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2 Commits

Author SHA1 Message Date
haitem
021942ec8c Merge branch 'master' of https://git.steelants.cz/GJP/GlobalGameJam-2021 2021-01-30 20:05:26 +01:00
haitem
87124c53de Jump repair, add artefact prefab 2021-01-30 20:04:43 +01:00
9 changed files with 274 additions and 15 deletions

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@ -66,7 +66,7 @@ Material:
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- _Mode: 0 - _Mode: 0
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- _Parallax: 0.02 - _Parallax: 0.02
- _SmoothnessTextureChannel: 0 - _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1 - _SpecularHighlights: 1

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@ -45,8 +45,8 @@ Light:
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@ -234,7 +234,76 @@ PrefabInstance:
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@ -387,11 +456,6 @@ PrefabInstance:
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value: Player value: Player
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View File

@ -1,6 +1,7 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerManager : MonoBehaviour public class PlayerManager : MonoBehaviour
{ {
@ -165,7 +166,7 @@ public class PlayerManager : MonoBehaviour
public void Die() public void Die()
{ {
Application.LoadLevel(Application.loadedLevel); SceneManager.LoadScene(SceneManager.GetActiveScene().name);
} }
void Animation() void Animation()
@ -218,7 +219,7 @@ public class PlayerManager : MonoBehaviour
{ {
pushPullObject = null; pushPullObject = null;
rigidBody.AddForce( rigidBody.AddForce(
(transform.right * (run ? runSpeed : speed) * 5 * Input.GetAxis("Horizontal") * Time.deltaTime) + (transform.right * (run ? runSpeed : speed) * 15 * Input.GetAxis("Horizontal") * Time.deltaTime) +
(transform.up * jump * 10 * Time.deltaTime), (transform.up * jump * 10 * Time.deltaTime),
ForceMode.VelocityChange ForceMode.VelocityChange
); );
@ -311,6 +312,11 @@ public class PlayerManager : MonoBehaviour
{ {
if (other.tag == "Ground" || other.tag == "Objects") if (other.tag == "Ground" || other.tag == "Objects")
{ {
rigidBody.AddForce(
(transform.right * (run ? runSpeed : speed) * 10 * Input.GetAxis("Horizontal") * Time.deltaTime) +
(transform.up * 10 * Time.deltaTime),
ForceMode.VelocityChange
);
onGround = false; onGround = false;
dash = false; dash = false;
} }

View File

@ -1,13 +1,17 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class PowerCubeManager : MonoBehaviour public class PowerCubeManager : MonoBehaviour
{ {
public enum PowerType {Nothing, Bigger, Faster, Jumper}; public enum PowerType {Nothing, Bigger, Faster, Jumper, Artefact};
public PowerType powerType = PowerType.Nothing; public PowerType powerType = PowerType.Nothing;
public float powerTime = 5f; public float powerTime = 5f;
public float powerUnit = 10f; public float powerUnit = 10f;
private bool interact = false;
public string nextSceneName;
private MeshRenderer meshRenderer;
void Start() void Start()
{ {
@ -22,11 +26,42 @@ public class PowerCubeManager : MonoBehaviour
{ {
GetComponentInChildren<MeshRenderer>().material.color = Color.green; GetComponentInChildren<MeshRenderer>().material.color = Color.green;
} }
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() 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;
}
} }
} }

View File

@ -58,7 +58,7 @@ Shader "Outlined/Silhouette Only" {
Name "OUTLINE" Name "OUTLINE"
Tags { "LightMode" = "Always" } Tags { "LightMode" = "Always" }
Cull Off Cull Off
Offset 4,4 Offset 5,5
// you can choose what kind of blending mode you want for the outline // you can choose what kind of blending mode you want for the outline

View File

@ -5,6 +5,9 @@ EditorBuildSettings:
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path: Assets/Scenes/Filip.unity
guid: 326dea585e0ea574389529eaae8a0ab4
- enabled: 1 - enabled: 1
path: Assets/Scenes/Vasek.unity path: Assets/Scenes/Vasek.unity
guid: 127deaeaf7712824f83ee4cba639e023 guid: 127deaeaf7712824f83ee4cba639e023