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Transform _SkinItem = Instantiate(_AssetDB[i].AssetSkins.Skins[j], transform) as Transform; + _Skin.Skins.Add(_SkinItem); + } + Prefabs.Add(_Skin); + if (i == 0) + Prefabs[i].SetSkin(0); + else + { + Prefabs[i].HideAll(); + } + } + } + + public void SetObject(int _ObjectID) + { + Prefabs[CurrentID].HideAll(); + CurrentID = _ObjectID; + SetSkin(0); + } + + public int GetObjectTriangleCount() + { + int _Count = 0; + + + Component[] _SkinnedMeshRenderers; + + + _SkinnedMeshRenderers = Prefabs[CurrentID].Skins[CurrentSkin].gameObject.GetComponentsInChildren(); + + foreach (SkinnedMeshRenderer _SkinnedMesh in _SkinnedMeshRenderers) + _Count += _SkinnedMesh.sharedMesh.triangles.Length / 3; + + return _Count; + + } + + public void SetAnimation(string _AnimTrigger) + { + Prefabs[CurrentID].Skins[CurrentSkin].gameObject.GetComponent().SetTrigger(_AnimTrigger); + } + + + public void SetSkin(int _Skin) + { + CurrentSkin = _Skin; + Prefabs[CurrentID].SetSkin(_Skin); + } + } +} \ No newline at end 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Animmal.Animmals1 +{ + public sealed class Mathfx + { + //Ease in out + public static float EasyInOut(float start, float end, float value) + { + return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value)); + } + + public static Vector2 EasyInOut(Vector2 start, Vector2 end, float value) + { + return new Vector2(EasyInOut(start.x, end.x, value), EasyInOut(start.y, end.y, value)); + } + + public static Vector3 EasyInOut(Vector3 start, Vector3 end, float value) + { + return new Vector3(EasyInOut(start.x, end.x, value), EasyInOut(start.y, end.y, value), EasyInOut(start.z, end.z, value)); + } + + //Ease out + public static float EasyOut(float start, float end, float value) + { + return Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5f)); + } + + public static Vector2 EasyOut(Vector2 start, Vector2 end, float value) + { + return new Vector2(Mathf.Lerp(start.x, end.x, Mathf.Sin(value * Mathf.PI * 0.5f)), Mathf.Lerp(start.y, end.y, Mathf.Sin(value * Mathf.PI * 0.5f))); + } + + public static Vector3 EasyOut(Vector3 start, Vector3 end, float value) + { + return new Vector3(Mathf.Lerp(start.x, end.x, Mathf.Sin(value * Mathf.PI * 0.5f)), Mathf.Lerp(start.y, end.y, Mathf.Sin(value * Mathf.PI * 0.5f)), Mathf.Lerp(start.z, end.z, Mathf.Sin(value * Mathf.PI * 0.5f))); + } + + //Ease in + public static float EasyIn(float start, float end, float value) + { + return Mathf.Lerp(start, end, 1.0f - Mathf.Cos(value * Mathf.PI * 0.5f)); + } + + public static Vector2 EasyIn(Vector2 start, Vector2 end, float value) + { + return new Vector2(EasyIn(start.x, end.x, value), EasyIn(start.y, end.y, value)); + } + + public static Vector3 EasyIn(Vector3 start, Vector3 end, float value) + { + return new Vector3(EasyIn(start.x, end.x, value), EasyIn(start.y, end.y, value), EasyIn(start.z, end.z, value)); + } + + //Boing + public static float Boing(float start, float end, float value) + { + value = Mathf.Clamp01(value); + value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value))); + return start + (end - start) * value; + } + + public static Vector2 Boing(Vector2 start, Vector2 end, float value) + { + return new Vector2(Boing(start.x, end.x, value), Boing(start.y, end.y, value)); + } + + public static Vector3 Boing(Vector3 start, Vector3 end, float value) + { + return new Vector3(Boing(start.x, end.x, value), Boing(start.y, end.y, value), Boing(start.z, end.z, value)); + } + + //Like lerp with ease in ease out + public static float SmoothStep(float x, float min, float max) + { + x = Mathf.Clamp(x, min, max); + float v1 = (x - min) / (max - min); + float v2 = (x - min) / (max - min); + return -2 * v1 * v1 * v1 + 3 * v2 * v2; + } + + public static Vector2 SmoothStep(Vector2 vec, float min, float max) + { + return new Vector2(SmoothStep(vec.x, min, max), SmoothStep(vec.y, min, max)); + } + + public static Vector3 SmoothStep(Vector3 vec, float min, float max) + { + return new Vector3(SmoothStep(vec.x, min, max), SmoothStep(vec.y, min, max), SmoothStep(vec.z, min, max)); + } + + public static float Lerp(float start, float end, float value) + { + return ((1.0f - value) * start) + (value * end); + } + + public static Vector3 NearestPoint(Vector3 lineStart, Vector3 lineEnd, Vector3 point) + { + Vector3 lineDirection = Vector3.Normalize(lineEnd - lineStart); + float closestPoint = Vector3.Dot((point - lineStart), lineDirection); + return lineStart + (closestPoint * lineDirection); + } + + public static Vector3 NearestPointStrict(Vector3 lineStart, Vector3 lineEnd, Vector3 point) + { + Vector3 fullDirection = lineEnd - lineStart; + Vector3 lineDirection = Vector3.Normalize(fullDirection); + float closestPoint = Vector3.Dot((point - lineStart), lineDirection); + return lineStart + (Mathf.Clamp(closestPoint, 0.0f, Vector3.Magnitude(fullDirection)) * lineDirection); + } + + //Bounce + public static float Bounce(float x) + { + return Mathf.Abs(Mathf.Sin(6.28f * (x + 1f) * (x + 1f)) * (1f - x)); + } + + public static Vector2 Bounce(Vector2 vec) + { + return new Vector2(Bounce(vec.x), Bounce(vec.y)); + } + + public static Vector3 Bounce(Vector3 vec) + { + return new Vector3(Bounce(vec.x), Bounce(vec.y), Bounce(vec.z)); + } + + // test for value that is near specified float (due to floating point inprecision) + // all thanks to Opless for this! + public static bool Approx(float val, float about, float range) + { + return ((Mathf.Abs(val - about) < range)); + } + + // test if a Vector3 is close to another Vector3 (due to floating point inprecision) + // compares the square of the distance to the square of the range as this + // avoids calculating a square root which is much slower than squaring the range + public static bool Approx(Vector3 val, Vector3 about, float range) + { + return ((val - about).sqrMagnitude < range * range); + } + + /* + * CLerp - Circular Lerp - is like lerp but handles the wraparound from 0 to 360. + * This is useful when interpolating eulerAngles and the object + * crosses the 0/360 boundary. The standard Lerp function causes the object + * to rotate in the wrong direction and looks stupid. Clerp fixes that. + */ + public static float Clerp(float start, float end, float value) + { + float min = 0.0f; + float max = 360.0f; + float half = Mathf.Abs((max - min) / 2.0f);//half the distance between min and max + float retval = 0.0f; + float diff = 0.0f; + + if ((end - start) < -half) + { + diff = ((max - start) + end) * value; + retval = start + diff; + } + else if ((end - start) > half) + { + diff = -((max - end) + start) * value; + retval = start + diff; + } + else retval = start + (end - start) * value; + + // Debug.Log("Start: " + start + " End: " + end + " Value: " + value + " Half: " + half + " Diff: " + diff + " Retval: " + retval); + return retval; + } + + } +} \ No newline at end of file diff --git a/Assets/KUBIKOS - Cube Mini Animals/Animals1_!Demo/Animals1_Scripts/MathFx.cs.meta b/Assets/KUBIKOS - Cube Mini Animals/Animals1_!Demo/Animals1_Scripts/MathFx.cs.meta new file mode 100644 index 0000000..7ba08a9 --- /dev/null +++ b/Assets/KUBIKOS - Cube Mini Animals/Animals1_!Demo/Animals1_Scripts/MathFx.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d7d414a1cc374d619d862d7c4b1bd8f9 +timeCreated: 1498996228 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/KUBIKOS - Cube Mini Animals/Animals1_!Demo/Animals1_Scripts/PreviewManager.cs b/Assets/KUBIKOS - Cube Mini Animals/Animals1_!Demo/Animals1_Scripts/PreviewManager.cs new file mode 100644 index 0000000..e2f2eda --- /dev/null +++ b/Assets/KUBIKOS - Cube Mini Animals/Animals1_!Demo/Animals1_Scripts/PreviewManager.cs @@ -0,0 +1,349 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace Animmal.Animmals1 +{ + public enum ANIMATORSTYLE { fourlegged, flying, bipedal, human} + [System.Serializable] + public class AssetDB + { + public string Name; + public ANIMATORSTYLE AnimatorStyle; + public SKINS AssetSkins; + public Vector3 Offset; + + } + public class PreviewManager : MonoBehaviour + { + #region VARIABLES + + + [Header("Assets")] + public bool LoopAssets = true; + public List AssetDB; + public float AssetTransitionTime = 2f; + + [Header("Settings")] + public int DefaultFov = 60; + public int MaxZoomOutFov = 90; + public int MinZoominFov = 40; + public int DefaultRotation = -122; + public int MinRotation = -270; + public int MaxRotation = 90; + + + [Header("SceneSetup")] + public Camera DemoCamera; + public Transform StageCenter; + public Transform RightOffStage; + public Transform LeftOffStage; + + [Header("UISetup")] + public Text AssetName; + [Space(5f)] + public Slider RotationSlider; + public Slider ZoomSlider; + public Slider SkinSlider; + public Image BlockerSliders; + public Image BlockerButtons; + [Space(5f)] + public Button Idle; + public Button Idle2; + public Button Idle3; + public Button Walk; + public Button Run; + public Button RunJumpL; + public Button RunJumpR; + public Button Jump; + public Button Wave; + public Button Falling; + public Button Fly; + public Button FlyStart; + public Button FlyEnd; + public Button Attack; + public Button Hit; + public Button Death; + + int CurrentItemID = 0; + int CurrentSkinID = 0; + + AssetsObject AssetsItem1; + AssetsObject AssetsItem2; + int CurrentObjectOnStage = 0; + + bool buttonsLocked; + bool ButtonsLocked + { + get + { + return buttonsLocked; + } + set + { + buttonsLocked = value; + if (value) + { + BlockerSliders.gameObject.SetActive(true); + BlockerButtons.gameObject.SetActive(true); + + } + else + { + BlockerSliders.gameObject.SetActive(false); + BlockerButtons.gameObject.SetActive(false); + } + } + } + #endregion + + #region SETUP + + + private void Start() + { + ZoomSlider.minValue = MinZoominFov; + ZoomSlider.maxValue = MaxZoomOutFov; + ZoomSlider.value = DefaultFov; + + RotationSlider.minValue = MinRotation; + RotationSlider.maxValue = MaxRotation; + RotationSlider.value = DefaultRotation; + + SetupAssetItems(); + SetupSkinSlider(); + SetupAnimationButtons(); + SetupAssetName(); + } + void SetupAssetItems() + { + AssetsItem1 = new GameObject().AddComponent(); + AssetsItem1.gameObject.name = "Assets1"; + AssetsItem1.Init(AssetDB); + AssetsItem1.gameObject.transform.eulerAngles = new Vector3(0, DefaultRotation, 0); + AssetsItem1.transform.position = StageCenter.position; + AssetsItem2 = Instantiate(AssetsItem1) as AssetsObject; + AssetsItem2.gameObject.name = "Assets2"; + AssetsItem2.transform.position = RightOffStage.position; + AssetsItem2.gameObject.transform.eulerAngles = new Vector3(0, DefaultRotation, 0); + } + + void SetupSkinSlider() + { + SkinSlider.maxValue = AssetDB[CurrentItemID].AssetSkins.Skins.Count - 1; + SkinSlider.value = 0; + } + + void SetupAssetName() + { + AssetName.text = AssetDB[CurrentItemID].Name.ToUpper() + " - Triangle Count: " + OnStageItem().GetObjectTriangleCount().ToString(); + } + + void SetupAnimationButtons() + { + switch (AssetDB[CurrentItemID].AnimatorStyle) + { + case ANIMATORSTYLE.fourlegged: + Idle.gameObject.SetActive(true); + Idle2.gameObject.SetActive(true); + Walk.gameObject.SetActive(true); + Run.gameObject.SetActive(true); + Fly.gameObject.SetActive(false); + FlyStart.gameObject.SetActive(false); + FlyEnd.gameObject.SetActive(false); + Attack.gameObject.SetActive(true); + Hit.gameObject.SetActive(true); + Jump.gameObject.SetActive(true); + + Idle3.gameObject.SetActive(false); + RunJumpL.gameObject.SetActive(false); + RunJumpR.gameObject.SetActive(false); + Death.gameObject.SetActive(false); + Wave.gameObject.SetActive(false); + Falling.gameObject.SetActive(false); + break; + case ANIMATORSTYLE.flying: + Idle.gameObject.SetActive(true); + Idle2.gameObject.SetActive(false); + Walk.gameObject.SetActive(false); + Run.gameObject.SetActive(false); + Fly.gameObject.SetActive(true); + FlyStart.gameObject.SetActive(true); + FlyEnd.gameObject.SetActive(true); + Attack.gameObject.SetActive(true); + Hit.gameObject.SetActive(true); + Jump.gameObject.SetActive(true); + + Idle3.gameObject.SetActive(false); + RunJumpL.gameObject.SetActive(false); + RunJumpR.gameObject.SetActive(false); + Death.gameObject.SetActive(false); + Wave.gameObject.SetActive(false); + Falling.gameObject.SetActive(false); + break; + case ANIMATORSTYLE.bipedal: + Idle.gameObject.SetActive(true); + Idle2.gameObject.SetActive(false); + Walk.gameObject.SetActive(true); + Run.gameObject.SetActive(false); + Fly.gameObject.SetActive(false); + FlyStart.gameObject.SetActive(false); + FlyEnd.gameObject.SetActive(false); + Attack.gameObject.SetActive(true); + Hit.gameObject.SetActive(true); + Jump.gameObject.SetActive(true); + Idle3.gameObject.SetActive(false); + RunJumpL.gameObject.SetActive(false); + RunJumpR.gameObject.SetActive(false); + Death.gameObject.SetActive(false); + Wave.gameObject.SetActive(false); + Falling.gameObject.SetActive(false); + break; + case ANIMATORSTYLE.human: + Idle.gameObject.SetActive(true); + Idle2.gameObject.SetActive(true); + Idle3.gameObject.SetActive(true); + Walk.gameObject.SetActive(true); + Run.gameObject.SetActive(true); + RunJumpL.gameObject.SetActive(true); + RunJumpR.gameObject.SetActive(true); + Death.gameObject.SetActive(true); + Hit.gameObject.SetActive(true); + Attack.gameObject.SetActive(true); + Wave.gameObject.SetActive(true); + Falling.gameObject.SetActive(true); + Fly.gameObject.SetActive(false); + FlyStart.gameObject.SetActive(false); + FlyEnd.gameObject.SetActive(false); + break; + default: + break; + + } + } + + #endregion + + #region BUTTONS + + + public void LeftClicked() + { + if (ButtonsLocked) + return; + + if (CurrentItemID == 0) + { + if (LoopAssets) + CurrentItemID = AssetDB.Count - 1; + else + return; + } + else + CurrentItemID--; + + OffStageItem().SetObject(CurrentItemID); + OffStageItem().transform.position = RightOffStage.position; + StartCoroutine(MoveAssets(LeftOffStage.position, RightOffStage.position)); + } + + public void RightClicked() + { + if (ButtonsLocked) + return; + + if (CurrentItemID == AssetDB.Count - 1) + { + if (LoopAssets) + CurrentItemID = 0; + else + return; + } + else + CurrentItemID++; + + OffStageItem().SetObject(CurrentItemID); + OffStageItem().transform.position = LeftOffStage.position; + StartCoroutine(MoveAssets(RightOffStage.position, LeftOffStage.position)); + } + + public void PlayAnimation(string _AnimTrigger) + { + OnStageItem().SetAnimation(_AnimTrigger); + } + + public void RotationSliderValueChanged() + { + if (OnStageItem() != null) + OnStageItem().transform.eulerAngles = new Vector3(0, RotationSlider.value, 0); + } + public void ZOOMSliderValueChanged() + { + DemoCamera.fieldOfView = ZoomSlider.value; + } + public void SKINSliderValueChanged() + { + OnStageItem().SetSkin((int)SkinSlider.value); + } + #endregion + + #region ASSETMOVEMENT + + + IEnumerator MoveAssets(Vector3 _OffStageEndPoint, Vector3 _OnStageStartPoint) + { + ButtonsLocked = true; + + OffStageItem().transform.eulerAngles = new Vector3(0, DefaultRotation, 0); + + float elapsedTime = 0; + Vector3 startingPos = transform.position; + while (elapsedTime < AssetTransitionTime) + { + OnStageItem().transform.position = Mathfx.EasyInOut(StageCenter.position, _OffStageEndPoint, (elapsedTime / AssetTransitionTime)); + OffStageItem().transform.position = Mathfx.EasyInOut(_OnStageStartPoint, StageCenter.position, (elapsedTime / AssetTransitionTime)); + elapsedTime += Time.deltaTime; + yield return new WaitForEndOfFrame(); + } + OnStageItem().transform.position = _OffStageEndPoint; + OnStageItem().transform.eulerAngles = new Vector3(0, DefaultRotation, 0); + OffStageItem().transform.position = StageCenter.position; + RotationSlider.value = -90; + + SwitchOnScreenItem(); + SetupSkinSlider(); + SetupAnimationButtons(); + SetupAssetName(); + ButtonsLocked = false; + } + + + + AssetsObject OnStageItem() + { + if (CurrentObjectOnStage == 0) + return AssetsItem1; + else + return AssetsItem2; + } + + AssetsObject OffStageItem() + { + if (CurrentObjectOnStage == 0) + return AssetsItem2; + else + return AssetsItem1; + } + + void SwitchOnScreenItem() + { + if (CurrentObjectOnStage == 0) + CurrentObjectOnStage = 1; + else + CurrentObjectOnStage = 0; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/KUBIKOS - 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Each comes with their own animation set. (Movement, Idle, Attack, Hit, Jump). +You can preview the animals in the "KUBIKOS - Cube Mini Animals/!Demo/Demo.unity" demo scene. +You can find the Animal Prefabs in the "KUBIKOS - Cube Mini Animals/Prefabs" folder. These have basic animator controller applied to them. +Models with animation, Texture and material can be found at: +"KUBIKOS - Cube Mini Animals/Mesh" +"KUBIKOS - Cube Mini Animals/Materials" +"KUBIKOS - Cube Mini Animals/Textures" + +Also you can find _Inplace jump and _Inplace Fly on characters. + +If you are going to use custom shader, don't forget to make it double sided. +If you have any questions or need help, please don't hesitate to contact me at : datokiknavelidze@gmail.com + +You can find more Kubiko style theme packs at: +https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:32084 \ No newline at end of file diff --git a/Assets/KUBIKOS - Cube Mini Animals/ReadMe.txt.meta b/Assets/KUBIKOS - Cube Mini Animals/ReadMe.txt.meta new file mode 100644 index 0000000..7c988f8 --- /dev/null +++ b/Assets/KUBIKOS - Cube Mini Animals/ReadMe.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: aadeca090c144e0e8faa84beea0d24ef +timeCreated: 1516915847 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Materials/ScoreboardBackground.mat b/Assets/Materials/ScoreboardBackground.mat new file mode 100644 index 0000000..800eeb4 --- /dev/null +++ b/Assets/Materials/ScoreboardBackground.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: ScoreboardBackground + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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while (elapsedTime < time) + while (elapsedTime < 1.5f) { - transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); - transform.position += yValue((elapsedTime / time), heightMax); - yield return new WaitForEndOfFrame(); + characterAnimator.Play("Walk"); + transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / 1.5f)); + //transform.position += yValue((elapsedTime / time), heightMax); + //characterAnimator.Play("Walk"); + yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } transform.position = Target.VisualPosition; + characterAnimator.Play("Idle"); } + IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax) + { + float elapsedTime = 0; + Vector3 startPosition = Current.position; + time *= 0.8f; + while (elapsedTime < time) + { + characterAnimator.Play("Walk"); + transform.position = Vector3.Lerp(startPosition, Target.VisualPosition, (elapsedTime / time)); + transform.position += yValue((elapsedTime / time), heightMax); + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + transform.position = Target.VisualPosition; + characterAnimator.Play("Idle"); + } + IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax) { float elapsedTime = 0; @@ -76,12 +114,14 @@ public class Character : MonoBehaviour Vector3 startPosition = transform.position; while (elapsedTime < time) { + characterAnimator.Play("Jump"); transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time)); - transform.position = startPosition +yValue((elapsedTime / time), heightMax); + //transform.position = startPosition +yValue((elapsedTime / time), heightMax); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } transform.forward = endDirection; + characterAnimator.Play("Idle"); } @@ -103,15 +143,23 @@ public class Character : MonoBehaviour //If block at Position is walkable set it to moveTo - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) + if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){ moveTo = hit; + CurrentBlock = moveTo; + StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f)); + characterAnimator.Play("Idle"); + } //else if block down one is walkable - else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) + else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){ moveTo = hit; - + CurrentBlock = moveTo; + StartCoroutine(MoveDownCoroutine(CurrentBlock, transform, speed, 0.3f)); + characterAnimator.Play("Idle"); + } //set current block && move - CurrentBlock = moveTo; - StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f)); + //CurrentBlock = moveTo; + //StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f)); + //characterAnimator.Play("Idle"); //transform.position = CurrentBlock.VisualPosition; } @@ -187,7 +235,7 @@ public class Character : MonoBehaviour //set current block && move CurrentBlock = moveTo; - StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.5f)); + StartCoroutine(JumpCoroutine(CurrentBlock, transform, speed, 0.5f)); //transform.position = CurrentBlock.VisualPosition; } @@ -225,7 +273,7 @@ public class Character : MonoBehaviour //Set Current Block and move CurrentBlock = moveTo; - StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.5f)); + StartCoroutine(JumpCoroutine(CurrentBlock, transform, speed, 0.5f)); //transform.position = CurrentBlock.VisualPosition; } diff --git a/Assets/Scripts/PortalColourChange.cs b/Assets/Scripts/PortalColourChange.cs new file mode 100644 index 0000000..4086888 --- /dev/null +++ b/Assets/Scripts/PortalColourChange.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PortalColourChange : MonoBehaviour +{ + //get materials/colour from players + //hard code for now + Color person1 = new Color32(255, 91, 0, 255); + Color red2 = new Color32(255, 0, 0, 255); + Color purple1 = new Color32(183, 96, 255, 255); + Color purple2 = new Color32(140, 0, 255, 255); + Color yellow1 = new Color32(252, 255, 124, 255); + Color yellow2 = new Color32(250, 255, 0, 255); + Color green1 = new Color32(30, 255, 64, 255); + Color green2 = new Color32(0, 196, 29, 255); + + + //load portal + public ParticleSystem Edge; + public ParticleSystem InSpark; + public ParticleSystem RandomSparks; + public ParticleSystem Ring; + public ParticleSystem Smoke; + + private void Awake() + { + var mainEdge = Edge.main; + var mainInSpark = InSpark.main; + var mainRandomSparks = RandomSparks.main; + var mainRing = Ring.main; + var mainSmoke = Smoke.main; + + + //while not everyone has exited + mainEdge.startColor = purple1; + mainInSpark.startColor = new ParticleSystem.MinMaxGradient(purple2, purple1); + mainRandomSparks.startColor = new ParticleSystem.MinMaxGradient(purple2, purple1); + mainRing.startColor = purple1; + mainSmoke.startColor = purple2; + + //yield return new WaitForSeconds(5); + //loop until all players have fhit the portal + } + + +} + + diff --git a/Assets/Scripts/PortalColourChange.cs.meta b/Assets/Scripts/PortalColourChange.cs.meta new file mode 100644 index 0000000..66c3df0 --- /dev/null +++ b/Assets/Scripts/PortalColourChange.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6603f714d8c458446a8adc74a3df6f66 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/ScoreBoard.cs b/Assets/Scripts/UI/ScoreBoard.cs new file mode 100644 index 0000000..c741a00 --- /dev/null +++ b/Assets/Scripts/UI/ScoreBoard.cs @@ -0,0 +1,10 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ScoreBoard : MonoBehaviour +{ +//calculate who is first second, third and fourth +//update the order on the UI with player names +//after 10 seconds load next scene/game +} diff --git a/Assets/Scripts/UI/ScoreBoard.cs.meta b/Assets/Scripts/UI/ScoreBoard.cs.meta new file mode 100644 index 0000000..f23efaa --- /dev/null +++ b/Assets/Scripts/UI/ScoreBoard.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f3481b961a4a56046b973a51de723523 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ScoreboardBackground.psd b/ScoreboardBackground.psd new file mode 100644 index 0000000..05a5f0c --- /dev/null +++ b/ScoreboardBackground.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c05284b7a8dff3bb0824e25d98c61c1191bf4226269f4585b1089302a36730cd +size 445933