From d3803acb32301e781fd12277111568ce14e8f795 Mon Sep 17 00:00:00 2001 From: AhmadAskri Date: Fri, 15 Jun 2018 19:34:30 -0400 Subject: [PATCH] Added MainMenu, NewLevel, PauseScreen, EndScreen, Option to Restart, Option to end game --- .vs/unitydemo-2DPlatformer/v15/.suo | Bin 0 -> 33792 bytes .../v15/sqlite3/storage.ide | Bin 0 -> 925696 bytes Assets/Materials/DefaultPixelSnap.mat | 42 +- Assets/Materials/Explosion.mat | 34 +- Assets/Materials/HalfAlpha.mat | 41 +- Assets/Materials/Health.mat | 41 +- Assets/Prefabs/Props/explosionParticle.prefab | 4534 ++++++++- Assets/Prefabs/Props/swan.prefab | 70 +- Assets/Prefabs/UI/Canvas.prefab | 879 ++ Assets/Prefabs/UI/Canvas.prefab.meta | 8 + Assets/Prefabs/env_PlatformTop.prefab | 236 + Assets/Prefabs/env_PlatformTop.prefab.meta | 8 + Assets/Scenes/Level 2.unity | 1772 ++++ Assets/Scenes/Level 2.unity.meta | 4 + Assets/Scenes/Level.unity | 9045 ++--------------- Assets/Scenes/MainMenu.unity | 1561 +++ Assets/Scenes/MainMenu.unity.meta | 7 + Assets/Scripts/Bomb.cs | 2 +- Assets/Scripts/Enemy.cs | 8 +- Assets/Scripts/GameOver.cs | 75 + Assets/Scripts/GameOver.cs.meta | 11 + Assets/Scripts/Gun.cs | 2 +- Assets/Scripts/LayBombs.cs | 2 +- Assets/Scripts/MainMenu.cs | 181 + Assets/Scripts/MainMenu.cs.meta | 11 + Assets/Scripts/Pauser.cs | 68 +- Assets/Scripts/PlatformFall.cs | 32 + Assets/Scripts/PlatformFall.cs.meta | 11 + Assets/Scripts/PlatformSpawner.cs | 80 + Assets/Scripts/PlatformSpawner.cs.meta | 11 + Assets/Scripts/PlayerControl.cs | 16 +- Assets/Scripts/PlayerHealth.cs | 2 +- Assets/Scripts/Remover.cs | 88 +- Assets/Scripts/Score.cs | 5 +- Assets/Scripts/ScoreShadow.cs | 2 +- Assets/Scripts/SetParticleSortingLayer.cs | 2 +- Packages/manifest.json | 4 + ProjectSettings/ClusterInputManager.asset | 6 + ProjectSettings/EditorBuildSettings.asset | 8 + ProjectSettings/GraphicsSettings.asset | 54 + ProjectSettings/NavMeshAreas.asset | 133 + ProjectSettings/PresetManager.asset | 6 + ProjectSettings/ProjectSettings.asset | 642 +- ProjectSettings/ProjectVersion.txt | 1 + ProjectSettings/TagManager.asset | 72 +- ProjectSettings/UnityConnectSettings.asset | 34 + unitydemo-2DPlatformer.Editor.csproj | 365 + unitydemo-2DPlatformer.csproj | 341 + 48 files changed, 11306 insertions(+), 9251 deletions(-) create mode 100644 .vs/unitydemo-2DPlatformer/v15/.suo create mode 100644 .vs/unitydemo-2DPlatformer/v15/sqlite3/storage.ide create mode 100644 Assets/Prefabs/UI/Canvas.prefab create mode 100644 Assets/Prefabs/UI/Canvas.prefab.meta create mode 100644 Assets/Prefabs/env_PlatformTop.prefab create mode 100644 Assets/Prefabs/env_PlatformTop.prefab.meta create mode 100644 Assets/Scenes/Level 2.unity create mode 100644 Assets/Scenes/Level 2.unity.meta create mode 100644 Assets/Scenes/MainMenu.unity create mode 100644 Assets/Scenes/MainMenu.unity.meta create mode 100644 Assets/Scripts/GameOver.cs create mode 100644 Assets/Scripts/GameOver.cs.meta create mode 100644 Assets/Scripts/MainMenu.cs create mode 100644 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userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Bomb.cs b/Assets/Scripts/Bomb.cs index 6286420..58867a3 100644 --- a/Assets/Scripts/Bomb.cs +++ b/Assets/Scripts/Bomb.cs @@ -63,7 +63,7 @@ public void Explode() foreach(Collider2D en in enemies) { // Check if it has a rigidbody (since there is only one per enemy, on the parent). - Rigidbody2D rb = en.rigidbody2D; + Rigidbody2D rb = en.GetComponent(); if(rb != null && rb.tag == "Enemy") { // Find the Enemy script and set the enemy's health to zero. diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs index 8ab6f77..122686a 100644 --- a/Assets/Scripts/Enemy.cs +++ b/Assets/Scripts/Enemy.cs @@ -36,7 +36,7 @@ void FixedUpdate () foreach(Collider2D c in frontHits) { // If any of the colliders is an Obstacle... - if(c.tag == "Obstacle") + if(c.tag == "Obstacle" || c.tag == "ground") { // ... Flip the enemy and stop checking the other colliders. Flip (); @@ -45,7 +45,7 @@ void FixedUpdate () } // Set the enemy's velocity to moveSpeed in the x direction. - rigidbody2D.velocity = new Vector2(transform.localScale.x * moveSpeed, rigidbody2D.velocity.y); + GetComponent().velocity = new Vector2(transform.localScale.x * moveSpeed, GetComponent().velocity.y); // If the enemy has one hit point left and has a damagedEnemy sprite... if(HP == 1 && damagedEnemy != null) @@ -86,8 +86,8 @@ void Death() dead = true; // Allow the enemy to rotate and spin it by adding a torque. - rigidbody2D.fixedAngle = false; - rigidbody2D.AddTorque(Random.Range(deathSpinMin,deathSpinMax)); + GetComponent().fixedAngle = false; + GetComponent().AddTorque(Random.Range(deathSpinMin,deathSpinMax)); // Find all of the colliders on the gameobject and set them all to be triggers. Collider2D[] cols = GetComponents(); diff --git a/Assets/Scripts/GameOver.cs b/Assets/Scripts/GameOver.cs new file mode 100644 index 0000000..54d9ce0 --- /dev/null +++ b/Assets/Scripts/GameOver.cs @@ -0,0 +1,75 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class GameOver : MonoBehaviour +{ + + public GameObject score; + + public GameObject againText; + + public GameObject exitText; + + public GameObject selection; + + private bool tryAgain; + + // Use this for initialization + void Start() + { + againText.SetActive(false); + exitText.SetActive(false); + selection.SetActive(false); + Remover.dead = false; + tryAgain = true; + } + + // Update is called once per frame + void Update() + { + if (Remover.dead) + { + if (score.transform.localPosition.y > 0.6f) + { + score.transform.localPosition = new Vector2(score.transform.localPosition.x, score.transform.localPosition.y - 2.5f); + } + else if (true) + { + againText.SetActive(true); + exitText.SetActive(true); + selection.SetActive(true); + } + + if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.LeftArrow)) + { + tryAgain = !tryAgain; + } + + + + if (tryAgain) + { + selection.transform.localPosition = new Vector2(-189.74f, selection.transform.localPosition.y); + selection.GetComponent().color = Color.green; + } + else if (!tryAgain) + { + selection.transform.localPosition = new Vector2(189.74f, selection.transform.localPosition.y); + selection.GetComponent().color = Color.red; + } + + if (tryAgain && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) + { + SceneManager.LoadScene(SceneManager.GetActiveScene().name); + Remover.dead = false; + } + else if (!tryAgain && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) + { + SceneManager.LoadScene("MainMenu"); + } + } + } +} diff --git a/Assets/Scripts/GameOver.cs.meta b/Assets/Scripts/GameOver.cs.meta new file mode 100644 index 0000000..8f459d5 --- /dev/null +++ b/Assets/Scripts/GameOver.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1b3c71a49d99ee844a655c1031aa2b7b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Gun.cs b/Assets/Scripts/Gun.cs index 2647b46..8e1dcd3 100644 --- a/Assets/Scripts/Gun.cs +++ b/Assets/Scripts/Gun.cs @@ -26,7 +26,7 @@ void Update () { // ... set the animator Shoot trigger parameter and play the audioclip. anim.SetTrigger("Shoot"); - audio.Play(); + GetComponent().Play(); // If the player is facing right... if(playerCtrl.facingRight) diff --git a/Assets/Scripts/LayBombs.cs b/Assets/Scripts/LayBombs.cs index b520f66..56a9276 100644 --- a/Assets/Scripts/LayBombs.cs +++ b/Assets/Scripts/LayBombs.cs @@ -16,7 +16,7 @@ public class LayBombs : MonoBehaviour void Awake () { // Setting up the reference. - bombHUD = GameObject.Find("ui_bombHUD").guiTexture; + bombHUD = GameObject.Find("ui_bombHUD").GetComponent(); } diff --git a/Assets/Scripts/MainMenu.cs b/Assets/Scripts/MainMenu.cs new file mode 100644 index 0000000..bb2d0d0 --- /dev/null +++ b/Assets/Scripts/MainMenu.cs @@ -0,0 +1,181 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; + +public class MainMenu : MonoBehaviour +{ + + Color col; + + public GameObject continueTxt; + + public GameObject titleTxt; + + public GameObject titleScreen; + + public GameObject mainMenu; + + public GameObject levelSelect; + + public GameObject selection; + + private float posY; + + private bool startGame; + + private int index = 0; + + // Use this for initialization + void Start() + { + col = continueTxt.GetComponent().color; + col.a = 0.0f; + continueTxt.GetComponent().color = col; + + posY = titleTxt.transform.localPosition.y; + + titleScreen.SetActive(true); + mainMenu.SetActive(false); + levelSelect.SetActive(false); + selection.SetActive(false); + + startGame = true; + } + + // Update is called once per frame + void Update() + { + continueText(); + + title(); + + loadMainMenu(); + + select(); + } + + void title() + { + if (titleTxt.transform.localPosition.y > -31.0f) + { + posY -= 5.5f; + } + + titleTxt.transform.localPosition = new Vector3(titleTxt.transform.localPosition.x, posY, titleTxt.transform.localPosition.z); + } + + void continueText() + { + if (col.a <= 1.0f) + { + col.a += 0.008f; + } + + continueTxt.GetComponent().color = col; + } + + void loadMainMenu() + { + if (Input.anyKeyDown && !levelSelect.activeSelf) + { + titleScreen.SetActive(false); + mainMenu.SetActive(true); + levelSelect.SetActive(false); + selection.SetActive(true); + } + } + + void select() + { + if (mainMenu.activeSelf) + { + mainMenuCode(); + } + else if (levelSelect.activeSelf) + { + levelSelectCode(); + } + } + + void mainMenuCode() + { + if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow)) + { + startGame = !startGame; + } + + if (startGame) + { + selection.transform.localPosition = new Vector2(selection.transform.localPosition.x, 31.0f); + selection.GetComponent().color = Color.green; + } + else if (!startGame) + { + selection.transform.localPosition = new Vector2(selection.transform.localPosition.x, -77.0f); + selection.GetComponent().color = Color.red; + } + + if (startGame && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) + { + mainMenu.SetActive(false); + levelSelect.SetActive(true); + } + else if (!startGame && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) + { + Application.Quit(); + } + } + + void levelSelectCode() + { + if (Input.GetKeyDown(KeyCode.UpArrow)) + { + index--; + } + else if (Input.GetKeyDown(KeyCode.DownArrow)) + { + index++; + } + + if (index < 0) + { + index = 2; + } + else if (index > 2) + { + index = 0; + } + + if (index == 0) + { + selection.transform.localPosition = new Vector2(selection.transform.localPosition.x, 31.0f); + selection.GetComponent().color = Color.white; + } + else if (index == 1) + { + selection.transform.localPosition = new Vector2(selection.transform.localPosition.x, -77.0f); + selection.GetComponent().color = Color.white; + } + else if (index == 2) + { + selection.transform.localPosition = new Vector2(selection.transform.localPosition.x, -185.0f); + selection.GetComponent().color = Color.red; + } + + if (index == 0 && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) + { + SceneManager.LoadScene("Level"); + } + else if (index == 1 && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) + { + SceneManager.LoadScene("Level 2"); + } + else if (index == 2 && (Input.GetKeyDown(KeyCode.KeypadEnter) || Input.GetKeyDown(KeyCode.Return))) + { + mainMenu.SetActive(true); + levelSelect.SetActive(false); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/MainMenu.cs.meta b/Assets/Scripts/MainMenu.cs.meta new file mode 100644 index 0000000..c6a35c7 --- /dev/null +++ b/Assets/Scripts/MainMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 65a406129e872844bb7304d3299d9c8c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Pauser.cs b/Assets/Scripts/Pauser.cs index 8a05e82..daf3a28 100644 --- a/Assets/Scripts/Pauser.cs +++ b/Assets/Scripts/Pauser.cs @@ -1,19 +1,75 @@ using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; using System.Collections; public class Pauser : MonoBehaviour { - private bool paused = false; - - // Update is called once per frame - void Update () { + + private bool paused = false; + + private bool resume = true; + + public GameObject pauseFilter; + + public GameObject pauseMenu; + + public GameObject selection; + + void Start() + { + pauseMenu.SetActive(false); + pauseFilter.SetActive(false); + selection.SetActive(false); + } + + // Update is called once per frame + void Update () { if(Input.GetKeyUp(KeyCode.P)) { paused = !paused; } - if(paused) + if (paused) + { Time.timeScale = 0; - else + + pauseMenu.SetActive(true); + pauseFilter.SetActive(true); + selection.SetActive(true); + + if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.DownArrow)) + { + resume = !resume; + } + + if (resume) + { + //3 + selection.transform.localPosition = new Vector2(0, 3); + selection.GetComponent().color = Color.green; + } + else if (true) + { + //-104 + selection.transform.localPosition = new Vector2(0, -104); + selection.GetComponent().color = Color.red; + } + + if (resume && (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter))) + { + paused = false; + } + else if (!resume && (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter))) + { + SceneManager.LoadScene("MainMenu"); + } + } + else + { Time.timeScale = 1; + pauseMenu.SetActive(false); + pauseFilter.SetActive(false); + selection.SetActive(false); + } } } diff --git a/Assets/Scripts/PlatformFall.cs b/Assets/Scripts/PlatformFall.cs new file mode 100644 index 0000000..88b48fd --- /dev/null +++ b/Assets/Scripts/PlatformFall.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlatformFall : MonoBehaviour { + + public float fallDelay = 1f; + + + private Rigidbody2D rb2d; + + void Awake() + { + gameObject.AddComponent(); + rb2d = GetComponent(); + rb2d.isKinematic = true; + } + + void OnCollisionEnter2D(Collision2D other) + { + if (other.gameObject.CompareTag("Player") || other.gameObject.CompareTag("ground")) + { + Invoke("Fall", fallDelay); + } + } + + void Fall() + { + rb2d.isKinematic = false; + } + +} diff --git a/Assets/Scripts/PlatformFall.cs.meta b/Assets/Scripts/PlatformFall.cs.meta new file mode 100644 index 0000000..2501140 --- /dev/null +++ b/Assets/Scripts/PlatformFall.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9533cc2d73813124bb3380c4bf3cf985 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlatformSpawner.cs b/Assets/Scripts/PlatformSpawner.cs new file mode 100644 index 0000000..a1488ad --- /dev/null +++ b/Assets/Scripts/PlatformSpawner.cs @@ -0,0 +1,80 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlatformSpawner : MonoBehaviour +{ + public int maxPlatforms; + public GameObject platform; + public float horizontalMin = 7.5f; + public float horizontalMax = 14f; + public float verticalMin = -6f; + public float verticalMax = 6; + + + private Vector2 originPosition; + + public GameObject[] platformsArray = new GameObject[5]; + public List platformsList = new List(); + + void Start() + { + + originPosition = transform.position; + Spawn(maxPlatforms); + for (int i = 0; i < platformsArray.Length; i++) + { + platformsList.Add(platformsArray[i]); + } + } + + void Update() + { + if (platformsList.Count < maxPlatforms) + { + Spawn(maxPlatforms - platformsList.Count); + } + + for (int i = 0; i < platformsList.Count; i++) + { + if (platformsList[i] == null) + { + platformsList.Remove(platformsList[i]); + } + } + } + + void Spawn(int numOfPlatforms) + { + Random.InitState(System.DateTime.Now.Millisecond); + for (int i = 0; i < numOfPlatforms; i++) + { + Vector2 randomPosition = originPosition + new Vector2(Random.Range(horizontalMin, horizontalMax), Random.Range(verticalMin, verticalMax)); + GameObject env_PlatformTop = Instantiate(platform, randomPosition, Quaternion.identity); + platformsList.Add(env_PlatformTop); + } + + createDistance(); + + } + + void createDistance() + { + for (int i = 0; i < platformsList.Count; i++) + { + for (int j = 0; j < platformsList.Count; j++) + { + if (platformsList[i] != null && platformsList[j] != null && platformsList[i] != platformsList[j]) + { + if (Vector2.Distance(platformsList[i].transform.position, platformsList[j].transform.position) < 10) + { + Vector3 direction = platformsList[i].transform.position - platformsList[j].transform.position; + direction.Normalize(); + + platformsList[i].transform.position = platformsList[i].transform.position + (direction * 5); + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/PlatformSpawner.cs.meta b/Assets/Scripts/PlatformSpawner.cs.meta new file mode 100644 index 0000000..f425d43 --- /dev/null +++ b/Assets/Scripts/PlatformSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d4d0b8063fadaaa4e88e544f081716ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerControl.cs b/Assets/Scripts/PlayerControl.cs index 34fb8af..695e510 100644 --- a/Assets/Scripts/PlayerControl.cs +++ b/Assets/Scripts/PlayerControl.cs @@ -52,14 +52,14 @@ void FixedUpdate () anim.SetFloat("Speed", Mathf.Abs(h)); // If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet... - if(h * rigidbody2D.velocity.x < maxSpeed) + if(h * GetComponent().velocity.x < maxSpeed) // ... add a force to the player. - rigidbody2D.AddForce(Vector2.right * h * moveForce); + GetComponent().AddForce(Vector2.right * h * moveForce); // If the player's horizontal velocity is greater than the maxSpeed... - if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed) + if(Mathf.Abs(GetComponent().velocity.x) > maxSpeed) // ... set the player's velocity to the maxSpeed in the x axis. - rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y); + GetComponent().velocity = new Vector2(Mathf.Sign(GetComponent().velocity.x) * maxSpeed, GetComponent().velocity.y); // If the input is moving the player right and the player is facing left... if(h > 0 && !facingRight) @@ -81,7 +81,7 @@ void FixedUpdate () AudioSource.PlayClipAtPoint(jumpClips[i], transform.position); // Add a vertical force to the player. - rigidbody2D.AddForce(new Vector2(0f, jumpForce)); + GetComponent().AddForce(new Vector2(0f, jumpForce)); // Make sure the player can't jump again until the jump conditions from Update are satisfied. jump = false; @@ -111,14 +111,14 @@ public IEnumerator Taunt() yield return new WaitForSeconds(tauntDelay); // If there is no clip currently playing. - if(!audio.isPlaying) + if(!GetComponent().isPlaying) { // Choose a random, but different taunt. tauntIndex = TauntRandom(); // Play the new taunt. - audio.clip = taunts[tauntIndex]; - audio.Play(); + GetComponent().clip = taunts[tauntIndex]; + GetComponent().Play(); } } } diff --git a/Assets/Scripts/PlayerHealth.cs b/Assets/Scripts/PlayerHealth.cs index d0b687d..bcb2002 100644 --- a/Assets/Scripts/PlayerHealth.cs +++ b/Assets/Scripts/PlayerHealth.cs @@ -83,7 +83,7 @@ void TakeDamage (Transform enemy) Vector3 hurtVector = transform.position - enemy.position + Vector3.up * 5f; // Add a force to the player in the direction of the vector and multiply by the hurtForce. - rigidbody2D.AddForce(hurtVector * hurtForce); + GetComponent().AddForce(hurtVector * hurtForce); // Reduce the player's health by 10. health -= damageAmount; diff --git a/Assets/Scripts/Remover.cs b/Assets/Scripts/Remover.cs index af2afcf..274b35a 100644 --- a/Assets/Scripts/Remover.cs +++ b/Assets/Scripts/Remover.cs @@ -3,45 +3,51 @@ public class Remover : MonoBehaviour { - public GameObject splash; - - - void OnTriggerEnter2D(Collider2D col) - { - // If the player hits the trigger... - if(col.gameObject.tag == "Player") - { - // .. stop the camera tracking the player - GameObject.FindGameObjectWithTag("MainCamera").GetComponent().enabled = false; - - // .. stop the Health Bar following the player - if(GameObject.FindGameObjectWithTag("HealthBar").activeSelf) - { - GameObject.FindGameObjectWithTag("HealthBar").SetActive(false); - } - - // ... instantiate the splash where the player falls in. - Instantiate(splash, col.transform.position, transform.rotation); - // ... destroy the player. - Destroy (col.gameObject); - // ... reload the level. - StartCoroutine("ReloadGame"); - } - else - { - // ... instantiate the splash where the enemy falls in. - Instantiate(splash, col.transform.position, transform.rotation); - - // Destroy the enemy. - Destroy (col.gameObject); - } - } - - IEnumerator ReloadGame() - { - // ... pause briefly - yield return new WaitForSeconds(2); - // ... and then reload the level. - Application.LoadLevel(Application.loadedLevel); - } + public GameObject splash; + + public static bool dead = false; + + void OnTriggerEnter2D(Collider2D col) + { + // If the player hits the trigger... + if (col.gameObject.tag == "Player") + { + // .. stop the camera tracking the player + GameObject.FindGameObjectWithTag("MainCamera").GetComponent().enabled = false; + + // .. stop the Health Bar following the player + if (GameObject.FindGameObjectWithTag("HealthBar").activeSelf) + { + GameObject.FindGameObjectWithTag("HealthBar").SetActive(false); + } + + // ... instantiate the splash where the player falls in. + Instantiate(splash, col.transform.position, transform.rotation); + // ... destroy the player. + if (col.gameObject != null) + { + Destroy(col.gameObject); + } + // ... reload the level. + //StartCoroutine("ReloadGame"); + + dead = true; + } + else + { + // ... instantiate the splash where the enemy falls in. + Instantiate(splash, col.transform.position, transform.rotation); + + // Destroy the enemy. + Destroy(col.gameObject); + } + } + + IEnumerator ReloadGame() + { + // ... pause briefly + yield return new WaitForSeconds(2); + // ... and then reload the level. + Application.LoadLevel(Application.loadedLevel); + } } diff --git a/Assets/Scripts/Score.cs b/Assets/Scripts/Score.cs index 8d3209a..41ef10a 100644 --- a/Assets/Scripts/Score.cs +++ b/Assets/Scripts/Score.cs @@ -1,4 +1,5 @@ using UnityEngine; +using UnityEngine.UI; using System.Collections; public class Score : MonoBehaviour @@ -20,10 +21,10 @@ void Awake () void Update () { // Set the score text. - guiText.text = "Score: " + score; + GetComponent().text = "Score: " + score; // If the score has changed... - if(previousScore != score) + if(previousScore != score && playerControl != null) // ... play a taunt. playerControl.StartCoroutine(playerControl.Taunt()); diff --git a/Assets/Scripts/ScoreShadow.cs b/Assets/Scripts/ScoreShadow.cs index 4cdf7ad..0df697f 100644 --- a/Assets/Scripts/ScoreShadow.cs +++ b/Assets/Scripts/ScoreShadow.cs @@ -18,6 +18,6 @@ void Awake() void Update () { // Set the text to equal the copy's text. - guiText.text = guiCopy.guiText.text; + GetComponent().text = guiCopy.GetComponent().text; } } diff --git a/Assets/Scripts/SetParticleSortingLayer.cs b/Assets/Scripts/SetParticleSortingLayer.cs index 292e8dd..f2fe1b4 100644 --- a/Assets/Scripts/SetParticleSortingLayer.cs +++ b/Assets/Scripts/SetParticleSortingLayer.cs @@ -9,6 +9,6 @@ public class SetParticleSortingLayer : MonoBehaviour void Start () { // Set the sorting layer of the particle system. - particleSystem.renderer.sortingLayerName = sortingLayerName; + GetComponent().GetComponent().sortingLayerName = sortingLayerName; } } diff --git a/Packages/manifest.json b/Packages/manifest.json new file mode 100644 index 0000000..526aca6 --- /dev/null +++ b/Packages/manifest.json @@ -0,0 +1,4 @@ +{ + "dependencies": { + } +} diff --git a/ProjectSettings/ClusterInputManager.asset b/ProjectSettings/ClusterInputManager.asset new file mode 100644 index 0000000..e7886b2 --- /dev/null +++ b/ProjectSettings/ClusterInputManager.asset @@ 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