Browse Source

Added Menu

Added Dash bar
master
Joshua Reason 9 years ago
parent
commit
a433c027bb
30 changed files with 1416 additions and 1 deletions
  1. BIN
      playable/Assets/Materials/Confetti.mat
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  3. BIN
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  9. BIN
      playable/Assets/Prefabs/Confetti.prefab
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  13. BIN
      playable/Assets/Scenes/Level1.unity
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  15. BIN
      playable/Assets/Scenes/Menu_Scene.unity
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      playable/Assets/Scenes/Menu_Scene.unity.meta
  17. +52
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      playable/Assets/Scripts/fracExplosion.cs
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  19. +30
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      playable/Assets/Scripts/levelController.cs.meta
  21. +64
    -0
      playable/Assets/Scripts/menuContrller.cs
  22. +8
    -0
      playable/Assets/Scripts/menuContrller.cs.meta
  23. +6
    -1
      playable/Assets/Scripts/playerController.cs
  24. +71
    -0
      playable/Assets/Scripts/titleScript.cs
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  26. +40
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      playable/Assets/sceneController.cs
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      playable/Assets/sceneController.cs.meta
  28. BIN
      playable/ProjectSettings/EditorBuildSettings.asset
  29. BIN
      playable/ProjectSettings/InputManager.asset
  30. BIN
      playable/ProjectSettings/TagManager.asset

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using UnityEngine;
using System.Collections;
public class fracExplosion : MonoBehaviour {
public float explosionDistance;
public float explosionTime;
public bool triggerExplos = false;
public GameObject titleScreen;
public GameObject menu;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (triggerExplos) {
triggerExplos = false;
//Debug.Log (transform.position);
foreach (Transform child in transform)
{
StartCoroutine (explosion (child));
}
}
}
IEnumerator explosion(Transform debris){
Vector3 centre = transform.position;
Vector3 scaleDirection = debris.position - centre;
for (float i = 0; i < 1; i += Time.deltaTime/explosionTime) {
debris.position = scaleDirection * Mathf.Lerp(1,explosionDistance,i);
yield return null;
}
gameObject.SetActive (false);
titleScreen.SetActive(false);
menu.SetActive (true);
}
}

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

@ -0,0 +1,8 @@
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+ 30
- 0
playable/Assets/Scripts/levelController.cs View File

@ -0,0 +1,30 @@
using UnityEngine;
using System.Collections;
public class levelController : MonoBehaviour {
public int playerCount;
public static levelController control;
// Use this for initialization
void Awake ()
{
if (control == null) {
DontDestroyOnLoad (gameObject);
control = this;
} else if (control != this) {
Destroy (gameObject);
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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

@ -0,0 +1,8 @@
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defaultReferences: []
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+ 64
- 0
playable/Assets/Scripts/menuContrller.cs View File

@ -0,0 +1,64 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class menuContrller : MonoBehaviour {
public GameObject menu;
public GameObject options;
public GameObject levelSelect;
public GameObject btn_2player;
public GameObject btn_3player;
public GameObject btn_4player;
public levelController control;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void panelSelect (string panel){
menu.SetActive (false);
options.SetActive (false);
levelSelect.SetActive (false);
if (panel == "menu")
menu.SetActive (true);
if (panel =="options")
options.SetActive (true);
if (panel == "levelSelect")
levelSelect.SetActive (true);
}
public void playerSelect (int players){
btn_2player.GetComponent<Image> ().color = Color.grey;
btn_3player.GetComponent<Image> ().color = Color.grey;
btn_4player.GetComponent<Image> ().color = Color.grey;
control.playerCount = players;
if (players == 2)
btn_2player.GetComponent<Image> ().color = Color.red;
if (players == 3)
btn_3player.GetComponent<Image> ().color = Color.red;
if (players == 4)
btn_4player.GetComponent<Image> ().color = Color.red;
}
public void levelStart (string level){
Application.LoadLevel (level);
}
}

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

@ -0,0 +1,8 @@
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+ 6
- 1
playable/Assets/Scripts/playerController.cs View File

@ -1,6 +1,7 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic; //input for lists
using UnityEngine.UI;
public class playerController : MonoBehaviour {
@ -16,6 +17,7 @@ public class playerController : MonoBehaviour {
public stickController stick; //controller for stick
public GUIText scoreDisplay;
public GUIText gameOverDisplay;
public GameObject dashDisplay;
public float runSpeed; //run speed
public float jumpHeight; //jump height
@ -29,6 +31,7 @@ public class playerController : MonoBehaviour {
public float dashTime;
public float dashWait;
private float displayedHealth = 3; //currently displayed health
private bool updateHealth = true; //if the health bar needs updating
private float curDirection = -1; //direction player is pointing
@ -41,7 +44,7 @@ public class playerController : MonoBehaviour {
private int score;
private bool isDashing =false;
private bool canDash = true;
private float lastDash;
private float lastDash = 0.0f;
private bool stopDash = false;
public float deathTimer = 3.0f;
@ -75,6 +78,8 @@ public class playerController : MonoBehaviour {
}
dashDisplay.GetComponent<Scrollbar> ().size = (Time.time - lastDash) / dashWait;
}

+ 71
- 0
playable/Assets/Scripts/titleScript.cs View File

@ -0,0 +1,71 @@
using UnityEngine;
using System.Collections;
public class titleScript : MonoBehaviour {
public float finishScale;
public float scaleTime;
public GameObject confetti;
public GameObject title;
public GameObject fractTitle;
public GameObject pressButtText;
public GameObject menu;
private bool onTitle = true;
private bool finishExplosion = false;
// Use this for initialization
void Start () {
title.SetActive (true);
pressButtText.SetActive (true);
title.transform.localScale = Vector3.one;
StartCoroutine(scaleTitle(finishScale,scaleTime));
}
// Update is called once per frame
void Update () {
if (onTitle)
newconfetti ();
if (Input.anyKeyDown) {
onTitle = false;
title.SetActive(false);
fractTitle.SetActive(true);
pressButtText.SetActive(false);
fractTitle.GetComponent<fracExplosion>().triggerExplos = true;
//menu.SetActive(true);
}
}
public void newconfetti ()
{
Vector3 pos = new Vector3 (Random.Range (-5, 5), 3.88f, 0);
Instantiate (confetti, pos, title.transform.rotation);
}
IEnumerator scaleTitle (float finishScale,float scaleTime) {
float startScale = title.transform.localScale.x;
for (float i = 0; i < 1; i += Time.deltaTime/scaleTime) {
title.transform.localScale = Vector3.one * Mathf.Lerp(startScale,finishScale,i);
yield return null;
}
}
}

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

@ -0,0 +1,8 @@
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+ 40
- 0
playable/Assets/sceneController.cs View File

@ -0,0 +1,40 @@
using UnityEngine;
using System.Collections;
public class sceneController : MonoBehaviour {
public GameObject player1;
public GameObject player2;
public GameObject player3;
public GameObject player4;
public levelController control;
private int playerCount;
// Use this for initialization
void Start () {
control = GameObject.FindGameObjectWithTag ("GameController").GetComponent<levelController> ();
player1.SetActive (false);
player2.SetActive (false);
player3.SetActive (false);
player4.SetActive (false);
playerCount = control.playerCount;
if (playerCount >= 1)
player1.SetActive (true);
if (playerCount >= 2)
player2.SetActive (true);
if (playerCount >= 3)
player3.SetActive (true);
if (playerCount >= 4)
player4.SetActive (true);
}
// Update is called once per frame
void Update () {
}
}

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

@ -0,0 +1,8 @@
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BIN
playable/ProjectSettings/EditorBuildSettings.asset View File


BIN
playable/ProjectSettings/InputManager.asset View File


BIN
playable/ProjectSettings/TagManager.asset View File


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