10 Commits

Author SHA1 Message Date
Richard Ott
7a262f543a Implementation of the Main- and Options-menu 2018-09-01 16:42:51 +02:00
Jan Groß
b6ea22e42b Merge pull request #2 from JanGross/respawn
Merge Respawn to Master
2018-09-01 12:49:56 +02:00
Jan Groß
f49fdce1be Merge branch 'master' into respawn 2018-09-01 12:49:46 +02:00
Jan Groß
e135fd5d19 LFS Commit for Gizmos 2018-09-01 12:42:46 +02:00
Jan Groß
5692f45d51 Merge pull request #1 from JanGross/player_movement
Merge Player movement
2018-09-01 12:30:58 +02:00
Richard Ott
9a4962464d Visual, Gliding, Jumping
actions are now visualized, Gliding, fixed jumping
2018-09-01 12:29:01 +02:00
Jan Groß
9e97662891 Spawnpoint and respawn stuff
New LurchRespawn component holds respawn points and checks for level bounds as well as fall distance.
The closest respawn point will be selected, all previous respawn points will be marked invalid (no longer available).
2018-09-01 12:15:39 +02:00
Richard Ott
d31fb78dea Basic Test level and lurch movement 2018-09-01 12:15:38 +02:00
Jan Groß
6206070b27 Add .gitattributes 2018-09-01 09:58:16 +02:00
Richard Ott
1f3d9d8640 Basic Test level and lurch movement 2018-09-01 09:56:06 +02:00
54 changed files with 5907 additions and 1099 deletions

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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;
Cursor.visible = false;
}
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()
{
RaycastHit hit;
if (Physics.Raycast(theLurch.position, theLurch.forward, out hit, 1.4f))
{
return true;
}
if (lurchBody.isKinematic)
{
return true;
}
return false;
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 3f16aad2157fe0a41a06c13d367ceab7 guid: 9a548db4f33b8a24aa4ebca81f61e6dd
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

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@@ -0,0 +1,133 @@
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");
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: b51af86ed54a4504c866f4d54eceb129 guid: 167337a6a977deb408440dbf31acb6c9
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

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@@ -0,0 +1,96 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenue : MonoBehaviour {
[Header("Slider")]
public Scrollbar sliderAudio;
[Header("Buttons")]
public Button exitButton;
public Button playButton;
public string levelName;
[Header("Loading")]
public GameObject loadingStuff;
public RectTransform loadingIcon;
public GameObject finishedLoading;
// Use this for initialization
void Start () {
loadingStuff.SetActive(false);
finishedLoading.SetActive(false);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
Sliders();
Buttons();
}
void Sliders()
{
AudioListener.volume = sliderAudio.value;
}
void Buttons()
{
if (playButton)
{
playButton.onClick.AddListener(TaskLoadScene);
}
exitButton.onClick.AddListener(TaskExit);
}
void TaskExit()
{
Application.Quit();
}
void TaskLoadScene()
{
StartCoroutine(LoadScene());
}
IEnumerator LoadScene()
{
yield return null;
//Begin to load the Scene you specify
AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(levelName);
//Don't let the Scene activate until you allow it to
asyncOperation.allowSceneActivation = false;
Debug.Log("Pro :" + asyncOperation.progress);
//When the load is still in progress, output the Text and progress bar
while (!asyncOperation.isDone)
{
loadingStuff.SetActive(true);
float rotPlus = 0.0f;
rotPlus -= 0.03f;
loadingIcon.Rotate(new Vector3(0, 0, rotPlus));
if (asyncOperation.progress >= 0.9f)
{
finishedLoading.SetActive(true);
if (Input.GetKeyDown(KeyCode.Space))
{
asyncOperation.allowSceneActivation = true;
}
}
yield return null;
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 1d982a8393eef5c4f8a1613371d7be41 guid: 1cef20558221ae14a83b89064e674720
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OptionsMenu : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 24dcdb215c8fed5408db771f2fc46159
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,79 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using UnityEngine.SceneManagement;
public class OptionsMenue : MonoBehaviour {
[Header("Basics")]
public GameObject optionsMenue;
public LurchMovement lurchScript;
[Header("Slider")]
public Scrollbar sliderSensitivity;
public Scrollbar sliderAudio;
[Header("Buttons")]
public Button exitButton;
public Button resumeButton;
public Button playButton;
public string levelName;
// Use this for initialization
void Start () {
optionsMenue.SetActive(false);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Escape))
{
optionsMenue.SetActive(true);
if (lurchScript) {
lurchScript.enabled = false;
}
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
Sliders();
Buttons();
}
void Sliders()
{
lurchScript.mouseSensitivity = sliderSensitivity.value * 4;
AudioListener.volume = sliderAudio.value;
}
void Buttons()
{
if (resumeButton) {
resumeButton.onClick.AddListener(TaskResume);
}
if (playButton)
{
playButton.onClick.AddListener(TaskLoadScene);
}
exitButton.onClick.AddListener(TaskExit);
}
void TaskResume()
{
lurchScript.enabled =true;
optionsMenue.SetActive(false);
}
void TaskExit()
{
Application.Quit();
}
void TaskLoadScene()
{
SceneManager.LoadScene(levelName);
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6a1cce7599c3ac142bda0dad33d09510
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,25 +0,0 @@
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 () {
}
}

View File

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

View File

@@ -1,139 +0,0 @@
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;
}
}

View File

@@ -5,6 +5,9 @@ EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1
path: Assets/Scenes/MainMenu.unity
guid: 25de82ce17d00ae44a4d430a0c69bef6
- enabled: 1 - enabled: 1
path: Assets/Scenes/SampleScene.unity path: Assets/Scenes/SampleScene.unity
guid: 99c9720ab356a0642a771bea13969a05 guid: 99c9720ab356a0642a771bea13969a05

View File

@@ -35,6 +35,8 @@ GraphicsSettings:
- {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
m_PreloadedShaders: [] m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0} type: 0}

View File

@@ -3,7 +3,7 @@
--- !u!310 &1 --- !u!310 &1
UnityConnectSettings: UnityConnectSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_Enabled: 0 m_Enabled: 1
m_TestMode: 0 m_TestMode: 0
m_TestEventUrl: m_TestEventUrl:
m_TestConfigUrl: m_TestConfigUrl: