Browse Source

Music added, bugs fixed

master
MB 5 years ago
parent
commit
d98ad9d9cd
16 changed files with 783 additions and 9 deletions
  1. +23
    -7
      Assets/Scenes/MainScene.unity
  2. +8
    -2
      Assets/Scipts/CharacterMovement.cs
  3. +6
    -0
      Assets/Scipts/PlayerControllers/LocalPlayer.cs
  4. +36
    -0
      Assets/Scipts/SoundManager.cs
  5. +11
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  6. +28
    -0
      Assets/VeggieSpots/Mushroom spot.prefab
  7. +3
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      Assets/VeggieSpots/carrot_02.fbx
  8. +103
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  9. +216
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  10. +8
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  11. +3
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      Assets/VeggieSpots/potato_01.fbx
  12. +94
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  13. +113
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  14. +8
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  15. +115
    -0
      Assets/VeggieSpots/pumpkin.prefab
  16. +8
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+ 23
- 7
Assets/Scenes/MainScene.unity View File

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Assets/Scipts/CharacterMovement.cs View File

@ -12,6 +12,8 @@ public class CharacterMovement : MonoBehaviour {
public float DistanceToWin;
Camera cam;
public AudioSource Cheer;
private void Start()
{
localPlayer = Multiplayer.PlayersManager.Instance.LocalPlayer;
@ -25,23 +27,27 @@ public class CharacterMovement : MonoBehaviour {
public bool CheckNearby()
{
bool found = false;
for (int i = 0; i < Players.Count; i++)
{
if ((localPlayer.transform.position - Players[i].transform.position).magnitude < DistanceToWin)
{
Greet();
found = true;
}
else
{
{
Player playerScript = Players[i].GetComponent<Player>();
foreach (GameObject dummy in playerScript.dummies)
{
if ((localPlayer.transform.position - dummy.transform.position).magnitude < DistanceToWin)
{
Greet();
found = true;
}
}
}
Nearby[i] = found;
}
return CheckWin();
}
@ -60,7 +66,7 @@ public class CharacterMovement : MonoBehaviour {
public void Greet()
{
//Play audio
Cheer.Play();
//Trigger animation
}
}

+ 6
- 0
Assets/Scipts/PlayerControllers/LocalPlayer.cs View File

@ -12,6 +12,8 @@ public class LocalPlayer : Player {
private float animWalkSpeed = 0;
public Recipe recipe;
public AudioSource WalkingSounds;
protected override void Update()
{
ApplyGravity();
@ -50,6 +52,10 @@ public class LocalPlayer : Player {
}
Animator.SetFloat("WalkSpeed", animWalkSpeed);
if (WalkingSounds.isPlaying != true)
{
WalkingSounds.Play();
}
}
void Teleport()

+ 36
- 0
Assets/Scipts/SoundManager.cs View File

@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoundManager : MonoBehaviour {
public AudioSource Startmusic;
public AudioSource loopMusic;
public AudioSource endMusic;
public float gameLength = 120;
AudioSource curMusic;
public void Start()
{
Startmusic.Play();
StartCoroutine(ChangeMusic(loopMusic, Startmusic.clip.length));
StartCoroutine(ChangeMusic(loopMusic, gameLength - 10.0f));
}
private void Update()
{
}
IEnumerator ChangeMusic(AudioSource music, float musicTime)
{
while (musicTime > 0)
{
musicTime -= 1.0f * Time.deltaTime;
yield return new WaitForEndOfFrame();
}
curMusic.Stop();
curMusic = music;
music.Play();
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