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2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
7487 changed files with 943244 additions and 0 deletions

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Assets/Scripts/Blinky.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
public class Blinky : MonoBehaviour
{
public Light2D myLight;
public bool blinked = false;
public Color overdrive_color = Color.white;
private Color classic_color;
private int insane_counter = 0;
public int insane_counter_max = 20;
public float overdrive_intensity = 4;
private float default_intensity;
private float temp_intensity = 1;
public bool dimming = false;
public AudioSource lightsnd;
public BlockLighter blocklighter;
float ZMove = 0f;
float ZyMove = 0f;
Vector3 lightpos;
// Start is called before the first frame update
void Start()
{
classic_color = myLight.color;
default_intensity = myLight.intensity;
}
// Update is called once per frame
void Update()
{
ZMove = Input.GetAxisRaw("Z") * 4;
ZyMove = Input.GetAxisRaw("Zy") * 4 * (true ? -1 : 1);
lightpos.x = ZMove;
lightpos.y = ZyMove;
transform.localPosition = lightpos;
if (Input.GetButtonDown("Blink") && !blinked)
{
blinked = true;
myLight.intensity = overdrive_intensity;
myLight.color = overdrive_color;
lightsnd.transform.position = transform.position;
blocklighter.LightThem();
lightsnd.Play();
}
if (blinked && !dimming)
{
if (insane_counter >= insane_counter_max)
{
insane_counter = 0;
temp_intensity = overdrive_intensity;
dimming = true;
blinked = false;
}
else
{
insane_counter += 1;
}
}
if (dimming == true)
{
if (temp_intensity > default_intensity)
{
myLight.intensity = temp_intensity;
temp_intensity -= 1f / insane_counter_max;
}
if (temp_intensity < default_intensity)
{
temp_intensity = default_intensity;
}
else if (temp_intensity == default_intensity)
{
myLight.color = classic_color;
myLight.intensity = default_intensity;
lightsnd.Stop();
dimming = false;
}
}
if (temp_intensity > default_intensity)
{
myLight.color = overdrive_color;
}
if (temp_intensity == default_intensity)
{
myLight.color = classic_color;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class BlockLighter : MonoBehaviour
{
float distance;
RaycastHit2D[] hits;
public Blinky blinky;
public Transform lighty;
public int i = 0;
public Vector3 lightpos;
public GameObject[] allChildren;
// Start is called before the first frame update
void Start()
{
allChildren = new GameObject[transform.childCount];
//Find all child obj and store to that array
foreach (Transform child in transform)
{
allChildren[i] = child.gameObject;
i += 1;
}
foreach (GameObject child1 in allChildren)
{
foreach (GameObject child2 in allChildren)
{
Debug.DrawLine(child1.transform.position, child2.transform.position, Color.blue, 3f);
}
}
}
// Update is called once per frame
public void LightThem()
{
foreach (GameObject child in allChildren)
{
lightpos = new Vector3(lighty.transform.position.x, lighty.transform.position.y, lighty.transform.position.z);
Debug.DrawLine(lightpos, child.transform.position, Color.red, 5f);
hits = Physics2D.RaycastAll(lightpos, child.transform.position, 2f);
foreach (RaycastHit2D hit in hits)
{
distance = hit.distance;
if (hit.transform.tag.Equals("Level"))
{
child.gameObject.SetActive(true);
}
}
}
}
}

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using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
//Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
//Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}

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using UnityEngine;
public class Parallax : MonoBehaviour
{
private float length, startPos;
public GameObject cam;
public float parallexEffect;
void Start()
{
startPos = transform.position.x;
length = GetComponent<SpriteRenderer>().bounds.size.x;
}
void FixedUpdate()
{
float temp = (cam.transform.position.x * (1 - parallexEffect));
float dist = (cam.transform.position.x * parallexEffect);
transform.position = new Vector3(startPos + dist, transform.position.y, transform.position.z);
if (temp > startPos + length) startPos += length;
else if (temp < startPos - length) startPos -= length;
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
float HorizontalMove = 0f;
float VerticalMove = 0f;
bool jump = false;
bool jumping = false;
public Animator animator;
bool crouch = false;
bool crouching = false;
public float RunSpeed = 80f;
public AudioSource jumpsnd;
// Update is called once per frame
void Update()
{
VerticalMove = Input.GetAxisRaw("Vertical");
HorizontalMove = Input.GetAxisRaw("Horizontal") * RunSpeed;
animator.SetBool("Jumping", jumping);
animator.SetBool("Crouching", crouching);
animator.SetFloat("Speed", HorizontalMove);
if (transform.position.y < -23f)
{
transform.position = new Vector3(-2.18f, -11.78f, 0);
}
if ((VerticalMove > 0.8 || Input.GetButtonDown("Jump")) && !jumping)
{
jump = true;
jumping = true;
jumpsnd.transform.position = transform.position;
jumpsnd.Play();
}
if (VerticalMove < -0.8 || Input.GetButtonDown("Crouch"))
{
crouch = true;
} else if (Input.GetButtonUp("Crouch") || VerticalMove > -0.8)
{
crouch = false;
}
}
void FixedUpdate()
{
controller.Move(HorizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
public void OnLanding()
{
jumping = false;
jumpsnd.Stop();
}
public void OnCrouch(bool IsCrouching)
{
crouching = IsCrouching;
}
}