); + num2.SetActive(false); + num1.SetActive(false); } - if (startCount >=0.0f && <0.9f){ - - }*/ + if (startCount >=1.0f && startCount <= 1.9f){ + num5.SetActive(false); + num4.SetActive(false); + num3.SetActive(false); + num2.SetActive(true); + num1.SetActive(false); + } + if (startCount >=0.0f && startCount <= 0.9f){ + num5.SetActive(false); + num4.SetActive(false); + num3.SetActive(false); + num2.SetActive(false); + num1.SetActive(true); + + } + if (startCount <=0){ + num5.SetActive(false); + num4.SetActive(false); + num3.SetActive(false); + num2.SetActive(false); + num1.SetActive(false); + //shat.SetActive(true); + pause = false; Time.timeScale = 1; startCount = startCount + 5.0f; diff --git a/playable/Assets/Scripts/flameColor.cs b/playable/Assets/Scripts/flameColor.cs new file mode 100644 index 0000000..eb8455a --- /dev/null +++ b/playable/Assets/Scripts/flameColor.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using System.Collections; + +public class flameColor : MonoBehaviour { + public playerController player1; + public playerController player2; + public playerController player3; + public playerController player4; + private int playerLeader; + private int topscore; + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + playerLeader = 1; + topscore = player1.score; + + if (player2.score > topscore) { + playerLeader = 2; + topscore = player2.score; + } + if (player3.score > topscore) { + playerLeader = 3; + topscore = player3.score; + } + if (player4.score > topscore) { + playerLeader = 4; + topscore = player4.score; + } + + + if (playerLeader == 1){ + gameObject.GetComponent().startColor = new Color(0, 255, 255); + } + if (playerLeader == 2){ + gameObject.GetComponent().startColor = new Color(255, 255, 0); + } + if (playerLeader == 3){ + gameObject.GetComponent().startColor = new Color(255, 0, 255); + } + if (playerLeader == 4){ + gameObject.GetComponent().startColor = new Color(0, 255, 0); + } + } + + +} diff --git a/playable/Assets/Scripts/flameColor.cs.meta b/playable/Assets/Scripts/flameColor.cs.meta new file mode 100644 index 0000000..1fbd6dc --- /dev/null +++ b/playable/Assets/Scripts/flameColor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 735b9b50a67deaf459049f02587c52ed +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/playable/Assets/Scripts/menuContrller.cs b/playable/Assets/Scripts/menuContrller.cs index 805dd1e..2f0b68f 100644 --- a/playable/Assets/Scripts/menuContrller.cs +++ b/playable/Assets/Scripts/menuContrller.cs @@ -25,7 +25,6 @@ public class menuContrller : MonoBehaviour { // Update is called once per frame void Update () { - } public void panelSelect (string panel){ diff --git a/playable/Assets/Scripts/playerController.cs b/playable/Assets/Scripts/playerController.cs index cd3c353..7f6d107 100644 --- a/playable/Assets/Scripts/playerController.cs +++ b/playable/Assets/Scripts/playerController.cs @@ -15,11 +15,15 @@ public class playerController : MonoBehaviour { public GameObject newConfetti; //confetti when hit public GameObject newCandy; public stickController stick; //controller for stick - public GUIText scoreDisplay; + public GameObject scoreDisplay; public GUIText gameOverDisplay; public GameObject dashDisplay; public GameObject playerFrac; - + public GameObject[] hearts; + //public GameObject heart2; + //public GameObject heart3; + + public float runSpeed; //run speed public float jumpHeight; //jump height public float health; //holds health @@ -37,6 +41,7 @@ public class playerController : MonoBehaviour { public bool dead = false; public float heartTimer = 0.0f; public int maxScore = 10; + public bool debugHeartUpdate = false; @@ -45,11 +50,11 @@ public class playerController : MonoBehaviour { private float curDirection = -1; //direction player is pointing private bool canJump = true; // if player can jump private bool canSpin = true; // if player can spin - private List hearts = new List (); //list which holds health sprites; + //private List hearts = new List (); //list which holds health sprites; private bool isSpinning = false; //checks if player is spin attacking private float lastHit; private float lastAttack; - private int score; + public int score; private bool isDashing =false; private bool canDash = true; private float lastDash = 0.0f; @@ -144,37 +149,23 @@ public class playerController : MonoBehaviour { private void displayHealth(){ - if (displayedHealth != health) //check if health needs updating + if (displayedHealth != health || debugHeartUpdate) //check if health needs updating updateHealth = true; if (updateHealth){ - foreach (GameObject desHeart in hearts) //Destroy all heart sprites - GameObject.Destroy (desHeart); - hearts.Clear(); //sets list to zero + foreach (GameObject heart in hearts) //Destroy all heart sprites + heart.SetActive(false); //sets list to zero - for (int i=1; i<= health; i++) { //creates new heart sprite for each health - GameObject heartCanister = Instantiate (heart) as GameObject; //creat heart sprite - Vector3 heartPos = new Vector3 (); - - //set position - if (healthPos.x == 1) - heartPos.x = (i * 0.033f); - else - heartPos.x = 1-(i * 0.033f); + for (int i=0; i< health; i++) { //creates new heart sprite for each health + hearts[i].SetActive(true); - if (healthPos.y == 1) - heartPos.y = 0.95f; - else - heartPos.y = 0.05f; - - heartCanister.transform.position = heartPos; - hearts.Add(heartCanister); //adds heart to list if (heartBlack == true && heartColor == false){ - heartCanister.guiTexture.color = Color.black; - - //else (heartCanister.guiTexture.color = Color.red); + //heartCanister.guiTexture.color = Color.black; + hearts[i].GetComponent().color = Color.black; } + + else hearts[i].GetComponent().color = Color.red; }//end for displayedHealth = health; @@ -360,7 +351,7 @@ public class playerController : MonoBehaviour { { Destroy (trig.gameObject, 0.0f); score++; - scoreDisplay.text = "score: " + score.ToString (); + scoreDisplay.GetComponent().text = "score: " + score.ToString (); } } diff --git a/playable/Assets/Scripts/playerId.cs b/playable/Assets/Scripts/playerId.cs index 1fb10cd..807676d 100644 --- a/playable/Assets/Scripts/playerId.cs +++ b/playable/Assets/Scripts/playerId.cs @@ -2,8 +2,11 @@ using System.Collections; public class playerId : MonoBehaviour { - public bool idVanish = true; - + public bool idVanish = false; + public GameObject p1; + public GameObject p2; + public GameObject p3; + public GameObject p4; // Use this for initialization void Start () { @@ -15,17 +18,23 @@ public class playerId : MonoBehaviour { transform.eulerAngles = new Vector3 (transform.eulerAngles.x, 180, transform.eulerAngles.z); + if (Input.GetKeyDown (KeyCode.Backspace)) { idVanish = true; if (idVanish) { - transform.position = new Vector3 (transform.position.x, -100, transform.position.z); - idVanish = false; - Debug.Log ("player ID true"); + p1.gameObject.SetActive (false); + p2.gameObject.SetActive (false); + p3.SetActive (false); + p4.SetActive (false); + Debug.Log ("player ID false"); } } - if (Input.GetKeyDown (KeyCode.Backspace) && idVanish == false) { - transform.position = new Vector3 (transform.position.x, 100, transform.position.z); - idVanish = true; + if (Input.GetKeyDown (KeyCode.Backspace) && idVanish == true) { + p1.SetActive (true); + p2.SetActive (true); + p3.SetActive (true); + p4.SetActive (true); + idVanish = false; }