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assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/GUI Assets/PROJECT JUNKER Logo.png b/unity_Project/Assets/GUI Assets/PROJECT JUNKER Logo.png new file mode 100644 index 0000000..50fbec6 Binary files /dev/null and b/unity_Project/Assets/GUI Assets/PROJECT JUNKER Logo.png differ diff --git a/unity_Project/Assets/GUI Assets/PROJECT JUNKER Logo.png.meta b/unity_Project/Assets/GUI Assets/PROJECT JUNKER Logo.png.meta new file mode 100644 index 0000000..3f64aa4 --- /dev/null +++ b/unity_Project/Assets/GUI Assets/PROJECT JUNKER Logo.png.meta @@ -0,0 +1,55 @@ +fileFormatVersion: 2 +guid: 3d275e9bb1faa044db42ae68349001aa +timeCreated: 1443786647 +licenseType: Free +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 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b/unity_Project/Assets/Materials/Laser.mat.meta new file mode 100644 index 0000000..c33d85e --- /dev/null +++ b/unity_Project/Assets/Materials/Laser.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0eba3ca8582f01242ab9380f6abe9ce1 +timeCreated: 1443852747 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Materials/Orange.mat b/unity_Project/Assets/Materials/Orange.mat index ec3c708..cec1372 100644 Binary files a/unity_Project/Assets/Materials/Orange.mat and b/unity_Project/Assets/Materials/Orange.mat differ diff --git a/unity_Project/Assets/New Terrain.asset b/unity_Project/Assets/New Terrain.asset index d43bc75..8ef2233 100644 Binary files a/unity_Project/Assets/New Terrain.asset and b/unity_Project/Assets/New Terrain.asset differ diff --git a/unity_Project/Assets/Scripts/MagnetEffect.cs b/unity_Project/Assets/Scripts/MagnetEffect.cs new file mode 100644 index 0000000..b9a0520 --- /dev/null +++ b/unity_Project/Assets/Scripts/MagnetEffect.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using System.Collections; + +public class MagnetEffect : MonoBehaviour { + + public GameObject magnetTipObject; // Object for placing Magnet Ray + + + // SELF-NOTE: You will need to connect this script to the player controls + // in order to make use of the ShootRay() function. + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } + + + // FUNCTION: Shoot Magnet Ray + void ShootRay(){ + RaycastHit hit; + + if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){ + if(hit.collider.tag == "moveable"){ + print ("Magnet Laser hit the object : " + hit.collider.gameObject.name); + } + } + } + + +} diff --git a/unity_Project/Assets/Scripts/MagnetEffect.cs.meta b/unity_Project/Assets/Scripts/MagnetEffect.cs.meta new file mode 100644 index 0000000..9aa35b9 --- /dev/null +++ b/unity_Project/Assets/Scripts/MagnetEffect.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9c4ae1e77a0d0e247ae49838abaa7e60 +timeCreated: 1443850403 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/MagnetLaser.cs b/unity_Project/Assets/Scripts/MagnetLaser.cs new file mode 100644 index 0000000..744094f --- /dev/null +++ b/unity_Project/Assets/Scripts/MagnetLaser.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using System.Collections; + +public class MagnetLaser : MonoBehaviour { + + private LineRenderer lr; + + + // Use this for initialization + void Start () { + lr = GetComponent (); + } + + + + + // Update is called once per frame + void Update () { + + + // Magnet Laser Collision + RaycastHit hit; + + if (Physics.Raycast (transform.position, transform.forward, out hit)) { + + if(hit.collider){ + lr.SetPosition(1,new Vector3(0,0,hit.distance)); + } + + + + else{ + lr.SetPosition(1,new Vector3(0,0,100)); + } + + + } + + } +} diff --git a/unity_Project/Assets/Scripts/MagnetLaser.cs.meta b/unity_Project/Assets/Scripts/MagnetLaser.cs.meta new file mode 100644 index 0000000..8d934d6 --- /dev/null +++ b/unity_Project/Assets/Scripts/MagnetLaser.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b1ace5ab02d9acd4386905993467c190 +timeCreated: 1443850909 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/PlayerSounds.cs b/unity_Project/Assets/Scripts/PlayerSounds.cs new file mode 100644 index 0000000..b121817 --- /dev/null +++ b/unity_Project/Assets/Scripts/PlayerSounds.cs @@ -0,0 +1,92 @@ +using UnityEngine; +using System.Collections; + +public class PlayerSounds : MonoBehaviour { + + private AudioSource source; + private float volLowRange = 0.5f; // Volume Low Range + private float volHighRange = 1.0f; // Volume High Range + private float pitchLowRange = 0.90f; // Pitch Low Range + private float pitchHighRange = 1.5f; // Pitch High Range + private float pitchDefault = 1.0f; // Pitch Default Value + + + + // AUDIO CLIPS + // All sound effects are listed here. + public AudioClip sfxFootstep; + public AudioClip sfxTEST; + public AudioClip sfxSwitch; + public AudioClip sfxPickUp; + public AudioClip sfxRotateL; + public AudioClip sfxRotateR; + public AudioClip sfxJump; + public AudioClip sfxLand; + + // FUNCTION: Find Audio Source component (attached to Player Avatar Object) + void Awake(){ + source = GetComponent (); + } + + + // FUNCTIONS: Play Sound Effects (SFX) + // NOTE: Must add the events to the relevant keyframe within animation clips. + + void PlayFootstep(){ + float volRandom = Random.Range (volLowRange, volHighRange); + + source.pitch = Random.Range (pitchLowRange, pitchHighRange); + source.PlayOneShot (sfxFootstep,volRandom); + } + + + public void PlayTest(){ + float volRandom = Random.Range (volLowRange, volHighRange); + + source.pitch = Random.Range (pitchLowRange, pitchHighRange); + source.PlayOneShot (sfxTEST,volRandom); + } + + + + void PlayJump(){ + float volRandom = Random.Range (volLowRange, volHighRange); + source.PlayOneShot (sfxJump,volRandom); + } + + + void PlayLand(){ + float volRandom = Random.Range (volLowRange, volHighRange); + source.PlayOneShot (sfxLand,volRandom); + } + + + public void PlaySwitch(){ + source.pitch = pitchDefault; + source.PlayOneShot (sfxSwitch,0.7f); + } + + + + public void PlayPickUp(){ + source.pitch = pitchDefault; + source.PlayOneShot (sfxPickUp,0.7f); + } + + + public void PlayRotateL(){ + source.pitch = pitchDefault; + source.PlayOneShot (sfxRotateL); + } + + + public void PlayRotateR(){ + source.pitch = pitchDefault; + source.PlayOneShot (sfxRotateR); + } + + + + + // END BRACKET BELLOW: +} diff --git a/unity_Project/Assets/Scripts/PlayerSounds.cs.meta b/unity_Project/Assets/Scripts/PlayerSounds.cs.meta new file mode 100644 index 0000000..341c353 --- /dev/null +++ b/unity_Project/Assets/Scripts/PlayerSounds.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6ed61f910a1a91c468bbcb5ef31a04bd +timeCreated: 1443688566 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/impactSFX_crate.cs b/unity_Project/Assets/Scripts/impactSFX_crate.cs new file mode 100644 index 0000000..0d86b4a --- /dev/null +++ b/unity_Project/Assets/Scripts/impactSFX_crate.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using System.Collections; + +public class impactSFX_crate : MonoBehaviour { + + private AudioSource source; + public AudioClip sfxImpCrate; + + private float volLowRange = 0.5f; // Volume Low Range + private float volHighRange = 1.0f; // Volume High Range + private float pitchLowRange = 0.75f; // Pitch Low Range + private float pitchHighRange = 1.0f; // Pitch High Range + private float pitchDefault = 1.0f; // Pitch Default Value + + // FUNCTION: Find Audio Source component (attached to Player Avatar Object) + void Awake(){ + source = GetComponent (); + } + + + + void PlayImpCrate(){ + source.pitch = Random.Range (pitchLowRange, pitchHighRange); + source.PlayOneShot (sfxImpCrate,0.85f); + } + + + void OnCollisionEnter(Collision col){ + PlayImpCrate (); + + } + + +// // Use this for initialization +// void Start () { +// +// } +// +// // Update is called once per frame +// void Update () { +// +// } + + + +} diff --git a/unity_Project/Assets/Scripts/impactSFX_crate.cs.meta b/unity_Project/Assets/Scripts/impactSFX_crate.cs.meta new file mode 100644 index 0000000..c0761e6 --- /dev/null +++ b/unity_Project/Assets/Scripts/impactSFX_crate.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 83e9cb023b13a93409aae385f1680a02 +timeCreated: 1443889218 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/impactSFX_fence.cs b/unity_Project/Assets/Scripts/impactSFX_fence.cs new file mode 100644 index 0000000..4d7a42e --- /dev/null +++ b/unity_Project/Assets/Scripts/impactSFX_fence.cs @@ -0,0 +1,46 @@ +using UnityEngine; +using System.Collections; + +public class impactSFX_fence : MonoBehaviour { + + private AudioSource source; + public AudioClip sfxImpFence; + + private float volLowRange = 0.5f; // Volume Low Range + private float volHighRange = 1.0f; // Volume High Range + private float pitchLowRange = 0.75f; // Pitch Low Range + private float pitchHighRange = 1.0f; // Pitch High Range + private float pitchDefault = 1.0f; // Pitch Default Value + + // FUNCTION: Find Audio Source component (attached to Player Avatar Object) + void Awake(){ + source = GetComponent (); + } + + + + void PlayImpFence(){ + source.pitch = Random.Range (pitchLowRange, pitchHighRange); + source.PlayOneShot (sfxImpFence,0.3f); + } + + + void OnCollisionEnter(Collision col){ + PlayImpFence (); + + } + + +// // Use this for initialization +// void Start () { +// +// } +// +// // Update is called once per frame +// void Update () { +// +// } + + + +} diff --git a/unity_Project/Assets/Scripts/impactSFX_fence.cs.meta b/unity_Project/Assets/Scripts/impactSFX_fence.cs.meta new file mode 100644 index 0000000..5cee85f --- /dev/null +++ b/unity_Project/Assets/Scripts/impactSFX_fence.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c57c9f69bc98b584ca42a3bd6c536ade +timeCreated: 1443963854 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity_Project/Assets/Scripts/magnetGun.cs b/unity_Project/Assets/Scripts/magnetGun.cs index 0723a50..c31eaf0 100644 --- a/unity_Project/Assets/Scripts/magnetGun.cs +++ b/unity_Project/Assets/Scripts/magnetGun.cs @@ -40,6 +40,17 @@ public class magnetGun : MonoBehaviour { private float normGrip; private Renderer lastTargetRenderer; private Color lastTargetColour; + + + public GameObject magnetTipObject; + + + //----------------------- + // Use PlayerSound script + // (specifically for object-rotation sounds for this MagnetGun script) + public PlayerSounds _playerSoundScript; + + // Use this for initialization void Start () { if (topScreen) @@ -108,7 +119,6 @@ public class magnetGun : MonoBehaviour { cameraRotateTest (GravityTarget); - } @@ -138,6 +148,8 @@ public class magnetGun : MonoBehaviour { private void pickUpItem(Collider item){ if (item != null) { + _playerSoundScript.PlayPickUp(); + if (item == otherPlayer.GravityTarget){ otherPlayer.dropItem(item); } @@ -231,6 +243,7 @@ public class magnetGun : MonoBehaviour { if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance && Vector3.Distance (gravityWell.transform.position, camera.transform.position) < magnetRange) || maxPullSpeed<1) { gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step); + //MagnetLaserShoot(); if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen) dropItem (GravityTarget); @@ -241,12 +254,19 @@ public class magnetGun : MonoBehaviour { private void rotateInput(Collider item){ if (item != null) { if (Input.GetButtonDown(L_BUTTON_INPUT)) + //_playerSoundScript.PlayRotateL(); // Rotate-Object Sound. ERROR: Held object continuously rotates StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f)); + if (Input.GetButtonDown(R_BUTTON_INPUT)) + //_playerSoundScript.PlayRotateR(); // Rotate-Object Sound. ERROR: Held object continuously rotates StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f)); } } + + + + IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){ Quaternion startAngle = item.transform.rotation; @@ -310,5 +330,20 @@ public class magnetGun : MonoBehaviour { } return false; } + + + + // FUNCTION: Shoot Magnet Ray +// void MagnetLaserShoot(){ +// RaycastHit hit; +// +// if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){ +// if(hit.collider.tag == "moveable"){ +// Debug.Log("Magnet laser has collided" + hit.collider.gameObject.name); +// } +// } +// } + + } diff --git a/unity_Project/Assets/Scripts/sceneController.cs b/unity_Project/Assets/Scripts/sceneController.cs index c891649..72675a6 100644 --- a/unity_Project/Assets/Scripts/sceneController.cs +++ b/unity_Project/Assets/Scripts/sceneController.cs @@ -24,6 +24,15 @@ public class sceneController : MonoBehaviour { private string playerSwapInput = "playerSwap"; + + // Call PlayerSound script to allow sounds upon button presses + // NOTE: Make sure the SceneController's inspector has the PlayerAvatar + // attached as an element under its script component. + public PlayerSounds _playerSoundScript; + + + + // Use this for initialization void Start () { @@ -48,8 +57,6 @@ public class sceneController : MonoBehaviour { } - - } @@ -58,7 +65,7 @@ public class sceneController : MonoBehaviour { swapCharacters (); pointAtOther (); - if (Input.GetKeyDown(KeyCode.R)) + if (Input.GetKeyDown (KeyCode.R)) Application.LoadLevel(Application.loadedLevel); } @@ -72,6 +79,8 @@ public class sceneController : MonoBehaviour { Debug.Log("swappy Swap"); activeP1 = !activeP1; activeP2 = !activeP2; + _playerSoundScript.PlaySwitch(); //Play "Switch Character" sound function + if (activeP1){ newCamera = cameraPlayer1; diff --git a/unity_Project/Assets/Sound/0Science Fiction Sci-Fi Electronic Energy Swell Fluttering Slow 08.wav 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