Browse Source

Merge branch 'master' of https://bitbucket.org/JoshuaReason/project-junker

Conflicts:
	unity_Project/Assets/Character/Character_Animation.controller
	unity_Project/Assets/_Scenes/MainLevel.unity
master
Joshua Reason 9 years ago
parent
commit
b64f7a7dca
101 changed files with 1217 additions and 4 deletions
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using UnityEngine;
using System.Collections;
public class MagnetEffect : MonoBehaviour {
public GameObject magnetTipObject; // Object for placing Magnet Ray
// SELF-NOTE: You will need to connect this script to the player controls
// in order to make use of the ShootRay() function.
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
// FUNCTION: Shoot Magnet Ray
void ShootRay(){
RaycastHit hit;
if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){
if(hit.collider.tag == "moveable"){
print ("Magnet Laser hit the object : " + hit.collider.gameObject.name);
}
}
}
}

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using UnityEngine;
using System.Collections;
public class MagnetLaser : MonoBehaviour {
private LineRenderer lr;
// Use this for initialization
void Start () {
lr = GetComponent<LineRenderer> ();
}
// Update is called once per frame
void Update () {
// Magnet Laser Collision
RaycastHit hit;
if (Physics.Raycast (transform.position, transform.forward, out hit)) {
if(hit.collider){
lr.SetPosition(1,new Vector3(0,0,hit.distance));
}
else{
lr.SetPosition(1,new Vector3(0,0,100));
}
}
}
}

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using UnityEngine;
using System.Collections;
public class PlayerSounds : MonoBehaviour {
private AudioSource source;
private float volLowRange = 0.5f; // Volume Low Range
private float volHighRange = 1.0f; // Volume High Range
private float pitchLowRange = 0.90f; // Pitch Low Range
private float pitchHighRange = 1.5f; // Pitch High Range
private float pitchDefault = 1.0f; // Pitch Default Value
// AUDIO CLIPS
// All sound effects are listed here.
public AudioClip sfxFootstep;
public AudioClip sfxTEST;
public AudioClip sfxSwitch;
public AudioClip sfxPickUp;
public AudioClip sfxRotateL;
public AudioClip sfxRotateR;
public AudioClip sfxJump;
public AudioClip sfxLand;
// FUNCTION: Find Audio Source component (attached to Player Avatar Object)
void Awake(){
source = GetComponent<AudioSource> ();
}
// FUNCTIONS: Play Sound Effects (SFX)
// NOTE: Must add the events to the relevant keyframe within animation clips.
void PlayFootstep(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxFootstep,volRandom);
}
public void PlayTest(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxTEST,volRandom);
}
void PlayJump(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.PlayOneShot (sfxJump,volRandom);
}
void PlayLand(){
float volRandom = Random.Range (volLowRange, volHighRange);
source.PlayOneShot (sfxLand,volRandom);
}
public void PlaySwitch(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxSwitch,0.7f);
}
public void PlayPickUp(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxPickUp,0.7f);
}
public void PlayRotateL(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxRotateL);
}
public void PlayRotateR(){
source.pitch = pitchDefault;
source.PlayOneShot (sfxRotateR);
}
// END BRACKET BELLOW:
}

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using UnityEngine;
using System.Collections;
public class impactSFX_crate : MonoBehaviour {
private AudioSource source;
public AudioClip sfxImpCrate;
private float volLowRange = 0.5f; // Volume Low Range
private float volHighRange = 1.0f; // Volume High Range
private float pitchLowRange = 0.75f; // Pitch Low Range
private float pitchHighRange = 1.0f; // Pitch High Range
private float pitchDefault = 1.0f; // Pitch Default Value
// FUNCTION: Find Audio Source component (attached to Player Avatar Object)
void Awake(){
source = GetComponent<AudioSource> ();
}
void PlayImpCrate(){
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxImpCrate,0.85f);
}
void OnCollisionEnter(Collision col){
PlayImpCrate ();
}
// // Use this for initialization
// void Start () {
//
// }
//
// // Update is called once per frame
// void Update () {
//
// }
}

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using UnityEngine;
using System.Collections;
public class impactSFX_fence : MonoBehaviour {
private AudioSource source;
public AudioClip sfxImpFence;
private float volLowRange = 0.5f; // Volume Low Range
private float volHighRange = 1.0f; // Volume High Range
private float pitchLowRange = 0.75f; // Pitch Low Range
private float pitchHighRange = 1.0f; // Pitch High Range
private float pitchDefault = 1.0f; // Pitch Default Value
// FUNCTION: Find Audio Source component (attached to Player Avatar Object)
void Awake(){
source = GetComponent<AudioSource> ();
}
void PlayImpFence(){
source.pitch = Random.Range (pitchLowRange, pitchHighRange);
source.PlayOneShot (sfxImpFence,0.3f);
}
void OnCollisionEnter(Collision col){
PlayImpFence ();
}
// // Use this for initialization
// void Start () {
//
// }
//
// // Update is called once per frame
// void Update () {
//
// }
}

+ 12
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unity_Project/Assets/Scripts/magnetGun.cs View File

@ -40,6 +40,17 @@ public class magnetGun : MonoBehaviour {
private float normGrip; private float normGrip;
private Renderer lastTargetRenderer; private Renderer lastTargetRenderer;
private Color lastTargetColour; private Color lastTargetColour;
public GameObject magnetTipObject;
//-----------------------
// Use PlayerSound script
// (specifically for object-rotation sounds for this MagnetGun script)
public PlayerSounds _playerSoundScript;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
if (topScreen) if (topScreen)
@ -108,7 +119,6 @@ public class magnetGun : MonoBehaviour {
cameraRotateTest (GravityTarget); cameraRotateTest (GravityTarget);
} }
@ -138,6 +148,8 @@ public class magnetGun : MonoBehaviour {
private void pickUpItem(Collider item){ private void pickUpItem(Collider item){
if (item != null) { if (item != null) {
_playerSoundScript.PlayPickUp();
if (item == otherPlayer.GravityTarget){ if (item == otherPlayer.GravityTarget){
otherPlayer.dropItem(item); otherPlayer.dropItem(item);
} }
@ -231,6 +243,7 @@ public class magnetGun : MonoBehaviour {
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance && Vector3.Distance (gravityWell.transform.position, camera.transform.position) < magnetRange) || maxPullSpeed<1) { if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > minDistance && Vector3.Distance (gravityWell.transform.position, camera.transform.position) < magnetRange) || maxPullSpeed<1) {
gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step); gravityWell.transform.position = Vector3.MoveTowards (gravityWell.transform.position, maxPull, step);
//MagnetLaserShoot();
if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen) if ((Vector3.Distance (gravityWell.transform.position, camera.transform.position) > magnetRange) && !topScreen)
dropItem (GravityTarget); dropItem (GravityTarget);
@ -241,12 +254,19 @@ public class magnetGun : MonoBehaviour {
private void rotateInput(Collider item){ private void rotateInput(Collider item){
if (item != null) { if (item != null) {
if (Input.GetButtonDown(L_BUTTON_INPUT)) if (Input.GetButtonDown(L_BUTTON_INPUT))
//_playerSoundScript.PlayRotateL(); // Rotate-Object Sound. ERROR: Held object continuously rotates
StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f)); StartCoroutine (rotateItem(item,new Vector3 (0,90,0),0.3f));
if (Input.GetButtonDown(R_BUTTON_INPUT)) if (Input.GetButtonDown(R_BUTTON_INPUT))
//_playerSoundScript.PlayRotateR(); // Rotate-Object Sound. ERROR: Held object continuously rotates
StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f)); StartCoroutine (rotateItem(item,new Vector3 (90,0,0),0.3f));
} }
} }
IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){ IEnumerator rotateItem (Collider item, Vector3 byAngles, float inTime){
Quaternion startAngle = item.transform.rotation; Quaternion startAngle = item.transform.rotation;
@ -310,5 +330,20 @@ public class magnetGun : MonoBehaviour {
} }
return false; return false;
} }
// FUNCTION: Shoot Magnet Ray
// void MagnetLaserShoot(){
// RaycastHit hit;
//
// if(Physics.Raycast(magnetTipObject.transform.position, magnetTipObject.transform.forward, out hit)){
// if(hit.collider.tag == "moveable"){
// Debug.Log("Magnet laser has collided" + hit.collider.gameObject.name);
// }
// }
// }
} }

+ 12
- 3
unity_Project/Assets/Scripts/sceneController.cs View File

@ -24,6 +24,15 @@ public class sceneController : MonoBehaviour {
private string playerSwapInput = "playerSwap"; private string playerSwapInput = "playerSwap";
// Call PlayerSound script to allow sounds upon button presses
// NOTE: Make sure the SceneController's inspector has the PlayerAvatar
// attached as an element under its script component.
public PlayerSounds _playerSoundScript;
// Use this for initialization // Use this for initialization
void Start () { void Start () {
@ -48,8 +57,6 @@ public class sceneController : MonoBehaviour {
} }
} }
@ -58,7 +65,7 @@ public class sceneController : MonoBehaviour {
swapCharacters (); swapCharacters ();
pointAtOther (); pointAtOther ();
if (Input.GetKeyDown(KeyCode.R))
if (Input.GetKeyDown (KeyCode.R))
Application.LoadLevel(Application.loadedLevel); Application.LoadLevel(Application.loadedLevel);
} }
@ -72,6 +79,8 @@ public class sceneController : MonoBehaviour {
Debug.Log("swappy Swap"); Debug.Log("swappy Swap");
activeP1 = !activeP1; activeP1 = !activeP1;
activeP2 = !activeP2; activeP2 = !activeP2;
_playerSoundScript.PlaySwitch(); //Play "Switch Character" sound function
if (activeP1){ if (activeP1){
newCamera = cameraPlayer1; newCamera = cameraPlayer1;

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