Merge pull request #8 from JanGross/level_detail_bc
Merging level design 2 into master
This commit is contained in:
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File diff suppressed because it is too large
Load Diff
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private bool stickToGround = false;
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[SerializeField]
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private float stickyOffset = 1;
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private bool blockCharge = false;
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[Header("Gliding")]
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public bool canGlide;
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|
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StickToPoint();
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}
|
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public void DontStick()
|
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{
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stickToGround = false;
|
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}
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void MouseControl()
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{
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float mouseInputX = Input.GetAxis("Mouse X") * mouseSensitivity;
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@@ -121,7 +125,11 @@ public class LurchMovement : MonoBehaviour {
|
||||
|
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void JumpControl()
|
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{
|
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if (Input.GetButton("Fire1") && currentJumpForce < maxJumpForce)
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if (Input.GetButtonDown("Fire1"))
|
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{
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blockCharge = false;
|
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}
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if (Input.GetButton("Fire1") && currentJumpForce < maxJumpForce && cooldown <= 0 && !blockCharge )
|
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{
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currentJumpForce += forceIncreaseSpeed;
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lerpedColor = Color.Lerp(normalColor, fullyChargedColor, t);
|
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@@ -137,7 +145,7 @@ public class LurchMovement : MonoBehaviour {
|
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{
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lerpedColor = normalColor;
|
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t = 0.0f;
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currentSize = normalSize;
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currentSize = Vector3.Lerp(currentSize, normalSize, Time.deltaTime * 5f);
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}
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@@ -147,7 +155,7 @@ public class LurchMovement : MonoBehaviour {
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currentJumpForce = 0.0f;
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}
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|
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if (Input.GetButtonUp("Fire1")) {
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if (Input.GetButtonUp("Fire1") && cooldown <= 0 && !blockCharge) {
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cooldown = 0.5f;
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lurchBody.isKinematic = false;
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stickToGround = false;
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@@ -155,6 +163,12 @@ public class LurchMovement : MonoBehaviour {
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lurchBody.AddForce(theLurch.forward * currentJumpForce, ForceMode.Impulse);
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lurchBody.AddForce(theLurch.up * currentJumpForce * upForceModifier, ForceMode.Impulse);
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}
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else if (Input.GetButton("Fire2")) {
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currentJumpForce = 0.0f;
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cooldown = 0.5f;
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currentSize = Vector3.Lerp(currentSize, normalSize, Time.deltaTime * 5f);
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blockCharge = true;
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}
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else if (LurchOnGround() && Time.time > cooldown)
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{
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//stickToGround = true;
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public void RespawnLurch(string message = "Lurch respawned")
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{
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Debug.LogWarning("Lurch respawned: " + message);
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compLurchMovement.DontStick();
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lurch.transform.position = lastRespawnPoint.transform.position;
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}
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@@ -2,8 +2,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class Movement : MonoBehaviour {
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[System.Serializable]
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48
Assets/Scripts/TriggerEffects/FogZone.cs
Normal file
48
Assets/Scripts/TriggerEffects/FogZone.cs
Normal file
@@ -0,0 +1,48 @@
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using System.Collections;
|
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using System.Collections.Generic;
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using UnityEngine;
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public class FogZone : MonoBehaviour {
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[SerializeField]
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private Color fogColor = Color.white;
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[SerializeField]
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[Tooltip("Default: 0.01")]
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private float fogDensity = 0.01f;
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[SerializeField]
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private float fadeSpeed = 1;
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private float t = 0;
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private bool enabled = false;
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update () {
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if (t < 1 && enabled)
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{
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RenderSettings.fogColor = Color.Lerp(RenderSettings.fogColor, fogColor, t);
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RenderSettings.fogDensity = Mathf.Lerp(RenderSettings.fogDensity, fogDensity, t);
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}
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t += fadeSpeed * Time.deltaTime;
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}
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void LerpFogSettings()
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{
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enabled = true;
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t = 0;
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}
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private void OnTriggerEnter(Collider other)
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{
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Debug.Log("Changing fog");
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LerpFogSettings();
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}
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private void OnTriggerExit(Collider other)
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{
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enabled = false;
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}
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}
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11
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Reference in New Issue
Block a user