diff --git a/Assets/Items/Fireplace.prefab b/Assets/Items/Fireplace.prefab
index 3f33149..8c5f53a 100644
--- a/Assets/Items/Fireplace.prefab
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diff --git a/Assets/Scripts/Environment.meta b/Assets/Scripts/Environment.meta
new file mode 100644
index 0000000..9f25bf9
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+++ b/Assets/Scripts/Environment.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Environment/EnvironmentModel.cs b/Assets/Scripts/Environment/EnvironmentModel.cs
new file mode 100644
index 0000000..bfea3dd
--- /dev/null
+++ b/Assets/Scripts/Environment/EnvironmentModel.cs
@@ -0,0 +1,30 @@
+using UnityEngine;
+
+namespace Pink.Environment
+{
+ ///
+ /// 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.
+ ///
+ [System.Serializable]
+ public class EnvironmentModel
+ {
+ ///
+ /// The virtual camera in the scene.
+ ///
+ public Cinemachine.CinemachineVirtualCamera virtualCamera;
+
+ ///
+ /// The main component which controls the player sprite, controlled
+ /// by the user.
+ ///
+ public Pink.Mechanics.PinkController player;
+
+ ///
+ /// The spawn point in the scene.
+ ///
+ public Transform spawnPoint;
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Environment/EnvironmentModel.cs.meta b/Assets/Scripts/Environment/EnvironmentModel.cs.meta
new file mode 100644
index 0000000..229f70d
--- /dev/null
+++ b/Assets/Scripts/Environment/EnvironmentModel.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Environment/GameController.cs b/Assets/Scripts/Environment/GameController.cs
new file mode 100644
index 0000000..b4dd83e
--- /dev/null
+++ b/Assets/Scripts/Environment/GameController.cs
@@ -0,0 +1,36 @@
+using UnityEngine;
+
+namespace Pink.Environment
+{
+ ///
+ /// This class exposes the the game model in the inspector, and ticks the
+ /// simulation.
+ ///
+ public class GameController : MonoBehaviour
+ {
+ public static GameController Instance { get; private set; }
+
+ //This model field is public and can be therefore be modified in the
+ //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();
+
+ void OnEnable()
+ {
+ Instance = this;
+ }
+
+ void OnDisable()
+ {
+ if (Instance == this) Instance = null;
+ }
+
+ void Update()
+ {
+ //if (Instance == this) Environment.Tick();
+ }
+ }
+}
diff --git a/Assets/Scripts/Environment/GameController.cs.meta b/Assets/Scripts/Environment/GameController.cs.meta
new file mode 100644
index 0000000..e580032
--- /dev/null
+++ b/Assets/Scripts/Environment/GameController.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Environment/Simulation.Event.cs b/Assets/Scripts/Environment/Simulation.Event.cs
new file mode 100644
index 0000000..a841a2c
--- /dev/null
+++ b/Assets/Scripts/Environment/Simulation.Event.cs
@@ -0,0 +1,63 @@
+
+namespace Pink.Environment
+{
+ public static partial class Simulation
+ {
+ ///
+ /// 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.
+ ///
+ ///
+ public abstract class Event : System.IComparable
+ {
+ 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();
+ }
+
+ ///
+ /// This method is generally used to set references to null when required.
+ /// It is automatically called by the Simulation when an event has completed.
+ ///
+ internal virtual void Cleanup()
+ {
+
+ }
+ }
+
+ ///
+ /// Event 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.
+ ///
+ ///
+ public abstract class Event : Event where T : Event
+ {
+ public static System.Action OnExecute;
+
+ internal override void ExecuteEvent()
+ {
+ if (Precondition())
+ {
+ Execute();
+ OnExecute?.Invoke((T)this);
+ }
+ }
+ }
+
+ }
+}
diff --git a/Assets/Scripts/Environment/Simulation.Event.cs.meta b/Assets/Scripts/Environment/Simulation.Event.cs.meta
new file mode 100644
index 0000000..74d56cd
--- /dev/null
+++ b/Assets/Scripts/Environment/Simulation.Event.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Environment/Simulation.InstanceRegister.cs b/Assets/Scripts/Environment/Simulation.InstanceRegister.cs
new file mode 100644
index 0000000..daff59c
--- /dev/null
+++ b/Assets/Scripts/Environment/Simulation.InstanceRegister.cs
@@ -0,0 +1,16 @@
+namespace Pink.Environment
+{
+ public static partial class Simulation
+ {
+ ///
+ /// 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.
+ ///
+ ///
+ static class InstanceRegister where T : class, new()
+ {
+ public static T instance = new T();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Environment/Simulation.InstanceRegister.cs.meta b/Assets/Scripts/Environment/Simulation.InstanceRegister.cs.meta
new file mode 100644
index 0000000..9899aef
--- /dev/null
+++ b/Assets/Scripts/Environment/Simulation.InstanceRegister.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Environment/Simulation.cs b/Assets/Scripts/Environment/Simulation.cs
new file mode 100644
index 0000000..89954e8
--- /dev/null
+++ b/Assets/Scripts/Environment/Simulation.cs
@@ -0,0 +1,14 @@
+namespace Pink.Environment
+{
+ public static partial class Simulation
+ {
+ ///
+ /// Return the simulation model instance for a class.
+ ///
+ ///
+ static public T GetModel() where T : class, new()
+ {
+ return InstanceRegister.instance;
+ }
+ }
+}
diff --git a/Assets/Scripts/Environment/Simulation.cs.meta b/Assets/Scripts/Environment/Simulation.cs.meta
new file mode 100644
index 0000000..691350a
--- /dev/null
+++ b/Assets/Scripts/Environment/Simulation.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Hot.cs b/Assets/Scripts/Hot.cs
deleted file mode 100644
index b836ad9..0000000
--- a/Assets/Scripts/Hot.cs
+++ /dev/null
@@ -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();
- if (player != null)
- {
- Debug.Log("Player Burnt");
- player.health.Hurt(4f);
- }
- }
-}
diff --git a/Assets/Scripts/Items.meta b/Assets/Scripts/Items.meta
new file mode 100644
index 0000000..1b6f617
--- /dev/null
+++ b/Assets/Scripts/Items.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Items/Firepit.cs b/Assets/Scripts/Items/Firepit.cs
new file mode 100644
index 0000000..e089189
--- /dev/null
+++ b/Assets/Scripts/Items/Firepit.cs
@@ -0,0 +1,14 @@
+using UnityEngine;
+
+namespace Pink.Items
+{
+ class Firepit: MonoBehaviour
+ {
+ public ParticleSystem explosionParticles;
+
+ void OnTriggerEnter2D(Collider2D collider)
+ {
+ explosionParticles.Play();
+ }
+ }
+}
diff --git a/Assets/Scripts/Items/Firepit.cs.meta b/Assets/Scripts/Items/Firepit.cs.meta
new file mode 100644
index 0000000..dc90e00
--- /dev/null
+++ b/Assets/Scripts/Items/Firepit.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Items/FruitController.cs b/Assets/Scripts/Items/FruitController.cs
new file mode 100644
index 0000000..e7dac7f
--- /dev/null
+++ b/Assets/Scripts/Items/FruitController.cs
@@ -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();
+
+ if (userController != null)
+ {
+ animator.SetTrigger("collected");
+ }
+ }
+
+ public void Collect()
+ {
+ animator.enabled = false;
+ GetComponent().enabled = false;
+ gameObject.SetActive(false);
+ }
+ }
+}
diff --git a/Assets/Scripts/Items/FruitController.cs.meta b/Assets/Scripts/Items/FruitController.cs.meta
new file mode 100644
index 0000000..946bb70
--- /dev/null
+++ b/Assets/Scripts/Items/FruitController.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Items/HideFruit.cs b/Assets/Scripts/Items/HideFruit.cs
new file mode 100644
index 0000000..7ce0234
--- /dev/null
+++ b/Assets/Scripts/Items/HideFruit.cs
@@ -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().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)
+ //}
+}
diff --git a/Assets/Scripts/Items/HideFruit.cs.meta b/Assets/Scripts/Items/HideFruit.cs.meta
new file mode 100644
index 0000000..5d5dd49
--- /dev/null
+++ b/Assets/Scripts/Items/HideFruit.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Mechanics.meta b/Assets/Scripts/Mechanics.meta
new file mode 100644
index 0000000..e51e0dd
--- /dev/null
+++ b/Assets/Scripts/Mechanics.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/CharacterKinematics.cs b/Assets/Scripts/Mechanics/CharacterKinematics.cs
similarity index 99%
rename from Assets/Scripts/CharacterKinematics.cs
rename to Assets/Scripts/Mechanics/CharacterKinematics.cs
index 1884287..6ac2c05 100644
--- a/Assets/Scripts/CharacterKinematics.cs
+++ b/Assets/Scripts/Mechanics/CharacterKinematics.cs
@@ -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)
{
diff --git a/Assets/Scripts/CharacterKinematics.cs.meta b/Assets/Scripts/Mechanics/CharacterKinematics.cs.meta
similarity index 100%
rename from Assets/Scripts/CharacterKinematics.cs.meta
rename to Assets/Scripts/Mechanics/CharacterKinematics.cs.meta
diff --git a/Assets/Scripts/Mechanics/FreezeControl.cs b/Assets/Scripts/Mechanics/FreezeControl.cs
new file mode 100644
index 0000000..49e6630
--- /dev/null
+++ b/Assets/Scripts/Mechanics/FreezeControl.cs
@@ -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;
+ }
+ }
+}
diff --git a/Assets/Scripts/Mechanics/FreezeControl.cs.meta b/Assets/Scripts/Mechanics/FreezeControl.cs.meta
new file mode 100644
index 0000000..0b1486d
--- /dev/null
+++ b/Assets/Scripts/Mechanics/FreezeControl.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Health.cs b/Assets/Scripts/Mechanics/Health.cs
similarity index 50%
rename from Assets/Scripts/Health.cs
rename to Assets/Scripts/Mechanics/Health.cs
index 822b74e..0f1787b 100644
--- a/Assets/Scripts/Health.cs
+++ b/Assets/Scripts/Mechanics/Health.cs
@@ -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;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Health.cs.meta b/Assets/Scripts/Mechanics/Health.cs.meta
similarity index 100%
rename from Assets/Scripts/Health.cs.meta
rename to Assets/Scripts/Mechanics/Health.cs.meta
diff --git a/Assets/Scripts/Mechanics/Hot.cs b/Assets/Scripts/Mechanics/Hot.cs
new file mode 100644
index 0000000..7c2fa29
--- /dev/null
+++ b/Assets/Scripts/Mechanics/Hot.cs
@@ -0,0 +1,18 @@
+using UnityEngine;
+
+namespace Pink.Mechanics
+{
+ public class Hot : MonoBehaviour
+ {
+ void OnTriggerEnter2D(Collider2D collider)
+ {
+ var player = collider.gameObject.GetComponent();
+ if (player != null)
+ {
+ Debug.Log("Player Burnt");
+ player.health.Hurt(2f);
+ collider.gameObject.GetComponent().velocity *= -0.8f;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Hot.cs.meta b/Assets/Scripts/Mechanics/Hot.cs.meta
similarity index 100%
rename from Assets/Scripts/Hot.cs.meta
rename to Assets/Scripts/Mechanics/Hot.cs.meta
diff --git a/Assets/Scripts/Kinematic.cs b/Assets/Scripts/Mechanics/Kinematic.cs
similarity index 100%
rename from Assets/Scripts/Kinematic.cs
rename to Assets/Scripts/Mechanics/Kinematic.cs
diff --git a/Assets/Scripts/Kinematic.cs.meta b/Assets/Scripts/Mechanics/Kinematic.cs.meta
similarity index 100%
rename from Assets/Scripts/Kinematic.cs.meta
rename to Assets/Scripts/Mechanics/Kinematic.cs.meta
diff --git a/Assets/Scripts/PinkController.cs b/Assets/Scripts/Mechanics/PinkController.cs
similarity index 73%
rename from Assets/Scripts/PinkController.cs
rename to Assets/Scripts/Mechanics/PinkController.cs
index 10990fd..e509001 100644
--- a/Assets/Scripts/PinkController.cs
+++ b/Assets/Scripts/Mechanics/PinkController.cs
@@ -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().virtualCamera.GetComponent().Run(400f, 6f, 9f));
+ StartCoroutine(flash.Run(3, 60, 60, 1f));
}
public void WasHealed()
{
animator.SetTrigger("");
}
+
+ public void WasKilled()
+ {
+ animator.SetBool("dead", true);
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/PinkController.cs.meta b/Assets/Scripts/Mechanics/PinkController.cs.meta
similarity index 100%
rename from Assets/Scripts/PinkController.cs.meta
rename to Assets/Scripts/Mechanics/PinkController.cs.meta
diff --git a/Assets/Scripts/Render.meta b/Assets/Scripts/Render.meta
new file mode 100644
index 0000000..8934811
--- /dev/null
+++ b/Assets/Scripts/Render.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d740e2284a6b4f94d874987c976087da
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Render/Flash.cs b/Assets/Scripts/Render/Flash.cs
new file mode 100644
index 0000000..801b2de
--- /dev/null
+++ b/Assets/Scripts/Render/Flash.cs
@@ -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);
+ }
+ }
+ }
+
+}
diff --git a/Assets/Scripts/Render/Flash.cs.meta b/Assets/Scripts/Render/Flash.cs.meta
new file mode 100644
index 0000000..aa44c80
--- /dev/null
+++ b/Assets/Scripts/Render/Flash.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 48a7c389a7398304eb48829dd011aaa1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Render/Shake.cs b/Assets/Scripts/Render/Shake.cs
new file mode 100644
index 0000000..b184473
--- /dev/null
+++ b/Assets/Scripts/Render/Shake.cs
@@ -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();
+ var profile = cam.GetCinemachineComponent();
+
+ profile.m_AmplitudeGain = amplitude;
+ profile.m_FrequencyGain = frequency;
+
+ yield return new WaitForSeconds(duration / 1000f);
+
+ profile.m_AmplitudeGain = 0f;
+ profile.m_FrequencyGain = 0f;
+ }
+ }
+
+}
diff --git a/Assets/Scripts/Render/Shake.cs.meta b/Assets/Scripts/Render/Shake.cs.meta
new file mode 100644
index 0000000..7a59287
--- /dev/null
+++ b/Assets/Scripts/Render/Shake.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: dc8a31b24b6fb9f468cb54fe154db56d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Timeline.meta b/Assets/Scripts/Timeline.meta
new file mode 100644
index 0000000..e78f398
--- /dev/null
+++ b/Assets/Scripts/Timeline.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1d78458380a973d4eb4cb9bd13cd27d3
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Timeline/PlayerDeath.cs b/Assets/Scripts/Timeline/PlayerDeath.cs
new file mode 100644
index 0000000..55c58ca
--- /dev/null
+++ b/Assets/Scripts/Timeline/PlayerDeath.cs
@@ -0,0 +1,25 @@
+using Pink.Environment;
+
+namespace Pink.Timeline
+{
+ class PlayerDeath : Simulation.Event
+ {
+ EnvironmentModel state = Simulation.GetModel();
+
+ 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(2);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Timeline/PlayerDeath.cs.meta b/Assets/Scripts/Timeline/PlayerDeath.cs.meta
new file mode 100644
index 0000000..40d8b5e
--- /dev/null
+++ b/Assets/Scripts/Timeline/PlayerDeath.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 092f46e2da098d7498af9818baa8cb72
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Timeline/PlayerSpawn.cs b/Assets/Scripts/Timeline/PlayerSpawn.cs
new file mode 100644
index 0000000..e991af9
--- /dev/null
+++ b/Assets/Scripts/Timeline/PlayerSpawn.cs
@@ -0,0 +1,23 @@
+using Pink.Environment;
+
+namespace Pink.Timeline
+{
+ public class PlayerSpawn : Simulation.Event
+ {
+ EnvironmentModel state = Simulation.GetModel();
+
+ 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(2f);
+ }
+ }
+}
diff --git a/Assets/Scripts/Timeline/PlayerSpawn.cs.meta b/Assets/Scripts/Timeline/PlayerSpawn.cs.meta
new file mode 100644
index 0000000..7f89697
--- /dev/null
+++ b/Assets/Scripts/Timeline/PlayerSpawn.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 33113f971474933478ba077e36ca02c1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..d8e74ab
--- /dev/null
+++ b/README.md
@@ -0,0 +1,6 @@
+Pink
+============
+
+Practicing 2D Unity development with a platformer testbed.
+
+Using ******, ***Hero Knight*** and ***Sunnyland***.
\ No newline at end of file