Browse Source

Added in Pinata models, added animations. Animator still needs a bit of work. Updated player scripts to affect animations

weapons
Joshua Reason 9 years ago
parent
commit
8c7fcc6896
27 changed files with 789 additions and 2 deletions
  1. BIN
      playable/Assets/Lachlan_jump_work.unity
  2. BIN
      playable/Assets/Materials/No Name.mat
  3. +4
    -0
      playable/Assets/Materials/No Name.mat.meta
  4. BIN
      playable/Assets/Pinata.anim
  5. +4
    -0
      playable/Assets/Pinata.anim.meta
  6. BIN
      playable/Assets/Pinata.controller
  7. +4
    -0
      playable/Assets/Pinata.controller.meta
  8. +5
    -0
      playable/Assets/Pinata.meta
  9. BIN
      playable/Assets/Pinata/Pinata.fbx
  10. +244
    -0
      playable/Assets/Pinata/Pinata.fbx.meta
  11. BIN
      playable/Assets/Pinata/Pinata_Fall.fbx
  12. +244
    -0
      playable/Assets/Pinata/Pinata_Fall.fbx.meta
  13. BIN
      playable/Assets/Pinata/Pinata_Idle.fbx
  14. +244
    -0
      playable/Assets/Pinata/Pinata_Idle.fbx.meta
  15. +5
    -0
      playable/Assets/Scripts.meta
  16. +0
    -0
      playable/Assets/Scripts/P2_weapon.cs
  17. +0
    -0
      playable/Assets/Scripts/P2_weapon.cs.meta
  18. +17
    -0
      playable/Assets/Scripts/PlayerControler.cs
  19. +0
    -0
      playable/Assets/Scripts/PlayerControler.cs.meta
  20. +0
    -0
      playable/Assets/Scripts/bulletScript.cs
  21. +0
    -0
      playable/Assets/Scripts/bulletScript.cs.meta
  22. +0
    -0
      playable/Assets/Scripts/camera_controls.cs
  23. +0
    -0
      playable/Assets/Scripts/camera_controls.cs.meta
  24. +18
    -2
      playable/Assets/Scripts/player2_controls.cs
  25. +0
    -0
      playable/Assets/Scripts/player2_controls.cs.meta
  26. +0
    -0
      playable/Assets/Scripts/sc.cs
  27. +0
    -0
      playable/Assets/Scripts/sc.cs.meta

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400012: Back_Leg_IK.L_end
400014: Back_Leg_IK.R
400016: Back_Leg_IK.R_end
400018: Back_Leg_Top.L
400020: Back_Leg_Top.R
400022: Back_Pelvice
400024: Cube
400026: Cube.001
400028: Cube.002
400030: Cube.003
400032: Cube.004
400034: Cube.005
400036: Front_Leg_Bottom.L
400038: Front_Leg_Bottom.L_end
400040: Front_Leg_Bottom.R
400042: Front_Leg_Bottom.R_end
400044: Front_Leg_IK.L
400046: Front_Leg_IK.L_end
400048: Front_Leg_IK.R
400050: Front_Leg_IK.R_end
400052: Front_Leg_Top.L
400054: Front_Leg_Top.R
400056: Pelvice
400058: Pelvice.001
400060: Pelvice.002
400062: Pelvice.003
400064: Pelvice.003_end
400066: Pelvice.004
400068: //RootNode
2300000: Cube.001
2300002: Cube.002
2300004: Cube.003
2300006: Cube.004
2300008: Cube.005
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3300002: Cube.002
3300004: Cube.003
3300006: Cube.004
3300008: Cube.005
4300000: Cube.004
4300002: Cube.002
4300004: Cube.001
4300006: Cube.005
4300008: Cube.003
4300010: Cube
7400000: Armature.001|Armature.001Action
9500000: //RootNode
13700000: Cube
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:
- serializedVersion: 16
name: Armature.001|Armature.001Action
takeName: Armature.001|Armature.001Action
firstFrame: 0
lastFrame: 74
wrapMode: 0
orientationOffsetY: 0
level: 0
cycleOffset: 0
loop: 0
loopTime: 1
loopBlend: 0
loopBlendOrientation: 0
loopBlendPositionY: 0
loopBlendPositionXZ: 0
keepOriginalOrientation: 0
keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
transformMask:
- path:
weight: 1
- path: Armature.001
weight: 1
- path: Armature.001/Pelvice.004
weight: 1
- path: Armature.001/Pelvice.004/Back_Leg_IK.L
weight: 1
- path: Armature.001/Pelvice.004/Back_Leg_IK.L/Back_Leg_IK.L_end
weight: 1
- path: Armature.001/Pelvice.004/Back_Leg_IK.R
weight: 1
- path: Armature.001/Pelvice.004/Back_Leg_IK.R/Back_Leg_IK.R_end
weight: 1
- path: Armature.001/Pelvice.004/Front_Leg_IK.L
weight: 1
- path: Armature.001/Pelvice.004/Front_Leg_IK.L/Front_Leg_IK.L_end
weight: 1
- path: Armature.001/Pelvice.004/Front_Leg_IK.R
weight: 1
- path: Armature.001/Pelvice.004/Front_Leg_IK.R/Front_Leg_IK.R_end
weight: 1
- path: Armature.001/Pelvice.004/Pelvice
weight: 1
- path: Armature.001/Pelvice.004/Pelvice/Back_Pelvice
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weight: 1
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foreArmTwist: .5
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+ 5
- 0
playable/Assets/Scripts.meta View File

@ -0,0 +1,5 @@
fileFormatVersion: 2
guid: bf3543996fda37e42902b8f2424f0d78
folderAsset: yes
DefaultImporter:
userData:

playable/Assets/P2_weapon.cs → playable/Assets/Scripts/P2_weapon.cs View File


playable/Assets/P2_weapon.cs.meta → playable/Assets/Scripts/P2_weapon.cs.meta View File


playable/Assets/PlayerControler.cs → playable/Assets/Scripts/PlayerControler.cs View File

@ -3,6 +3,8 @@ using System.Collections;
public class PlayerControler : MonoBehaviour {
public Animator animator;
// Use this for initialization
void Start () {
}
@ -18,6 +20,10 @@ public class PlayerControler : MonoBehaviour {
Vector2 velo = rigidbody2D.velocity;
velo.x = Input.GetAxis ("Horizontal_P1") * speed;
rigidbody2D.velocity = velo;
animator.SetFloat("Velocity",velo.magnitude);
animator.SetBool ("Fall", !canJump);
applyPlayerDirection (Input.GetAxisRaw ("Horizontal_P1"));
if (Input.GetKey (KeyCode.UpArrow)){
if (canJump == true){
@ -32,6 +38,17 @@ public class PlayerControler : MonoBehaviour {
//bulletGO.transform.position = transform.position;
//}
}
private void applyPlayerDirection(float moveHorizontal)
{
if (moveHorizontal != 0)
{
Vector3 scale = transform.localScale;
scale.x = -moveHorizontal * Mathf.Abs(scale.x);
transform.localScale = scale;
}
}
void OnCollisionEnter2D(Collision2D col){
if (col.collider.tag == "ground")
canJump = true;

playable/Assets/PlayerControler.cs.meta → playable/Assets/Scripts/PlayerControler.cs.meta View File


playable/Assets/bulletScript.cs → playable/Assets/Scripts/bulletScript.cs View File


playable/Assets/bulletScript.cs.meta → playable/Assets/Scripts/bulletScript.cs.meta View File


playable/Assets/camera_controls.cs → playable/Assets/Scripts/camera_controls.cs View File


playable/Assets/camera_controls.cs.meta → playable/Assets/Scripts/camera_controls.cs.meta View File


playable/Assets/player2_controls.cs → playable/Assets/Scripts/player2_controls.cs View File

@ -3,6 +3,8 @@ using System.Collections;
public class player2_controls : MonoBehaviour {
public Animator animator;
void Start () {
}
@ -19,21 +21,35 @@ public class player2_controls : MonoBehaviour {
Vector2 velo = rigidbody2D.velocity;
velo.x = Input.GetAxis ("Horizontal_P2") * speed;
rigidbody2D.velocity = velo;
animator.SetFloat("Velocity",velo.magnitude);
animator.SetBool ("Fall", !canJump);
applyPlayerDirection (Input.GetAxisRaw ("Horizontal_P2"));
if (Input.GetKey (KeyCode.W)){
if (canJump == true){
rigidbody2D.velocity = jumpVector;
canJump = false;
canJump = false;
}
}
//if (Input.GetKey (KeyCode.Space)){
//shoot
//GameObject bulletGO = Instantiate (bullet) as GameObject;
//bulletGO.transform.position = transform.position;
//bulletGO.transform.posplayteition = transform.position;
//}
}
//Changes direction of sprite according to key pressed
private void applyPlayerDirection(float moveHorizontal)
{
if (moveHorizontal != 0)
{
Vector3 scale = transform.localScale;
scale.x = moveHorizontal * Mathf.Abs(scale.x);
transform.localScale = scale;
}
}
void OnCollisionEnter2D(Collision2D col){
if (col.collider.tag == "ground")
canJump = true;

playable/Assets/player2_controls.cs.meta → playable/Assets/Scripts/player2_controls.cs.meta View File


playable/Assets/sc.cs → playable/Assets/Scripts/sc.cs View File


playable/Assets/sc.cs.meta → playable/Assets/Scripts/sc.cs.meta View File


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