Merge branch 'master' of https://git.steelants.cz/GJP/GlobalGameJam-2021
This commit is contained in:
commit
d0793e726d
8
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@ -387,11 +456,6 @@ PrefabInstance:
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propertyPath: m_Name
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value: Player
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objectReference: {fileID: 0}
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@ -1,6 +1,7 @@
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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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using UnityEngine.SceneManagement;
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||||
public class PlayerManager : MonoBehaviour
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||||
{
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||||
@ -165,7 +166,7 @@ public class PlayerManager : MonoBehaviour
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public void Die()
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{
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Application.LoadLevel(Application.loadedLevel);
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
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void Animation()
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@ -218,7 +219,7 @@ public class PlayerManager : MonoBehaviour
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{
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pushPullObject = null;
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rigidBody.AddForce(
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(transform.right * (run ? runSpeed : speed) * 5 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.right * (run ? runSpeed : speed) * 15 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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(transform.up * jump * 10 * Time.deltaTime),
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ForceMode.VelocityChange
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);
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||||
@ -311,6 +312,11 @@ public class PlayerManager : MonoBehaviour
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||||
{
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if (other.tag == "Ground" || other.tag == "Objects")
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{
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||||
rigidBody.AddForce(
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(transform.right * (run ? runSpeed : speed) * 10 * Input.GetAxis("Horizontal") * Time.deltaTime) +
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||||
(transform.up * 10 * Time.deltaTime),
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ForceMode.VelocityChange
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);
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||||
onGround = false;
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dash = false;
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}
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@ -1,13 +1,17 @@
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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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using UnityEngine.SceneManagement;
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||||
public class PowerCubeManager : MonoBehaviour
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||||
{
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||||
public enum PowerType {Nothing, Bigger, Faster, Jumper};
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||||
public enum PowerType {Nothing, Bigger, Faster, Jumper, Artefact};
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||||
public PowerType powerType = PowerType.Nothing;
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||||
public float powerTime = 5f;
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||||
public float powerUnit = 10f;
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||||
private bool interact = false;
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||||
public string nextSceneName;
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||||
private MeshRenderer meshRenderer;
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||||
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||||
void Start()
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||||
{
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||||
@ -22,11 +26,42 @@ public class PowerCubeManager : MonoBehaviour
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||||
{
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||||
GetComponentInChildren<MeshRenderer>().material.color = Color.green;
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||||
}
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||||
else if (powerType == PowerType.Artefact)
|
||||
{
|
||||
meshRenderer = GetComponentInChildren<MeshRenderer>();
|
||||
meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
|
||||
meshRenderer.materials[1].SetColor("_OutlineColor", new Color(0.5276349f, 0.5566038f, 0.118147f));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (interact) {
|
||||
if (powerType == PowerType.Artefact)
|
||||
{
|
||||
if (Input.GetKeyUp(KeyCode.E))
|
||||
{
|
||||
SceneManager.LoadScene(nextSceneName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.tag == "Player")
|
||||
{
|
||||
meshRenderer.materials[1].SetFloat("_Outline", 0.01f);
|
||||
interact = true;
|
||||
}
|
||||
}
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.gameObject.tag == "Player")
|
||||
{
|
||||
meshRenderer.materials[1].SetFloat("_Outline", 0.0f);
|
||||
interact = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -58,7 +58,7 @@ Shader "Outlined/Silhouette Only" {
|
||||
Name "OUTLINE"
|
||||
Tags { "LightMode" = "Always" }
|
||||
Cull Off
|
||||
Offset 4,4
|
||||
Offset 5,5
|
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|
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|
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// you can choose what kind of blending mode you want for the outline
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|
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