From 5a517e7b9b79ff12f7d15b6984d13ec50d15a561 Mon Sep 17 00:00:00 2001 From: Joshua Reason Date: Sun, 31 May 2015 22:44:38 +1000 Subject: [PATCH] Fixed Level1 UI --- .../Objects/Countdown_SmackDown.fbx.meta | 65 ++ .../Objects/Countdown_SmackDown_Frac.fbx.meta | 742 ++++++++++++++++++ playable/Assets/Scripts/playerController.cs | 26 +- 3 files changed, 818 insertions(+), 15 deletions(-) create mode 100644 playable/Assets/Objects/Countdown_SmackDown.fbx.meta create mode 100644 playable/Assets/Objects/Countdown_SmackDown_Frac.fbx.meta diff --git a/playable/Assets/Objects/Countdown_SmackDown.fbx.meta b/playable/Assets/Objects/Countdown_SmackDown.fbx.meta new file mode 100644 index 0000000..83250f3 --- /dev/null +++ b/playable/Assets/Objects/Countdown_SmackDown.fbx.meta @@ -0,0 +1,65 @@ +fileFormatVersion: 2 +guid: 53c5098481cb29a4b8e94158a2ee0a86 +ModelImporter: + serializedVersion: 16 + fileIDToRecycleName: + 100000: //RootNode + 400000: //RootNode + 2300000: //RootNode + 3300000: 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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: diff --git a/playable/Assets/Scripts/playerController.cs b/playable/Assets/Scripts/playerController.cs index 5992fba..457391b 100644 --- a/playable/Assets/Scripts/playerController.cs +++ b/playable/Assets/Scripts/playerController.cs @@ -19,7 +19,11 @@ public class playerController : MonoBehaviour { 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 @@ -46,7 +50,7 @@ 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 hearts = new List (); //list which holds health sprites; + //private List hearts = new List (); //list which holds health sprites; private bool isSpinning = false; //checks if player is spin attacking private float lastHit; private float lastAttack; @@ -149,23 +153,15 @@ public class playerController : MonoBehaviour { 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 - heartPos.x = (healthPos.x + i * 0.033f); - heartPos.y = healthPos.y; + for (int i=0; i< health; i++) { //creates new heart sprite for each health + hearts[i].SetActive(true); - heartCanister.transform.position = heartPos; - hearts.Add(heartCanister); //adds heart to list if (heartBlack == true && heartColor == false){ - heartCanister.guiTexture.color = Color.black; + //heartCanister.guiTexture.color = Color.black; //else (heartCanister.guiTexture.color = Color.red); }