1 Commits

Author SHA1 Message Date
Jan Groß
39cef21b81 Introducing the UI and ToastManager 2018-09-01 03:08:44 +02:00
66 changed files with 1095 additions and 6489 deletions

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@@ -1,38 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CutscenePlayer : MonoBehaviour {
public Sprite[] theSprites;
public Image theBase;
public float speed = 1.0f;
private float TUNS = 0.0f;
private int i = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (i < theSprites.Length + 1) {
if (Time.time > TUNS)
{
i += 1;
if(i < theSprites.Length)
theBase.sprite = theSprites[i];
TUNS = Time.time + speed;
}
}
else
{
this.gameObject.SetActive(false);
}
}
}

View File

@@ -1,131 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LightLurch : MonoBehaviour {
private enum states { standard, lit, unlit }
[Header("Distances")]
[SerializeField]
private float standardRadius, standardIntensity;
[SerializeField]
private float tinyRadius, tinyIntensity;
[SerializeField]
private float maxRadius, maxIntensity;
[Header("Emission")]
[SerializeField]
private float emissionMultiplier = 1;
private float emissionValue;
[SerializeField]
private float maxEmission, minEmission, baseEmission = 1;
private float intensitySnapshot;
private Light lightSource;
private Renderer lurchRenderer;
[SerializeField]
private KeyCode triggerButton;
[SerializeField]
private float litDuration;
[SerializeField]
private float unLitDuration;
[SerializeField]
private float animationSpeed;
[Header("Debug")]
[SerializeField]
private states state;
[SerializeField]
private float t = 0;
[SerializeField]
private float ldCounter;
private float llCounter;
// Use this for initialization
void Start () {
state = states.standard;
GameObject lurch = GetComponent<LurchMovement>().theLurch.gameObject;
lightSource = lurch.GetComponent<Light>();
lurchRenderer = lurch.GetComponent<Renderer>();
lightSource.color = lurchRenderer.material.GetColor("_Color");
intensitySnapshot = lightSource.intensity;
lurchRenderer.material.SetColor("_EmissionColor", lightSource.color * (emissionMultiplier * emissionValue));
emissionValue = baseEmission;
lurchRenderer.material.EnableKeyword("_EMISSION");
}
// Update is called once per frame
void Update () {
t += Time.deltaTime * animationSpeed;
lurchRenderer.material.SetColor("_EmissionColor", lightSource.color * (emissionMultiplier * emissionValue));
switch (state)
{
case states.standard:
StandardGlow();
break;
case states.lit:
LightUp();
break;
case states.unlit:
GlowLow();
break;
}
if (Input.GetKeyDown(triggerButton) && state == states.standard)
{
t = 0;
ldCounter = litDuration;
llCounter = animationSpeed;
state = states.lit;
}
}
private void StandardGlow()
{
lightSource.intensity = Mathf.Lerp(tinyIntensity, standardIntensity, t);
lightSource.range = Mathf.Lerp(tinyRadius, standardRadius, t);
emissionValue = Mathf.Lerp(minEmission, baseEmission, t);
}
private void LightUp()
{
lightSource.intensity = Mathf.Lerp(standardIntensity, maxIntensity, t);
lightSource.range = Mathf.Lerp(standardRadius, maxRadius, t);
emissionValue = Mathf.Lerp(baseEmission, maxEmission, t);
if (ldCounter <= 0)
{
t = 0;
state = states.unlit;
ldCounter = unLitDuration;
llCounter = animationSpeed;
return;
}
ldCounter -= Time.deltaTime;
}
private void GlowLow()
{
lightSource.intensity = Mathf.Lerp(maxIntensity, tinyIntensity, t);
lightSource.range = Mathf.Lerp(maxRadius, tinyRadius, t);
emissionValue = Mathf.Lerp(maxEmission, minEmission, t);
if (llCounter <= 0)
{
if (ldCounter <= 0)
{
t = 0;
state = states.standard;
llCounter = animationSpeed;
return;
}
ldCounter -= Time.deltaTime;
}
llCounter -= Time.deltaTime;
}
}

View File

@@ -1,209 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LurchMovement : MonoBehaviour {
[Header("Mouse")]
[Range(0.01f, 4.0f)]
public float mouseSensitivity;
public bool invertMouse;
public bool lockMouse;
private float yaw = 0.0f;
private float pitch = 0.0f;
[Header("Smooth Follow")]
[Range(0.1f, 2)]
public float speed;
private Vector3 velocity = Vector3.zero;
[Header("Lurch")]
public Transform theLurch;
private Rigidbody lurchBody;
[Header("Jump Charge")]
public float maxJumpForce;
private float currentJumpForce;
public float forceIncreaseSpeed;
public Color normalColor;
public Color fullyChargedColor;
private Color lerpedColor;
public Vector3 normalSize;
[Range(0.1f, 1.0f)]
public float chargedSizeModifier;
private Vector3 chargedSize;
private Vector3 currentSize;
static float t = 0.0f;
[Header("Jump n Stick")]
public bool canStick;
[SerializeField]
private float cooldown;
[Header("Gliding")]
public bool canGlide;
private Vector3 glideSize;
[Range(1.0f, 10.0f)]
public float glideForce;
private void Start()
{
lurchBody = theLurch.GetComponent<Rigidbody>();
normalSize = theLurch.transform.localScale;
chargedSize = theLurch.transform.localScale * chargedSizeModifier;
glideSize = new Vector3(normalSize.x, normalSize.y * 0.5f, normalSize.z);
}
void Update()
{
theLurch.rotation = Quaternion.Euler(0, transform.eulerAngles.y, 0);
theLurch.GetComponent<Renderer>().material.color = lerpedColor;
theLurch.transform.localScale = currentSize;
MouseControl();
JumpControl();
SmoothFollow();
Gliding();
}
void MouseControl()
{
float mouseInputX = Input.GetAxis("Mouse X") * mouseSensitivity;
float mouseInputY;
transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
if (!invertMouse)
{
mouseInputY = Input.GetAxis("Mouse Y") * mouseSensitivity;
}
else
{
mouseInputY = -Input.GetAxis("Mouse Y") * mouseSensitivity;
}
yaw += mouseInputX;
pitch -= mouseInputY;
if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked;
}
else
{
Cursor.lockState = CursorLockMode.None;
}
}
void SmoothFollow()
{
Vector3 targetPosition = theLurch.TransformPoint(new Vector3(0, 0, 0));
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, speed);
}
void JumpControl()
{
if (Input.GetButton("Fire1") && currentJumpForce < maxJumpForce)
{
currentJumpForce += forceIncreaseSpeed;
lerpedColor = Color.Lerp(normalColor, fullyChargedColor, t);
if (t < 1.0f)
{
t += 2 * Time.deltaTime;
}
currentSize = Vector3.Lerp(currentSize, chargedSize, Time.deltaTime * 1.5f);
}
else if(!Input.GetButton("Fire1"))
{
lerpedColor = normalColor;
t = 0.0f;
currentSize = normalSize;
}
if (cooldown > 0.0f)
{
cooldown -= Time.deltaTime;
currentJumpForce = 0.0f;
}
if (Input.GetButtonUp("Fire1")) {
cooldown = 0.5f;
lurchBody.isKinematic = false;
lurchBody.AddForce(theLurch.forward * currentJumpForce, ForceMode.Impulse);
lurchBody.AddForce(theLurch.up * currentJumpForce, ForceMode.Impulse);
}
else if (LurchOnGround() && Time.time > cooldown)
{
lurchBody.isKinematic = true;
}
else if (!LurchOnGround() && Time.time > cooldown && !AmSticking())
{
currentJumpForce = 0.0f;
}
}
void Gliding()
{
if (canGlide && !lurchBody.isKinematic && Input.GetButton("Fire1") &&!LurchOnGround())
{
Debug.Log("Ich kann jetzt gleiten");
theLurch.transform.localScale = glideSize;
lurchBody.AddForce(theLurch.forward * glideForce);
lurchBody.AddForce(theLurch.up * 0.08f, ForceMode.Impulse);
}
if (!Input.GetButton("Fire1"))
{
theLurch.transform.localScale = currentSize;
}
}
public bool LurchOnGround()
{
RaycastHit hit;
if (Physics.Raycast(theLurch.position, Vector3.down, out hit, 0.36f) && cooldown <= 0.0f)
{
return true;
}
if (AmSticking())
{
return true;
}
return false;
}
bool AmSticking()
{
if (canStick) {
RaycastHit hit;
if (Physics.Raycast(theLurch.position, theLurch.forward, out hit, 1.4f))
{
return true;
}
if (lurchBody.isKinematic)
{
return true;
}
}
return false;
}
}

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@@ -1,133 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LurchRespawn : MonoBehaviour {
//Spawnpoints
[SerializeField]
private List<GameObject> respawnPoints = new List<GameObject>();
private GameObject lastRespawnPoint;
private int lastRespawnPointIndex;
//Refs
[SerializeField]
private Transform lowerBounds;
//ExtRefs
[SerializeField]
private GameObject lurch;
private LurchMovement compLurchMovement;
//States
private bool offGround = false;
private Vector3 lastGroundPos;
//Settings
[Header("Settings")]
[SerializeField]
[Tooltip("Update the spawnpoint every n frames")]
private int UpdateFrequenzy = 15;
[SerializeField]
private float maxFallDist = 100;
[SerializeField]
private KeyCode respawnKey = KeyCode.R;
void Start () {
if (respawnPoints.Count == 0)
{
this.enabled = false;
throw new System.Exception("No respawn points assigned");
}
compLurchMovement = gameObject.GetComponent<LurchMovement>();
lastGroundPos = lurch.transform.position;
lastRespawnPoint = respawnPoints[0];
}
// Update is called once per frame
void Update () {
if(Input.GetKeyDown(respawnKey))
{
RespawnLurch("Player respawned");
}
if(!offGround)
{
if(!compLurchMovement.LurchOnGround())
{
offGround = true;
lastGroundPos = lurch.transform.position;
}
} else
{
if (compLurchMovement.LurchOnGround())
{
offGround = false;
float fallDist = Vector3.Distance(lurch.transform.position, lastGroundPos);
if (fallDist > maxFallDist)
{
//We fell too far
RespawnLurch("Lurch fell too far");
}
lastGroundPos = lurch.transform.position;
}
}
if(Time.frameCount % UpdateFrequenzy == 0)
{
UpdateRespawnPoint();
}
if (Time.frameCount % UpdateFrequenzy * 2 == 0)
{
CheckBounds();
}
}
private void CheckBounds()
{
if(transform.position.y < lowerBounds.position.y)
{
RespawnLurch("Lurch went out of bounds");
}
}
private void UpdateRespawnPoint()
{
float nextPointDist;
float lastPointDist = Vector3.Distance(transform.position, lastRespawnPoint.transform.position);
for (int i = lastRespawnPointIndex; i < respawnPoints.Count; i++)
{
nextPointDist = Vector3.Distance(transform.position, respawnPoints[i].transform.position);
if (nextPointDist < lastPointDist)
{
lastRespawnPoint = respawnPoints[i];
lastRespawnPointIndex = i;
}
}
}
public void RespawnLurch(string message = "Lurch respawned")
{
Debug.LogWarning("Lurch respawned: " + message);
lurch.transform.position = lastRespawnPoint.transform.position;
}
private void OnDrawGizmos()
{
for(int i = 0; i < respawnPoints.Count; i++)
{
if(respawnPoints[i] == lastRespawnPoint)
{
Gizmos.DrawIcon(respawnPoints[i].transform.position, "RespawnActive.png");
} else if (i < lastRespawnPointIndex)
{
Gizmos.DrawIcon(respawnPoints[i].transform.position, "RespawnInactive.png");
} else
Gizmos.DrawIcon(respawnPoints[i].transform.position, "Respawn.png");
}
}
}

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@@ -1,11 +0,0 @@
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@@ -1,39 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MateMate : MonoBehaviour {
public bool mateStick;
public bool mateGlide;
public bool mateGlow;
public GameObject cutscene;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
private void OnTriggerEnter(Collider other)
{
if (other.transform.root.GetComponentInChildren<LurchMovement>())
{
if(mateStick)
other.transform.root.GetComponentInChildren<LurchMovement>().canStick = true;
if(mateGlide)
other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
if(mateGlow)
//other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
cutscene.SetActive(true);
}
}
}

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@@ -1,11 +0,0 @@
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@@ -1,92 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour {
[System.Serializable]
class MovementDirection
{
[SerializeField]
private bool enabled = false;
[SerializeField]
private enum Direction { Left_Right, Up_Down, Fwd_Bkw }
[SerializeField]
private Direction direction;
[SerializeField]
private bool loop = false;
[SerializeField]
private bool goBack = false;
[SerializeField]
private float distance = 100;
[SerializeField]
private float speed = 0;
[SerializeField]
private float dist;
private Vector3 initialPosition;
public void SetInitialPosition(Vector3 initPos)
{
initialPosition = initPos;
}
public Vector3 Move(Vector3 dirIn)
{
int dir = (int)direction;
Vector3 dirOut = dirIn;
enabled = loop ? true : enabled;
if (enabled)
{
dist = initialPosition[dir] - dirOut[dir];
if (goBack)
{
dirOut[dir] += speed * Time.deltaTime;
}
else
{
dirOut[dir] -= speed * Time.deltaTime;
}
if (dist > distance && !goBack)
{
if (loop)
{
goBack = true;
}
else
{
enabled = false;
}
}
else if (dist <= 0)
{
goBack = false;
}
}
return dirOut;
}
}
[SerializeField]
private List<MovementDirection> directions;
// Use this for initialization
void Start () {
foreach (MovementDirection direction in directions)
{
direction.SetInitialPosition(transform.position);
}
}
// Update is called once per frame
void Update () {
foreach ( MovementDirection direction in directions)
{
transform.position = direction.Move(transform.position);
}
}
}

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@@ -1,11 +0,0 @@
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@@ -1,63 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DarkAmbience : MonoBehaviour {
private float defaultEnvLightingIntensity, defaultEnfReflectionIntensity;
[SerializeField]
private float targetEnvLightingIntensity, targetEnfReflectionIntensity;
[SerializeField]
private float lerpSpeed;
[SerializeField]
private bool isDark = false;
private float t = 0;
// Use this for initialization
void Start () {
defaultEnvLightingIntensity = RenderSettings.ambientIntensity;
defaultEnfReflectionIntensity = RenderSettings.reflectionIntensity;
}
public void SwitchDarkness(bool dark)
{
isDark = dark;
t = 0;
}
private void OnValidate()
{
t = 0;
}
private void OnTriggerEnter(Collider other)
{
if(other.transform.root.tag == "Player")
{
SwitchDarkness(true);
}
}
private void OnTriggerExit(Collider other)
{
if (other.transform.root.tag == "Player")
{
SwitchDarkness(false);
}
}
// Update is called once per frame
void Update () {
if(isDark)
{
RenderSettings.ambientIntensity = Mathf.Lerp(defaultEnvLightingIntensity, targetEnvLightingIntensity, t);
RenderSettings.reflectionIntensity = Mathf.Lerp(defaultEnfReflectionIntensity, targetEnfReflectionIntensity, t);
}
else
{
RenderSettings.ambientIntensity = Mathf.Lerp(targetEnvLightingIntensity, defaultEnvLightingIntensity, t);
RenderSettings.reflectionIntensity = Mathf.Lerp(targetEnfReflectionIntensity, defaultEnfReflectionIntensity , t);
}
t += Time.deltaTime * lerpSpeed;
}
}

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@@ -1,11 +0,0 @@
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@@ -1,50 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EliminatePlayer : MonoBehaviour {
[SerializeField]
private string name = "Generic trap";
[SerializeField]
private float resapwnDelay = 0;
[Tooltip("Optional particle effect. Spawned when player enters the trigger")]
[SerializeField]
private GameObject effect;
[SerializeField]
private LurchRespawn player;
[SerializeField]
private bool killQueued = false;
[SerializeField]
private float rdCounter = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (rdCounter <= 0 && killQueued)
{
player.RespawnLurch(name);
killQueued = false;
} else
{
rdCounter -= Time.deltaTime;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.transform.root.tag == "Player")
{
rdCounter = resapwnDelay;
killQueued = true;
if(effect != null)
{
GameObject.Instantiate(effect);
}
}
}
}

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@@ -1,11 +0,0 @@
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@@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Intro : MonoBehaviour {
[SerializeField]
private List<ToastMessage> messages;
[SerializeField]
private UIManager uiManager;
// Use this for initialization
void Start () {
foreach( ToastMessage msg in messages)
{
msg.SetUIManager(uiManager);
uiManager.QueueMessage(msg);
}
}
// Update is called once per frame
void Update () {
}
}

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@@ -1,5 +1,5 @@
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@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Toast : MonoBehaviour {
public Text textElement;
public Image iconElement;
}

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@@ -1,5 +1,5 @@
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@@ -0,0 +1,139 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ToastMessage
{
[SerializeField]
private string messageText;
[SerializeField]
private float duration;
private float timeLeft;
[SerializeField]
private Texture2D icon;
[SerializeField]
private GameObject toastPrefab;
private GameObject toastElements;
private UIManager mngr;
public void SetUIManager(UIManager _mngr)
{
mngr = _mngr;
}
public float TimeTick()
{
return timeLeft = timeLeft - Time.deltaTime;
}
public GameObject CreateToastElements()
{
GameObject toastContainer = GameObject.Instantiate(toastPrefab,toastPrefab.transform.position, Quaternion.identity);
toastContainer.transform.SetParent(mngr.worldCanvas.transform);
Toast toast = toastContainer.GetComponent<Toast>();
toast.textElement.text = this.messageText;
Debug.Log(mngr);
icon = mngr.defaultIcon;
toast.iconElement.sprite = Sprite.Create(icon, new Rect(0.0f, 0.0f, icon.width, icon.height), Vector2.one);
toastContainer.SetActive(false);
toastElements = toastContainer;
return toastContainer;
}
public void ShowToastElements()
{
if (toastElements != null)
{
toastElements.SetActive(true);
}
else
{
Debug.LogWarning("Trying to show ToastElements before calling CreateToastElements() does not work.");
}
}
public void DestroyToastElements()
{
if(toastElements != null)
{
GameObject.Destroy(toastElements);
} else
{
Debug.LogWarning("Trying to destroy ToastElements before calling CreateToastElements() does not work.");
}
}
}
public class UIManager : MonoBehaviour {
public GameObject worldCanvas;
public Texture2D defaultIcon;
private List<ToastMessage> messageQueue = new List<ToastMessage>();
private ToastMessage currentMessage;
// Use this for initialization
void Start () {
}
private void DisplayMessage(ToastMessage msg)
{
msg.CreateToastElements();
msg.ShowToastElements();
}
private ToastMessage PopNextMessage()
{
if (messageQueue[0] != null)
{
ToastMessage next = messageQueue[0];
messageQueue.RemoveAt(0);
return next;
}
return null;
}
// Update is called once per frame
void Update () {
if (messageQueue.Count == 0 && currentMessage == null)
{
return; //No messages
}
if (currentMessage == null)
{
DisplayMessage(PopNextMessage());
}
else
{
float messageTimeLeft = currentMessage.TimeTick();
if (messageTimeLeft <= 0)
{
currentMessage.DestroyToastElements();
currentMessage = PopNextMessage();
DisplayMessage(currentMessage);
}
}
}
private void SetCurrentMessage(ToastMessage messageObject)
{
this.currentMessage = messageObject;
}
public ToastMessage createMessageObject(string text, float duration, Texture2D icon)
{
return new ToastMessage();
}
public int QueueMessage(ToastMessage msg)
{
messageQueue.Add(msg);
return messageQueue.Count;
}
}

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@@ -1,5 +1,5 @@
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