Browse Source

Sunday night Mayhem push

master
Joshua Reason 8 years ago
parent
commit
41b8b26d49
46 changed files with 366 additions and 20 deletions
  1. BIN
      Experiment Files/Assignment2_Demo_Data/level0
  2. BIN
      Experiment Files/Assignment2_Demo_Data/mainData
  3. BIN
      Experiment Files/Assignment2_Demo_Data/sharedassets0.assets
  4. BIN
      Experiment Files/Assignment2_Demo_Data/sharedassets0.resource
  5. BIN
      Experiment Files/Assignment2_Demo_Data/sharedassets1.assets
  6. BIN
      Experiment Files/Assignment2_Demo_Data/sharedassets1.resource
  7. BIN
      unity_Project/Assets/0bjects/Materials/lambert1.mat
  8. BIN
      unity_Project/Assets/0bjects/Textures/txtr_crate_small.png
  9. BIN
      unity_Project/Assets/0bjects/Textures/txtr_metal_beam.png
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      unity_Project/Assets/0bjects/Textures/txtr_metal_beam_rust.png
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      unity_Project/Assets/0bjects/Textures/txtr_metal_beam_rust.png.meta
  12. BIN
      unity_Project/Assets/0bjects/Textures/txtr_metal_frame.png
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      unity_Project/Assets/0bjects/Textures/txtr_resource_bay.png
  14. BIN
      unity_Project/Assets/New Terrain.asset
  15. +8
    -3
      unity_Project/Assets/Scripts/PlayerSounds.cs
  16. +24
    -0
      unity_Project/Assets/Scripts/autoMove.cs
  17. +12
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      unity_Project/Assets/Scripts/autoMove.cs.meta
  18. +20
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      unity_Project/Assets/Scripts/camAnimController.cs
  19. +12
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      unity_Project/Assets/Scripts/camAnimController.cs.meta
  20. +25
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      unity_Project/Assets/Scripts/checkpoint.cs
  21. +12
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      unity_Project/Assets/Scripts/checkpoint.cs.meta
  22. +7
    -5
      unity_Project/Assets/Scripts/magnetGun.cs
  23. +18
    -1
      unity_Project/Assets/Scripts/movebetween.cs
  24. +73
    -0
      unity_Project/Assets/Scripts/musicController.cs
  25. +12
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      unity_Project/Assets/Scripts/musicController.cs.meta
  26. +36
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      unity_Project/Assets/Scripts/respawners.cs
  27. +12
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      unity_Project/Assets/Scripts/respawners.cs.meta
  28. +20
    -7
      unity_Project/Assets/Scripts/thirdPersonController.cs
  29. BIN
      unity_Project/Assets/Sound/Music/1.Just Deserts.mp3
  30. +2
    -2
      unity_Project/Assets/Sound/Music/1.Just Deserts.mp3.meta
  31. BIN
      unity_Project/Assets/Sound/Music/3.Long Loop.mp3
  32. +2
    -2
      unity_Project/Assets/Sound/Music/3.Long Loop.mp3.meta
  33. BIN
      unity_Project/Assets/Sound/Music/Just-Deserts.mp3.mp3
  34. BIN
      unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3
  35. BIN
      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Metal Beam Rust.mat
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Metal Beam Rust.mat.meta
  37. BIN
      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Resource Bay.mat
  38. +8
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      unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Resource Bay.mat.meta
  39. BIN
      unity_Project/Assets/Terrain/New Terrain.asset
  40. BIN
      unity_Project/Assets/_Scenes/MainLevel.unity
  41. BIN
      unity_Project/Assets/_Scenes/TitleScreen.unity
  42. BIN
      unity_Project/Assets/openingScene/CameraAnimation.anim
  43. BIN
      unity_Project/Assets/openingScene/openScene.controller
  44. BIN
      unity_Project/Assets/prefabs/Resource Bay.prefab
  45. BIN
      unity_Project/Assets/prefabs/wall_cube.prefab
  46. BIN
      unity_Project/ProjectSettings/ProjectSettings.asset

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Experiment Files/Assignment2_Demo_Data/level0 View File


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Experiment Files/Assignment2_Demo_Data/mainData View File


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Experiment Files/Assignment2_Demo_Data/sharedassets0.assets View File


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unity_Project/Assets/0bjects/Materials/lambert1.mat View File


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unity_Project/Assets/0bjects/Textures/txtr_crate_small.png View File

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unity_Project/Assets/0bjects/Textures/txtr_metal_beam_rust.png.meta View File

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unity_Project/Assets/0bjects/Textures/txtr_metal_frame.png View File

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unity_Project/Assets/New Terrain.asset View File


+ 8
- 3
unity_Project/Assets/Scripts/PlayerSounds.cs View File

@ -56,11 +56,16 @@ public class PlayerSounds : MonoBehaviour {
//playerCollider = PlayerObject.GetComponent<CapsuleCollider>;
Debug.Log ("groundCheck");
FootOnSand = false;
RaycastHit FootHit = playerController.hit;
if (FootHit.transform.tag == "sand")
if (FootHit.collider != null) {
if (FootHit.transform.tag == "sand")
FootOnSand = true;
else
FootOnSand = false;
}
}

+ 24
- 0
unity_Project/Assets/Scripts/autoMove.cs View File

@ -0,0 +1,24 @@
using UnityEngine;
using System.Collections;
public class autoMove : MonoBehaviour {
public float moveForce;
private Rigidbody rb;
// Use this for initialization
void Start () {
rb = GetComponent<Rigidbody> ();
}
// Update is called once per frame
void Update () {
}
void FixedUpdate(){
rb.AddForce (transform.forward * moveForce * Time.deltaTime);
}
}

+ 12
- 0
unity_Project/Assets/Scripts/autoMove.cs.meta View File

@ -0,0 +1,12 @@
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+ 20
- 0
unity_Project/Assets/Scripts/camAnimController.cs View File

@ -0,0 +1,20 @@
using UnityEngine;
using System.Collections;
public class camAnimController : MonoBehaviour {
public GameObject crossHair;
public GameObject cameraOutline;
public Animator animator;
void Update(){
if (this.animator.GetCurrentAnimatorStateInfo (0).IsName ("turnOnGui")) {
crossHair.SetActive(true);
cameraOutline.SetActive(true);
gameObject.SetActive (false);
}
}
}

+ 12
- 0
unity_Project/Assets/Scripts/camAnimController.cs.meta View File

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+ 25
- 0
unity_Project/Assets/Scripts/checkpoint.cs View File

@ -0,0 +1,25 @@
using UnityEngine;
using System.Collections;
public class checkpoint : MonoBehaviour {
public GameObject respawnPoint;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerStay(Collider other) {
if (other.tag == "Player") {
other.transform.position = respawnPoint.transform.position;
}
}
}

+ 12
- 0
unity_Project/Assets/Scripts/checkpoint.cs.meta View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: adb03fa4e5703214e8614f5934a1e2e9
timeCreated: 1444557115
licenseType: Free
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+ 7
- 5
unity_Project/Assets/Scripts/magnetGun.cs View File

@ -40,7 +40,7 @@ public class magnetGun : MonoBehaviour {
private float normGrip;
private Renderer lastTargetRenderer;
private Color lastTargetColour;
private float DragSave;
//public GameObject magnetTipObject;
@ -59,7 +59,6 @@ public class magnetGun : MonoBehaviour {
playerScreen = -1;
normGrip = playerController.grip;
}
@ -148,7 +147,7 @@ public class magnetGun : MonoBehaviour {
private void pickUpItem(Collider item){
if (item != null) {
_playerSoundScript.PlayPickUp();
if (item == otherPlayer.GravityTarget){
otherPlayer.dropItem(item);
@ -157,6 +156,8 @@ public class magnetGun : MonoBehaviour {
if (item.tag == "moveable"){
_playerSoundScript.PlayPickUp();
playerController.animator.SetBool("Holding",true);
//playerController.animator.SetTrigger("startHolding");
@ -164,6 +165,7 @@ public class magnetGun : MonoBehaviour {
originalGravity = item.attachedRigidbody.useGravity;
item.attachedRigidbody.useGravity = false;
DragSave = item.attachedRigidbody.drag;
item.attachedRigidbody.drag = 3.0f;
item.attachedRigidbody.constraints = RigidbodyConstraints.FreezeRotation | originalConstrants;
//camera.transform.LookAt(item.transform.position);
@ -209,7 +211,7 @@ public class magnetGun : MonoBehaviour {
Vector3 direction = gravityWell.transform.position - item.transform.position + targetOffset;
direction = Vector3.ClampMagnitude(direction,1.0f);
item.attachedRigidbody.AddForce(direction * objectSpeed * Time.deltaTime);
item.attachedRigidbody.AddForce(direction * objectSpeed * item.attachedRigidbody.mass * Time.deltaTime);
}
}
}
@ -219,7 +221,7 @@ public class magnetGun : MonoBehaviour {
playerController.animator.SetBool("Holding",false);
item.attachedRigidbody.useGravity = originalGravity;
item.attachedRigidbody.drag = 0.0f;
item.attachedRigidbody.drag = DragSave;
item.attachedRigidbody.constraints = originalConstrants;
if(topScreen)

+ 18
- 1
unity_Project/Assets/Scripts/movebetween.cs View File

@ -7,6 +7,8 @@ public class movebetween : MonoBehaviour {
//public GameObject end;
public float distance;
public float startDistance;
public float endDistance;
public float changeDis;
private Vector3 startPos;
@ -15,6 +17,8 @@ public class movebetween : MonoBehaviour {
public bool useCustomRotation = false;
private Rigidbody rb;
public float moveForce;
void Start(){
rb = gameObject.GetComponent<Rigidbody> ();
@ -37,12 +41,25 @@ public class movebetween : MonoBehaviour {
}
void FixedUpdate(){
startDistance = Vector3.Distance (gameObject.transform.position, startPos);
endDistance = Vector3.Distance (gameObject.transform.position, endPos);
if (Vector3.Distance (gameObject.transform.position, endPos) <= changeDis || Vector3.Distance (gameObject.transform.position, startPos) <= changeDis) {
moveForce = 1000;
} else {
moveForce = 0;
}
rb.AddForce (transform.forward * moveForce * Time.deltaTime);
if (Vector3.Distance (gameObject.transform.position, startPos) <= changeDis && count != 0) {
count--;
startPos = points[count].transform.position;
endPos = points[count+1].transform.position;
}
if (Vector3.Distance (gameObject.transform.position, endPos) <= changeDis && count + 1 != points.Length) {
if ((Vector3.Distance (gameObject.transform.position, endPos) <= changeDis) && count + 1 != points.Length) {
count++;
startPos = points[count].transform.position;
endPos = points[count+1].transform.position;

+ 73
- 0
unity_Project/Assets/Scripts/musicController.cs View File

@ -0,0 +1,73 @@
using UnityEngine;
using System.Collections;
public class musicController : MonoBehaviour {
public AudioClip startMusic;
public AudioClip endMusic;
private AudioSource source;
private bool triggered = false;
void Awake(){
source = GetComponent<AudioSource> ();
}
// Use this for initialization
void Start () {
source.clip = startMusic;
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.Equals)) {
source.volume += 0.1f;
}
if (Input.GetKeyDown (KeyCode.Minus)) {
source.volume -= 0.1f;
}
}
IEnumerator fadeOut (float end, float steps){
Debug.Log ("Volume: " + source.volume);
float curVol = source.volume;
while(source.volume > end + steps)
{
source.volume -= steps * Time.deltaTime;
Debug.Log ("Volume: " + source.volume);
yield return new WaitForSeconds(0.01f);
}
source.volume = end;
source.clip = endMusic;
source.Play();
StartCoroutine (fadeIn (curVol, 0.2f));
yield return null;
}
IEnumerator fadeIn (float end, float steps){
while(source.volume <end - steps)
{
source.volume += steps * Time.deltaTime;
yield return new WaitForSeconds(0.01f);
}
source.volume = end;
yield return null;
}
void OnTriggerEnter(Collider other) {
Debug.Log ("Music Change");
if (triggered)
return;
if (other.transform.tag != "Player")
return;
StartCoroutine (fadeOut (0.0f, 0.2f));
//fadeIn (1.0f, 0.01f);
triggered = true;
}
}

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- 0
unity_Project/Assets/Scripts/musicController.cs.meta View File

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+ 36
- 0
unity_Project/Assets/Scripts/respawners.cs View File

@ -0,0 +1,36 @@
using UnityEngine;
using System.Collections;
public class respawners : MonoBehaviour {
private bool player1;
private bool player2;
public GameObject respawnPoint;
public GameObject deathTrigger;
private checkpoint deathScript;
// Use this for initialization
void Start () {
deathScript = deathTrigger.GetComponent<checkpoint> ();
}
// Update is called once per frame
void Update () {
}
void OnTriggerStay(Collider other) {
if (other.name == "Player1")
player1 = true;
if (other.name == "Player2")
player2 = true;
if (player1 && player2) {
deathTrigger.SetActive(true);
deathScript.respawnPoint = respawnPoint;
gameObject.SetActive(false);
}
}
}

+ 12
- 0
unity_Project/Assets/Scripts/respawners.cs.meta View File

@ -0,0 +1,12 @@
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+ 20
- 7
unity_Project/Assets/Scripts/thirdPersonController.cs View File

@ -60,22 +60,35 @@ public class thirdPersonController : MonoBehaviour {
void FixedUpdate(){
//RaycastHit hit;
RaycastHit hit;
RaycastHit hit2;
Vector3 pos1 = transform.position + (-transform.right * 0.7f) + (transform.forward*0.4f); //+ (transform.forward*0.2f);
Vector3 pos2 = transform.position + (-transform.right * 0.7f) +(-transform.forward*0.4f);
Ray ray = new Ray(transform.position, -Vector3.up);
if (Physics.Raycast (ray, out hit, 1.3f)) {
Ray ray = new Ray(pos1, -Vector3.up);
Ray ray2 = new Ray (pos2, -Vector3.up);
Debug.DrawRay (pos1, -Vector3.up * 1.3f);
Debug.DrawRay (pos2, -Vector3.up * 1.3f);
if (Physics.Raycast (ray, out hit, 1.3f) || Physics.Raycast (ray2, out hit2, 1.3f)) {
grounded = true;
curMaxVelocity = maxVelocity;
if (hit.collider.tag == "moveable")
matchVelocity(hit.collider);
//if (hit.collider.tag == "moveable"||hit2.collider.tag == "moveable")
// matchVelocity(hit.collider);
} else {
grounded = false;
curMaxVelocity = maxAirVelocity;
animator.SetBool ("Jump", false);
}
this.hit = hit;
if (hit2.collider != null)
this.hit = hit2;
if (slowed)
curSpeed = 700.0f;
@ -168,7 +181,7 @@ public class thirdPersonController : MonoBehaviour {
private void matchVelocity(Collider target){
Debug.Log ("matching velocity");
//Debug.Log ("matching velocity");
//Vector3 velocity = rigidbody.velocity;
//velocity = target.attachedRigidbody.velocity;

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unity_Project/Assets/Sound/Music/Just-Deserts.mp3.mp3.meta → unity_Project/Assets/Sound/Music/1.Just Deserts.mp3.meta View File

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unity_Project/Assets/Sound/Music/3.Long Loop.mp3 View File


unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3.meta → unity_Project/Assets/Sound/Music/3.Long Loop.mp3.meta View File

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unity_Project/Assets/Sound/Music/Just-Deserts.mp3.mp3 View File


BIN
unity_Project/Assets/Sound/Music/Just-Deserts3 - PART 2 ONLY.mp3 View File


BIN
unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Metal Beam Rust.mat View File


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unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Metal Beam Rust.mat.meta View File

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unity_Project/Assets/Standard Assets/Effects/ToonShading/Materials/TLO - Resource Bay.mat View File


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unity_Project/Assets/Terrain/New Terrain.asset View File


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unity_Project/Assets/_Scenes/MainLevel.unity View File


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unity_Project/Assets/_Scenes/TitleScreen.unity View File


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unity_Project/Assets/openingScene/CameraAnimation.anim View File


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unity_Project/Assets/openingScene/openScene.controller View File


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unity_Project/Assets/prefabs/Resource Bay.prefab View File


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unity_Project/Assets/prefabs/wall_cube.prefab View File


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unity_Project/ProjectSettings/ProjectSettings.asset View File


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