Browse Source

Merge branch 'master' of https://bitbucket.org/JoshuaReason/pi-ata-smackdown

Conflicts:
	playable/Assets/Objects/Countdown_1.fbx.meta
	playable/Assets/Objects/Countdown_2.fbx.meta
	playable/Assets/Objects/Countdown_3.fbx.meta
	playable/Assets/Objects/Countdown_4.fbx.meta
	playable/Assets/Objects/Countdown_5.fbx.meta
master
unknown 9 years ago
parent
commit
36015317d6
22 changed files with 964 additions and 54 deletions
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9500000: //RootNode
materials:
importMaterials: 1
materialName: 0
materialSearch: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
optimizeGameObjects: 0
motionNodeName:
animationCompression: 1
animationRotationError: .5
animationPositionError: .5
animationScaleError: .5
animationWrapMode: 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:

BIN
playable/Assets/Prefabs/Canvas.prefab View File


+ 4
- 0
playable/Assets/Prefabs/Canvas.prefab.meta View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: ea73c716bda774f4bb756900c863c6cb
NativeFormatImporter:
userData:

BIN
playable/Assets/Prefabs/Image.prefab View File


+ 4
- 0
playable/Assets/Prefabs/Image.prefab.meta View File

@ -0,0 +1,4 @@
fileFormatVersion: 2
guid: cad3f5852e4bb654cb9045e32924dc5c
NativeFormatImporter:
userData:

BIN
playable/Assets/Scenes/Level1.unity View File


BIN
playable/Assets/Scenes/Level2.unity View File


+ 49
- 12
playable/Assets/Scripts/CDscript.cs View File

@ -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;

+ 51
- 0
playable/Assets/Scripts/flameColor.cs View File

@ -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<ParticleSystem>().startColor = new Color(0, 255, 255);
}
if (playerLeader == 2){
gameObject.GetComponent<ParticleSystem>().startColor = new Color(255, 255, 0);
}
if (playerLeader == 3){
gameObject.GetComponent<ParticleSystem>().startColor = new Color(255, 0, 255);
}
if (playerLeader == 4){
gameObject.GetComponent<ParticleSystem>().startColor = new Color(0, 255, 0);
}
}
}

+ 8
- 0
playable/Assets/Scripts/flameColor.cs.meta View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 735b9b50a67deaf459049f02587c52ed
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

+ 0
- 1
playable/Assets/Scripts/menuContrller.cs View File

@ -25,7 +25,6 @@ public class menuContrller : MonoBehaviour {
// Update is called once per frame
void Update () {
}
public void panelSelect (string panel){

+ 19
- 28
playable/Assets/Scripts/playerController.cs View File

@ -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<GameObject> hearts = new List<GameObject> (); //list which holds health sprites;
//private List<GameObject> hearts = new List<GameObject> (); //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<Image>().color = Color.black;
}
else hearts[i].GetComponent<Image>().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>().text = "score: " + score.ToString ();
}
}

+ 17
- 8
playable/Assets/Scripts/playerId.cs View File

@ -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;
}

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