starting simulation, adding particle effects, item controllers, script restructure
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Assets/Items/Fruits/apple.controller
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178
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File diff suppressed because one or more lines are too long
8
Assets/Scripts/Environment.meta
Normal file
8
Assets/Scripts/Environment.meta
Normal file
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30
Assets/Scripts/Environment/EnvironmentModel.cs
Normal file
30
Assets/Scripts/Environment/EnvironmentModel.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pink.Environment
|
||||
{
|
||||
/// <summary>
|
||||
/// The main model containing needed data to implement a platformer style
|
||||
/// game. This class should only contain data, and methods that operate
|
||||
/// on the data. It is initialised with data in the GameController class.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class EnvironmentModel
|
||||
{
|
||||
/// <summary>
|
||||
/// The virtual camera in the scene.
|
||||
/// </summary>
|
||||
public Cinemachine.CinemachineVirtualCamera virtualCamera;
|
||||
|
||||
/// <summary>
|
||||
/// The main component which controls the player sprite, controlled
|
||||
/// by the user.
|
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/// </summary>
|
||||
public Pink.Mechanics.PinkController player;
|
||||
|
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/// <summary>
|
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/// The spawn point in the scene.
|
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/// </summary>
|
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public Transform spawnPoint;
|
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|
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}
|
||||
}
|
11
Assets/Scripts/Environment/EnvironmentModel.cs.meta
Normal file
11
Assets/Scripts/Environment/EnvironmentModel.cs.meta
Normal file
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36
Assets/Scripts/Environment/GameController.cs
Normal file
36
Assets/Scripts/Environment/GameController.cs
Normal file
@ -0,0 +1,36 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pink.Environment
|
||||
{
|
||||
/// <summary>
|
||||
/// This class exposes the the game model in the inspector, and ticks the
|
||||
/// simulation.
|
||||
/// </summary>
|
||||
public class GameController : MonoBehaviour
|
||||
{
|
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public static GameController Instance { get; private set; }
|
||||
|
||||
//This model field is public and can be therefore be modified in the
|
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//inspector.
|
||||
//The reference actually comes from the InstanceRegister, and is shared
|
||||
//through the simulation and events. Unity will deserialize over this
|
||||
//shared reference when the scene loads, allowing the model to be
|
||||
//conveniently configured inside the inspector.
|
||||
public EnvironmentModel model = Simulation.GetModel<EnvironmentModel>();
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
//if (Instance == this) Environment.Tick();
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Environment/GameController.cs.meta
Normal file
11
Assets/Scripts/Environment/GameController.cs.meta
Normal file
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guid: b1085591623a4e34c9596ce48344eafe
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63
Assets/Scripts/Environment/Simulation.Event.cs
Normal file
63
Assets/Scripts/Environment/Simulation.Event.cs
Normal file
@ -0,0 +1,63 @@
|
||||
|
||||
namespace Pink.Environment
|
||||
{
|
||||
public static partial class Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// An event is something that happens at a point in time in a simulation.
|
||||
/// The Precondition method is used to check if the event should be executed,
|
||||
/// as conditions may have changed in the simulation since the event was
|
||||
/// originally scheduled.
|
||||
/// </summary>
|
||||
/// <typeparam name="Event"></typeparam>
|
||||
public abstract class Event : System.IComparable<Event>
|
||||
{
|
||||
internal float tick;
|
||||
|
||||
public int CompareTo(Event other)
|
||||
{
|
||||
return tick.CompareTo(other.tick);
|
||||
}
|
||||
|
||||
public abstract void Execute();
|
||||
|
||||
public virtual bool Precondition() => true;
|
||||
|
||||
internal virtual void ExecuteEvent()
|
||||
{
|
||||
if (Precondition())
|
||||
Execute();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method is generally used to set references to null when required.
|
||||
/// It is automatically called by the Simulation when an event has completed.
|
||||
/// </summary>
|
||||
internal virtual void Cleanup()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Event<T> adds the ability to hook into the OnExecute callback
|
||||
/// whenever the event is executed. Use this class to allow functionality
|
||||
/// to be plugged into your application with minimal or zero configuration.
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public abstract class Event<T> : Event where T : Event<T>
|
||||
{
|
||||
public static System.Action<T> OnExecute;
|
||||
|
||||
internal override void ExecuteEvent()
|
||||
{
|
||||
if (Precondition())
|
||||
{
|
||||
Execute();
|
||||
OnExecute?.Invoke((T)this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/Environment/Simulation.Event.cs.meta
Normal file
11
Assets/Scripts/Environment/Simulation.Event.cs.meta
Normal file
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16
Assets/Scripts/Environment/Simulation.InstanceRegister.cs
Normal file
16
Assets/Scripts/Environment/Simulation.InstanceRegister.cs
Normal file
@ -0,0 +1,16 @@
|
||||
namespace Pink.Environment
|
||||
{
|
||||
public static partial class Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// This class provides a container for creating singletons for any other class,
|
||||
/// within the scope of the Simulation. It is typically used to hold the simulation
|
||||
/// models and configuration classes.
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
static class InstanceRegister<T> where T : class, new()
|
||||
{
|
||||
public static T instance = new T();
|
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}
|
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}
|
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}
|
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14
Assets/Scripts/Environment/Simulation.cs
Normal file
14
Assets/Scripts/Environment/Simulation.cs
Normal file
@ -0,0 +1,14 @@
|
||||
namespace Pink.Environment
|
||||
{
|
||||
public static partial class Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Return the simulation model instance for a class.
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
static public T GetModel<T>() where T : class, new()
|
||||
{
|
||||
return InstanceRegister<T>.instance;
|
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}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Environment/Simulation.cs.meta
Normal file
11
Assets/Scripts/Environment/Simulation.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@ -1,29 +0,0 @@
|
||||
using Pink.Mechanics;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Hot : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D col)
|
||||
{
|
||||
var player = col.gameObject.GetComponent<PinkController>();
|
||||
if (player != null)
|
||||
{
|
||||
Debug.Log("Player Burnt");
|
||||
player.health.Hurt(4f);
|
||||
}
|
||||
}
|
||||
}
|
8
Assets/Scripts/Items.meta
Normal file
8
Assets/Scripts/Items.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: bf4093e52df670b489b0107fa2310db0
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assetBundleVariant:
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14
Assets/Scripts/Items/Firepit.cs
Normal file
14
Assets/Scripts/Items/Firepit.cs
Normal file
@ -0,0 +1,14 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pink.Items
|
||||
{
|
||||
class Firepit: MonoBehaviour
|
||||
{
|
||||
public ParticleSystem explosionParticles;
|
||||
|
||||
void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
explosionParticles.Play();
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Items/Firepit.cs.meta
Normal file
11
Assets/Scripts/Items/Firepit.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 30c0625f95eed7644bb526b786e31529
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27
Assets/Scripts/Items/FruitController.cs
Normal file
27
Assets/Scripts/Items/FruitController.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using UnityEngine;
|
||||
using Pink.Mechanics;
|
||||
|
||||
namespace Pink.Items
|
||||
{
|
||||
class FruitController : MonoBehaviour
|
||||
{
|
||||
public Animator animator;
|
||||
|
||||
void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
var userController = collider.gameObject.GetComponent<PinkController>();
|
||||
|
||||
if (userController != null)
|
||||
{
|
||||
animator.SetTrigger("collected");
|
||||
}
|
||||
}
|
||||
|
||||
public void Collect()
|
||||
{
|
||||
animator.enabled = false;
|
||||
GetComponent<CapsuleCollider2D>().enabled = false;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Items/FruitController.cs.meta
Normal file
11
Assets/Scripts/Items/FruitController.cs.meta
Normal file
@ -0,0 +1,11 @@
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37
Assets/Scripts/Items/HideFruit.cs
Normal file
37
Assets/Scripts/Items/HideFruit.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Pink.Items;
|
||||
|
||||
public class HideFruit : StateMachineBehaviour
|
||||
{
|
||||
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
|
||||
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
// animator.gameObject.SetActive(false);
|
||||
//}
|
||||
|
||||
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
|
||||
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
//
|
||||
//}
|
||||
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
|
||||
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
{
|
||||
animator.gameObject.GetComponent<FruitController>().Collect();
|
||||
}
|
||||
|
||||
// OnStateMove is called right after Animator.OnAnimatorMove()
|
||||
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
// // Implement code that processes and affects root motion
|
||||
//}
|
||||
|
||||
// OnStateIK is called right after Animator.OnAnimatorIK()
|
||||
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||
//{
|
||||
// // Implement code that sets up animation IK (inverse kinematics)
|
||||
//}
|
||||
}
|
11
Assets/Scripts/Items/HideFruit.cs.meta
Normal file
11
Assets/Scripts/Items/HideFruit.cs.meta
Normal file
@ -0,0 +1,11 @@
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assetBundleVariant:
|
8
Assets/Scripts/Mechanics.meta
Normal file
8
Assets/Scripts/Mechanics.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b348641476506114ba9aecba21b82071
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -63,10 +63,8 @@ namespace Pink.Mechanics
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Move(float move, bool crouch, bool jump)
|
||||
{
|
||||
|
||||
//only control the player if grounded or airControl is turned on
|
||||
if (m_Grounded || m_AirControl)
|
||||
{
|
17
Assets/Scripts/Mechanics/FreezeControl.cs
Normal file
17
Assets/Scripts/Mechanics/FreezeControl.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pink.Mechanics
|
||||
{
|
||||
class FreezeControl: MonoBehaviour
|
||||
{
|
||||
public PinkController player;
|
||||
|
||||
public IEnumerator Run(float duration)
|
||||
{
|
||||
player.controlAllowed = false;
|
||||
yield return new WaitForSeconds(duration / 1000f);
|
||||
player.controlAllowed = true;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Mechanics/FreezeControl.cs.meta
Normal file
11
Assets/Scripts/Mechanics/FreezeControl.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a68e1163b52a23449e1da295f47d925
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -8,8 +8,12 @@ namespace Pink.Mechanics
|
||||
{
|
||||
public float MaxHealth = 10f;
|
||||
|
||||
[Header("Events")]
|
||||
[Space]
|
||||
|
||||
public UnityEvent WasHurt;
|
||||
public UnityEvent WasHealed;
|
||||
public UnityEvent WasKilled;
|
||||
|
||||
private float currentHealth;
|
||||
float CurrentHealth {
|
||||
@ -18,7 +22,8 @@ namespace Pink.Mechanics
|
||||
Math.Max(0f, value),
|
||||
MaxHealth);
|
||||
}
|
||||
public bool IsDead => CurrentHealth > 0;
|
||||
public bool IsDead => CurrentHealth == 0;
|
||||
public bool IsAlive => CurrentHealth > 0;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
@ -28,9 +33,19 @@ namespace Pink.Mechanics
|
||||
|
||||
public bool Hurt(float decrement)
|
||||
{
|
||||
CurrentHealth -= decrement;
|
||||
WasHurt.Invoke();
|
||||
return !IsDead;
|
||||
if (IsAlive)
|
||||
{
|
||||
CurrentHealth -= decrement;
|
||||
WasHurt.Invoke();
|
||||
if (IsDead)
|
||||
WasKilled.Invoke();
|
||||
}
|
||||
return IsAlive;
|
||||
}
|
||||
|
||||
public bool Hurt()
|
||||
{
|
||||
return Hurt(MaxHealth / 5);
|
||||
}
|
||||
|
||||
public bool Heal(float increment)
|
||||
@ -39,5 +54,25 @@ namespace Pink.Mechanics
|
||||
WasHealed.Invoke();
|
||||
return CurrentHealth == MaxHealth;
|
||||
}
|
||||
|
||||
public bool Heal()
|
||||
{
|
||||
CurrentHealth = MaxHealth;
|
||||
WasHealed.Invoke();
|
||||
return CurrentHealth == MaxHealth;
|
||||
}
|
||||
|
||||
public void Die()
|
||||
{
|
||||
if (IsAlive)
|
||||
{
|
||||
Hurt(MaxHealth);
|
||||
}
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
currentHealth = MaxHealth;
|
||||
}
|
||||
}
|
||||
}
|
18
Assets/Scripts/Mechanics/Hot.cs
Normal file
18
Assets/Scripts/Mechanics/Hot.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pink.Mechanics
|
||||
{
|
||||
public class Hot : MonoBehaviour
|
||||
{
|
||||
void OnTriggerEnter2D(Collider2D collider)
|
||||
{
|
||||
var player = collider.gameObject.GetComponent<PinkController>();
|
||||
if (player != null)
|
||||
{
|
||||
Debug.Log("Player Burnt");
|
||||
player.health.Hurt(2f);
|
||||
collider.gameObject.GetComponent<Rigidbody2D>().velocity *= -0.8f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Pink.Environment;
|
||||
using Pink.Graphics;
|
||||
using UnityEngine.Experimental.Rendering.Universal;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pink.Mechanics
|
||||
@ -10,6 +10,9 @@ namespace Pink.Mechanics
|
||||
public CharacterKinematics controller;
|
||||
public Animator animator;
|
||||
public Health health;
|
||||
public Flash flash;
|
||||
|
||||
public bool controlAllowed = true;
|
||||
|
||||
public float runSpeed = 40f;
|
||||
float horizontalMovement = 0f;
|
||||
@ -48,11 +51,18 @@ namespace Pink.Mechanics
|
||||
{
|
||||
animator.SetTrigger("hurt");
|
||||
}
|
||||
StartCoroutine(Simulation.GetModel<EnvironmentModel>().virtualCamera.GetComponent<Shake>().Run(400f, 6f, 9f));
|
||||
StartCoroutine(flash.Run(3, 60, 60, 1f));
|
||||
}
|
||||
|
||||
public void WasHealed()
|
||||
{
|
||||
animator.SetTrigger("");
|
||||
}
|
||||
|
||||
public void WasKilled()
|
||||
{
|
||||
animator.SetBool("dead", true);
|
||||
}
|
||||
}
|
||||
}
|
8
Assets/Scripts/Render.meta
Normal file
8
Assets/Scripts/Render.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d740e2284a6b4f94d874987c976087da
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Scripts/Render/Flash.cs
Normal file
24
Assets/Scripts/Render/Flash.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Experimental.Rendering.Universal;
|
||||
using Cinemachine;
|
||||
|
||||
namespace Pink.Graphics
|
||||
{
|
||||
public class Flash : MonoBehaviour
|
||||
{
|
||||
public Light2D flasher;
|
||||
|
||||
public IEnumerator Run(int count = 5, float upTime = 100f, float downTime = 100f, float intensity = 1)
|
||||
{
|
||||
for(int i = 0; i < count; i++)
|
||||
{
|
||||
flasher.intensity = intensity;
|
||||
yield return new WaitForSeconds(upTime / 1000f);
|
||||
flasher.intensity = 0;
|
||||
yield return new WaitForSeconds(downTime / 1000f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/Render/Flash.cs.meta
Normal file
11
Assets/Scripts/Render/Flash.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48a7c389a7398304eb48829dd011aaa1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
24
Assets/Scripts/Render/Shake.cs
Normal file
24
Assets/Scripts/Render/Shake.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
|
||||
namespace Pink.Graphics
|
||||
{
|
||||
public class Shake : MonoBehaviour
|
||||
{
|
||||
public IEnumerator Run(float duration, float amplitude = .5f, float frequency = 10f)
|
||||
{
|
||||
var cam = GetComponent<Cinemachine.CinemachineVirtualCamera>();
|
||||
var profile = cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
|
||||
profile.m_AmplitudeGain = amplitude;
|
||||
profile.m_FrequencyGain = frequency;
|
||||
|
||||
yield return new WaitForSeconds(duration / 1000f);
|
||||
|
||||
profile.m_AmplitudeGain = 0f;
|
||||
profile.m_FrequencyGain = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/Render/Shake.cs.meta
Normal file
11
Assets/Scripts/Render/Shake.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dc8a31b24b6fb9f468cb54fe154db56d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/Timeline.meta
Normal file
8
Assets/Scripts/Timeline.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d78458380a973d4eb4cb9bd13cd27d3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
25
Assets/Scripts/Timeline/PlayerDeath.cs
Normal file
25
Assets/Scripts/Timeline/PlayerDeath.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using Pink.Environment;
|
||||
|
||||
namespace Pink.Timeline
|
||||
{
|
||||
class PlayerDeath : Simulation.Event
|
||||
{
|
||||
EnvironmentModel state = Simulation.GetModel<EnvironmentModel>();
|
||||
|
||||
public override void Execute()
|
||||
{
|
||||
if (state.player.health.IsAlive)
|
||||
{
|
||||
state.player.health.Die();
|
||||
state.player.controlAllowed = false;
|
||||
|
||||
state.virtualCamera.m_Follow = null;
|
||||
state.virtualCamera.m_LookAt = null;
|
||||
|
||||
state.player.animator.SetTrigger("hurt");
|
||||
state.player.animator.SetBool("dead", true);
|
||||
//Simulation.Schedule<PlayerSpawn>(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Timeline/PlayerDeath.cs.meta
Normal file
11
Assets/Scripts/Timeline/PlayerDeath.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 092f46e2da098d7498af9818baa8cb72
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
23
Assets/Scripts/Timeline/PlayerSpawn.cs
Normal file
23
Assets/Scripts/Timeline/PlayerSpawn.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using Pink.Environment;
|
||||
|
||||
namespace Pink.Timeline
|
||||
{
|
||||
public class PlayerSpawn : Simulation.Event<PlayerSpawn>
|
||||
{
|
||||
EnvironmentModel state = Simulation.GetModel<EnvironmentModel>();
|
||||
|
||||
public override void Execute()
|
||||
{
|
||||
//player.collider2d.enabled = true;
|
||||
state.player.controlAllowed = true;
|
||||
|
||||
state.player.health.Reset();
|
||||
//state.player.Teleport(state.spawnPoint.transform.position);
|
||||
|
||||
state.player.animator.SetBool("dead", false);
|
||||
state.virtualCamera.m_Follow = state.player.transform;
|
||||
state.virtualCamera.m_LookAt = state.player.transform;
|
||||
//Simulation.Schedule<EnablePlayerInput>(2f);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Timeline/PlayerSpawn.cs.meta
Normal file
11
Assets/Scripts/Timeline/PlayerSpawn.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33113f971474933478ba077e36ca02c1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user