integration
bad other team code on another branch
89
Assets/ExplosifDuck.cs
Executable file
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|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ExplosifDuck : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private Rigidbody rib;
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||||||
|
float Speed;
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||||||
|
float Cooldown=10.0f;
|
||||||
|
[SerializeField] float explosionRadius;
|
||||||
|
[SerializeField] float explosionForce;
|
||||||
|
[SerializeField] float RangeExplosion;
|
||||||
|
private float upwardModifier = 0.0f;
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||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
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||||||
|
void Start()
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||||||
|
{
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||||||
|
GetComponent<AttackCAC>().changeCACouDistance(true);
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||||||
|
Speed = GetComponent<BaseDuckScript>().getSpeed();
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||||||
|
AttackCAC.ATTACK += Attack;
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||||||
|
}
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||||||
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||||||
|
void Attack()
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||||||
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{
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||||||
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Debug.Log("Attaque");
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||||||
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Explode();
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||||||
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}
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||||||
|
|
||||||
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// Update is called once per frame
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||||||
|
void Update()
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||||||
|
{
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||||||
|
GameObject Target = GetComponent<AttackCAC>().GetTarget();
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||||||
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if (Target != null)
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||||||
|
{
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||||||
|
Vector3 RangeWeapon = Target.transform.position - transform.position;
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||||||
|
if (RangeWeapon.magnitude < RangeExplosion)
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||||||
|
{
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||||||
|
Attack();
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||||||
|
}
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||||||
|
}
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||||||
|
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.B))
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||||||
|
{
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||||||
|
StartCoroutine(Boost());
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||||||
|
}
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||||||
|
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||||||
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if (Input.GetKeyDown(KeyCode.P))
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||||||
|
{
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||||||
|
Debug.Log("Explosion");
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Explode();
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||||||
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}
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}
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//Le speed est utilisé ici pour son spécial lui permettant de boost. On peut créer une fonction public dans BaseDuckScript getSpeed
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//Et changeSpeed permettant de manipuler la Speed du duck. Vestige de l'ancien code qui ne mérite pas d'être supprimé actuellement
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//C'est un cut content, donc ça passe
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IEnumerator Boost()
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||||||
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{
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Speed=12.0f;
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yield return new WaitForSeconds(Cooldown);
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Speed = 6.0f;
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}
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//Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser
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void Explode()
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{
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rib = GetComponent<Rigidbody>();
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Vector3 explosionPosition = transform.position;
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||||||
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Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
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||||||
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||||||
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foreach (Collider collider in colliders)
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||||||
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{
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||||||
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Rigidbody rb = collider.GetComponent<Rigidbody>();
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||||||
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if (rb != null & rb != rib)
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||||||
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{
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||||||
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rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse);
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||||||
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}
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||||||
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}
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Destroy(this.gameObject);
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}
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//On tue le signal pour eviter tout problemes (conseil de Game Jam)
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void OnDestroy()
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||||||
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{
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||||||
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AttackCAC.ATTACK -= Attack;
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||||||
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}
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||||||
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||||||
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}
|
2
Assets/ExplosifDuck.cs.meta
Executable file
|
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3c634d25b1c457f42ade841848d6f3ff
|
23
Assets/Lazer.cs
Executable file
|
@ -0,0 +1,23 @@
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||||||
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using UnityEngine;
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||||||
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public class Lazer : MonoBehaviour
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||||||
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{
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private float i = 0.0f;
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public float damage;
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public GameObject parent;
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||||||
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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||||||
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private void OnTriggerEnter(Collider other)
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{
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//Uniformisation des codes de balles, pour la détruire au 2e impact avec un collider dû au fait qu'elle spawn DANS un collider
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//Reste clairement Junky et est sujet à amélioration
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i += 1;
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if (i>0)
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{
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if (LayerMask.LayerToName(other.gameObject.layer) == "Duck")
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{
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other.gameObject.GetComponent<BaseDuckScript>().TakeDamage(damage);
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}
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Destroy(gameObject);
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}
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}
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}
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|
||||||
|
propertyPath: m_ConstrainProportionsScale
|
||||||
|
value: 1
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||||||
|
objectReference: {fileID: 0}
|
||||||
|
- target: {fileID: 919132149155446097, guid: e32df0ce0b037b848a086c83de04652c, type: 3}
|
||||||
|
propertyPath: m_Name
|
||||||
|
value: Crown 1
|
||||||
|
objectReference: {fileID: 0}
|
||||||
|
m_RemovedComponents: []
|
||||||
|
m_RemovedGameObjects: []
|
||||||
|
m_AddedGameObjects: []
|
||||||
|
m_AddedComponents: []
|
||||||
|
m_SourcePrefab: {fileID: 100100000, guid: e32df0ce0b037b848a086c83de04652c, type: 3}
|
7
Assets/Prefabs/ReadyToSpawnCrown.prefab.meta
Executable file
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dd14b265dc29f8b25ac95057b3ea778b
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
39
Assets/Scripts/BoomLazer.cs
Executable file
|
@ -0,0 +1,39 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class BoomLazer : MonoBehaviour
|
||||||
|
{
|
||||||
|
private float i = 0.0f;
|
||||||
|
Rigidbody rib;
|
||||||
|
[SerializeField] float explosionRadius;
|
||||||
|
[SerializeField] float explosionForce;
|
||||||
|
private float upwardModifier = 0.0f;
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
rib=GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
//Uniformisation des codes de balles, pour la détruire au 2e impact avec un collider dû au fait qu'elle spawn DANS un collider
|
||||||
|
//Reste clairement Junky et est sujet à amélioration
|
||||||
|
i += 1;
|
||||||
|
if (i > 0)
|
||||||
|
{
|
||||||
|
Vector3 explosionPosition = transform.position;
|
||||||
|
Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
|
||||||
|
|
||||||
|
foreach (Collider collider in colliders)
|
||||||
|
{
|
||||||
|
Rigidbody rb = collider.GetComponent<Rigidbody>();
|
||||||
|
if (rb != null & rb != rib)
|
||||||
|
{
|
||||||
|
rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/BoomLazer.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 30612f05fd9747843853fc490546942a
|
101
Assets/Scripts/CameraFly.cs
Executable file
|
@ -0,0 +1,101 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CameraFly : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] float mainSpeed; //regular speed
|
||||||
|
[SerializeField] float shiftAdd; //multiplied by how long shift is held. Basically running
|
||||||
|
[SerializeField] float maxShift; //Maximum speed when holdin gshift
|
||||||
|
[SerializeField] float camVelocity; //How sensitive it with mouse
|
||||||
|
private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)
|
||||||
|
private float totalRun = 1.0f;
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
Vector3 r = GetRotInput();
|
||||||
|
lastMouse = new Vector3(transform.eulerAngles.x + r.x, transform.eulerAngles.y + r.y, 0);
|
||||||
|
//transform.eulerAngles = lastMouse;
|
||||||
|
transform.rotation = Quaternion.Euler(lastMouse);
|
||||||
|
//Mouse camera angle done.
|
||||||
|
|
||||||
|
//Keyboard commands
|
||||||
|
//float f = 0.0f;
|
||||||
|
Vector3 p = GetBaseInput();
|
||||||
|
if (p.sqrMagnitude > 0)
|
||||||
|
{ // only move while a direction key is pressed
|
||||||
|
if (Input.GetKey(KeyCode.LeftShift))
|
||||||
|
{
|
||||||
|
totalRun += Time.deltaTime;
|
||||||
|
p = p * totalRun * shiftAdd;
|
||||||
|
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
|
||||||
|
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
|
||||||
|
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
|
||||||
|
p = p * mainSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
p = p * Time.deltaTime;
|
||||||
|
Vector3 newPosition = transform.position;
|
||||||
|
if (Input.GetKey(KeyCode.Space))
|
||||||
|
{ //If player wants to move on X and Z axis only
|
||||||
|
transform.Translate(p);
|
||||||
|
newPosition.x = transform.position.x;
|
||||||
|
newPosition.z = transform.position.z;
|
||||||
|
transform.position = newPosition;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform.Translate(p);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Debug.Log(r);
|
||||||
|
Debug.Log(p);
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 GetBaseInput()
|
||||||
|
{ //returns the basic values, if it's 0 than it's not active.
|
||||||
|
Vector3 p_Velocity = new Vector3();
|
||||||
|
if (Input.GetKey(KeyCode.UpArrow))
|
||||||
|
{
|
||||||
|
p_Velocity += new Vector3(0, 0, 1);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.DownArrow))
|
||||||
|
{
|
||||||
|
p_Velocity += new Vector3(0, 0, -1);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.LeftArrow))
|
||||||
|
{
|
||||||
|
p_Velocity += new Vector3(-1, 0, 0);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.RightArrow))
|
||||||
|
{
|
||||||
|
p_Velocity += new Vector3(1, 0, 0);
|
||||||
|
}
|
||||||
|
return p_Velocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Vector3 GetRotInput()
|
||||||
|
{ //returns the basic values, if it's 0 than it's not active.
|
||||||
|
Vector3 r_Velocity = new Vector3();
|
||||||
|
if (Input.GetKey(KeyCode.Z))
|
||||||
|
{
|
||||||
|
r_Velocity += new Vector3(0, 1,0);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.S))
|
||||||
|
{
|
||||||
|
r_Velocity += new Vector3(0, -1, 0);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.Q))
|
||||||
|
{
|
||||||
|
r_Velocity += new Vector3(-1, 0, 0);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.D))
|
||||||
|
{
|
||||||
|
r_Velocity += new Vector3(1, 0, 0);
|
||||||
|
}
|
||||||
|
return camVelocity*r_Velocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
2
Assets/Scripts/CameraFly.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5c1167af3b3e2714d8cfcbaaf894d1ed
|
73
Assets/Scripts/CameraMovement.cs
Executable file
|
@ -0,0 +1,73 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CameraMovement : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] float cameraMovementSpeed;
|
||||||
|
[SerializeField] float cameraRotationSpeed;
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
//avancer reculer
|
||||||
|
if (Input.GetKey(KeyCode.UpArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("avancer");
|
||||||
|
transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.DownArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("reculer");
|
||||||
|
transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed);
|
||||||
|
}
|
||||||
|
if (Input.GetKey("w"))
|
||||||
|
{
|
||||||
|
Debug.Log("lever la tête");
|
||||||
|
transform.Rotate(-cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self);
|
||||||
|
}
|
||||||
|
else if (Input.GetKey("s"))
|
||||||
|
{
|
||||||
|
Debug.Log("baisser la tête");
|
||||||
|
transform.Rotate(cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self);
|
||||||
|
}
|
||||||
|
else if (Input.GetKey("a"))
|
||||||
|
{
|
||||||
|
Debug.Log("tourner la tête à gauche");
|
||||||
|
transform.Rotate(0.0f, -cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
|
||||||
|
}
|
||||||
|
else if (Input.GetKey("d"))
|
||||||
|
{
|
||||||
|
Debug.Log("tourner la tête à droite");
|
||||||
|
transform.Rotate(0.0f, cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self);
|
||||||
|
}
|
||||||
|
Debug.Log(transform.rotation);
|
||||||
|
|
||||||
|
/*
|
||||||
|
if (Input.GetKey("a") || Input.GetKey(KeyCode.LeftArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("Moving Left");
|
||||||
|
transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
if (Input.GetKey("d") || Input.GetKey(KeyCode.RightArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("Moving Right");
|
||||||
|
transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
if (Input.GetKey("w") || Input.GetKey(KeyCode.LeftArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("Moving Up");
|
||||||
|
transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
if (Input.GetKey("s") || Input.GetKey(KeyCode.RightArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("Moving Down");
|
||||||
|
transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f);
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/CameraMovement.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bb4cb9778ceb34cd9a78060f8717e2e0
|
38
Assets/Scripts/CameraMovementFlat.cs
Executable file
|
@ -0,0 +1,38 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CameraMovementFlat : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] float cameraMovementSpeed;
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
//avancer reculer
|
||||||
|
if (Input.GetKey(KeyCode.UpArrow))
|
||||||
|
{
|
||||||
|
//Debug.Log("avancer");
|
||||||
|
transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.DownArrow))
|
||||||
|
{
|
||||||
|
//Debug.Log("reculer");
|
||||||
|
transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.LeftArrow))
|
||||||
|
{
|
||||||
|
//Debug.Log("gauche");
|
||||||
|
transform.Translate(-Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.RightArrow))
|
||||||
|
{
|
||||||
|
//Debug.Log("droite");
|
||||||
|
transform.Translate(Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/CameraMovementFlat.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 925cd4cabe50f39309d22502c750e5a7
|
47
Assets/Scripts/Duck.cs
Executable file
|
@ -0,0 +1,47 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Duck : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
[SerializeField] protected float baseMovementSpeed;
|
||||||
|
[SerializeField] protected int baseHP;
|
||||||
|
[SerializeField] protected int baseArmor;
|
||||||
|
|
||||||
|
|
||||||
|
[SerializeField] protected float baseAttackSpeed;
|
||||||
|
[SerializeField] protected int manaToSpecialAttack;
|
||||||
|
[SerializeField] protected Weapon weapon;
|
||||||
|
|
||||||
|
protected float currentMovementSpeed;
|
||||||
|
protected int currentHP;
|
||||||
|
protected int currentArmor;
|
||||||
|
protected float currentAttackSpeed;
|
||||||
|
|
||||||
|
|
||||||
|
//TODO WEAPON
|
||||||
|
//TODO Special Ability
|
||||||
|
|
||||||
|
public virtual void activateSpecialAbility(){
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void takeDamage(int damage){
|
||||||
|
currentHP -= (damage > currentArmor) ? (damage - currentArmor) : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
currentMovementSpeed = baseMovementSpeed;
|
||||||
|
currentHP = baseHP;
|
||||||
|
currentArmor = baseArmor;
|
||||||
|
currentAttackSpeed = baseAttackSpeed;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/Duck.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: faa3fb39c1a2816728c5f5ab89a77e88
|
8
Assets/Scripts/DuckScript.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 729b67aec8bf08c9cb3b3ca6fff99f98
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/Scripts/ManagerScipts.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 660b916d2bd6edd46ad63fa30ab00bf7
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
23
Assets/Scripts/NavMeshJunk.cs
Executable file
|
@ -0,0 +1,23 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.AI;
|
||||||
|
|
||||||
|
public class NavMeshJunk : MonoBehaviour
|
||||||
|
{
|
||||||
|
private NavMeshAgent agent;
|
||||||
|
[SerializeField] Vector3 destination;
|
||||||
|
[SerializeField] GameObject Arriv;
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
agent = GetComponent<NavMeshAgent>();
|
||||||
|
destination = agent.destination;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
destination=Arriv.transform.position;
|
||||||
|
agent.destination = destination;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/NavMeshJunk.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: adb0192ce72ebe549a6c031fa82c92a7
|
37
Assets/Scripts/PV METER.cs
Executable file
|
@ -0,0 +1,37 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class PVMETER : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] Image PVMeter;
|
||||||
|
private float PVm;
|
||||||
|
private float PVMax;
|
||||||
|
public Gradient colorGradient;
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
Debug.Log("JE SUIS LA");
|
||||||
|
var gradient = new Gradient();
|
||||||
|
|
||||||
|
var colors = new GradientColorKey[2];
|
||||||
|
colors[0] = new GradientColorKey(Color.red, 0.0f);
|
||||||
|
colors[1] = new GradientColorKey(Color.green, 1.0f);
|
||||||
|
|
||||||
|
var alphas = new GradientAlphaKey[2];
|
||||||
|
alphas[0] = new GradientAlphaKey(1.0f, 0.0f);
|
||||||
|
alphas[1] = new GradientAlphaKey(1.0f, 0.0f);
|
||||||
|
|
||||||
|
gradient.SetKeys(colors, alphas);
|
||||||
|
|
||||||
|
PVm = GetComponent<BaseDuckScript>().getHealth() / GetComponent<BaseDuckScript>().getBaseHealth();
|
||||||
|
Debug.Log(PVm);
|
||||||
|
PVMeter.fillAmount = PVm;
|
||||||
|
PVMeter.color = colorGradient.Evaluate(PVm);
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/PV METER.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: cb0f365017cf19b4899eac2e66eecafb
|
53
Assets/Scripts/PlayerJunkMVT.cs
Executable file
|
@ -0,0 +1,53 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerJunkMVT : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
var gradient = new Gradient();
|
||||||
|
|
||||||
|
// Blend color from red at 0% to blue at 100%
|
||||||
|
var colors = new GradientColorKey[2];
|
||||||
|
colors[0] = new GradientColorKey(Color.red, 0.0f);
|
||||||
|
colors[1] = new GradientColorKey(Color.green, 1.0f);
|
||||||
|
|
||||||
|
// Blend alpha from opaque at 0% to transparent at 100%
|
||||||
|
var alphas = new GradientAlphaKey[2];
|
||||||
|
alphas[0] = new GradientAlphaKey(1.0f, 0.0f);
|
||||||
|
alphas[1] = new GradientAlphaKey(1.0f, 0.0f);
|
||||||
|
|
||||||
|
gradient.SetKeys(colors, alphas);
|
||||||
|
|
||||||
|
// What's the color at the relative time 0.25 (25%) ?
|
||||||
|
Debug.Log(gradient.Evaluate(0.25f));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
float SPEED = 10.0f;
|
||||||
|
float ROT = 100.0f;
|
||||||
|
if (Input.GetKey(KeyCode.UpArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("avancer");
|
||||||
|
transform.Translate(Vector3.forward * Time.deltaTime * SPEED);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.DownArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("reculer");
|
||||||
|
transform.Translate(-Vector3.forward * Time.deltaTime * SPEED);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.LeftArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("tourner la tête à gauche");
|
||||||
|
transform.Rotate(0.0f, -ROT * Time.deltaTime, 0.0f, Space.Self);
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.RightArrow))
|
||||||
|
{
|
||||||
|
Debug.Log("tourner la tête à droite");
|
||||||
|
transform.Rotate(0.0f, ROT * Time.deltaTime, 0.0f, Space.Self);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
2
Assets/Scripts/PlayerJunkMVT.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a79444adcfdbaa841878f04f33784edb
|
8
Assets/Scripts/UI Scripts.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0be1134697c5c3ad582850b7ecb67148
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
6
Assets/Scripts/Weapon.cs
Executable file
|
@ -0,0 +1,6 @@
|
||||||
|
//using UnityEngine;
|
||||||
|
|
||||||
|
public interface Weapon
|
||||||
|
{
|
||||||
|
void dealDamage();
|
||||||
|
}
|
2
Assets/Scripts/Weapon.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7cedfc101377768d7ad55c639ea2f239
|
82
Assets/SniperDuck.cs
Executable file
|
@ -0,0 +1,82 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
public class SniperDuck : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private GameObject Bout;
|
||||||
|
[SerializeField] private GameObject Balle;
|
||||||
|
private float Cooldown;
|
||||||
|
[SerializeField] private float ForceTir;
|
||||||
|
private Rigidbody rib;
|
||||||
|
private bool Shoot = true;
|
||||||
|
Vector3 STAY;
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
GetComponent<AttackCAC>().changeCACouDistance(false);
|
||||||
|
AttackCAC.ATTACK += Attack;
|
||||||
|
STAY=transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
|
||||||
|
void Attack()
|
||||||
|
{
|
||||||
|
if(Shoot)
|
||||||
|
{
|
||||||
|
Debug.Log("Attaque");
|
||||||
|
StartCoroutine(Tir());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
transform.position = STAY;
|
||||||
|
rib = GetComponent<Rigidbody>();
|
||||||
|
//rib.linearVelocity = Vector3.zero;
|
||||||
|
/*
|
||||||
|
if (Input.GetKeyDown(KeyCode.R))
|
||||||
|
{
|
||||||
|
|
||||||
|
if (Shoot)
|
||||||
|
{
|
||||||
|
Debug.Log("Attaque");
|
||||||
|
StartCoroutine(Tir());
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.P))
|
||||||
|
{
|
||||||
|
Debug.Log("Special");
|
||||||
|
StartCoroutine(Special());
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
//Tir. La variable Shoot est le garde-fou pour <20>viter de tirer sans prendre en compte le cooldown
|
||||||
|
IEnumerator Tir()
|
||||||
|
{
|
||||||
|
Shoot = false;
|
||||||
|
GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation);
|
||||||
|
BULLET.GetComponent<Lazer>().parent = this.gameObject;
|
||||||
|
BULLET.GetComponent<Lazer>().damage = GetComponent<AttackCAC>().GetDamage();
|
||||||
|
Rigidbody rb = BULLET.GetComponent<Rigidbody>();
|
||||||
|
rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse);
|
||||||
|
yield return null;
|
||||||
|
Shoot = true;
|
||||||
|
}
|
||||||
|
//Le cooldown est utilisé ici pour son spécial lui permettant de mitrailler. On peut créer une fonction public dans BaseDuckScript getCooldown
|
||||||
|
//Et changeCooldown permettant de manipuler le cooldown du duck. Vestige de l'ancien code qui ne mérite pas d'être supprimé actuellement
|
||||||
|
//C'est un cut content, donc ça passe
|
||||||
|
IEnumerator Special()
|
||||||
|
{
|
||||||
|
float BackupCooldown = Cooldown;
|
||||||
|
Cooldown = 1.0f;
|
||||||
|
yield return new WaitForSeconds(5.0f);
|
||||||
|
Cooldown = BackupCooldown;
|
||||||
|
}
|
||||||
|
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
|
||||||
|
void OnDestroy()
|
||||||
|
{
|
||||||
|
AttackCAC.ATTACK -= Attack;
|
||||||
|
}
|
||||||
|
}
|
2
Assets/SniperDuck.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
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|
8
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Normal file
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|
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|
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|
assetBundleVariant:
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BIN
Assets/Sprites/Claymore.fbx_Scene_Scene_Collection.fbx
Executable file
112
Assets/Sprites/Claymore.fbx_Scene_Scene_Collection.fbx.meta
Executable file
|
@ -0,0 +1,112 @@
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|
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Assets/Sprites/Pions depedencies/Claymore/Claymore.mat
Executable file
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assembly: UnityEngine.CoreModule
|
||||||
|
name: DaffyEyes
|
||||||
|
second: {fileID: 2100000, guid: 464776aa0f8a7464ea364d7b1e3da9f1, type: 2}
|
||||||
|
- first:
|
||||||
|
type: UnityEngine:Material
|
||||||
|
assembly: UnityEngine.CoreModule
|
||||||
|
name: DaffyHead
|
||||||
|
second: {fileID: 2100000, guid: d9a279221d70f5f41a82d87b3decd229, type: 2}
|
||||||
|
materials:
|
||||||
|
materialImportMode: 2
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|
materialName: 0
|
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|
materialSearch: 1
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|
materialLocation: 1
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animations:
|
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|
legacyGenerateAnimations: 4
|
||||||
|
bakeSimulation: 0
|
||||||
|
resampleCurves: 1
|
||||||
|
optimizeGameObjects: 0
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||||||
|
removeConstantScaleCurves: 0
|
||||||
|
motionNodeName:
|
||||||
|
animationImportErrors:
|
||||||
|
animationImportWarnings:
|
||||||
|
animationRetargetingWarnings:
|
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|
animationDoRetargetingWarnings: 0
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||||||
|
importAnimatedCustomProperties: 0
|
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|
importConstraints: 0
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||||||
|
animationCompression: 1
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|
animationRotationError: 0.5
|
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|
animationPositionError: 0.5
|
||||||
|
animationScaleError: 0.5
|
||||||
|
animationWrapMode: 0
|
||||||
|
extraExposedTransformPaths: []
|
||||||
|
extraUserProperties: []
|
||||||
|
clipAnimations: []
|
||||||
|
isReadable: 0
|
||||||
|
meshes:
|
||||||
|
lODScreenPercentages: []
|
||||||
|
globalScale: 1.5
|
||||||
|
meshCompression: 0
|
||||||
|
addColliders: 0
|
||||||
|
useSRGBMaterialColor: 1
|
||||||
|
sortHierarchyByName: 1
|
||||||
|
importPhysicalCameras: 1
|
||||||
|
importVisibility: 1
|
||||||
|
importBlendShapes: 1
|
||||||
|
importCameras: 1
|
||||||
|
importLights: 1
|
||||||
|
nodeNameCollisionStrategy: 1
|
||||||
|
fileIdsGeneration: 2
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|
swapUVChannels: 0
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|
generateSecondaryUV: 0
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useFileUnits: 1
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|
keepQuads: 0
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|
weldVertices: 1
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|
bakeAxisConversion: 0
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||||||
|
preserveHierarchy: 0
|
||||||
|
skinWeightsMode: 0
|
||||||
|
maxBonesPerVertex: 4
|
||||||
|
minBoneWeight: 0.001
|
||||||
|
optimizeBones: 1
|
||||||
|
meshOptimizationFlags: -1
|
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|
indexFormat: 0
|
||||||
|
secondaryUVAngleDistortion: 8
|
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|
secondaryUVAreaDistortion: 15.000001
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|
secondaryUVHardAngle: 88
|
||||||
|
secondaryUVMarginMethod: 1
|
||||||
|
secondaryUVMinLightmapResolution: 40
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|
secondaryUVMinObjectScale: 1
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|
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|
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|
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|
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|
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|
normalImportMode: 0
|
||||||
|
tangentImportMode: 3
|
||||||
|
normalCalculationMode: 4
|
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|
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||||
|
blendShapeNormalImportMode: 1
|
||||||
|
normalSmoothingSource: 0
|
||||||
|
referencedClips: []
|
||||||
|
importAnimation: 1
|
||||||
|
humanDescription:
|
||||||
|
serializedVersion: 3
|
||||||
|
human: []
|
||||||
|
skeleton: []
|
||||||
|
armTwist: 0.5
|
||||||
|
foreArmTwist: 0.5
|
||||||
|
upperLegTwist: 0.5
|
||||||
|
legTwist: 0.5
|
||||||
|
armStretch: 0.05
|
||||||
|
legStretch: 0.05
|
||||||
|
feetSpacing: 0
|
||||||
|
globalScale: 0.015
|
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|
rootMotionBoneName:
|
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|
hasTranslationDoF: 0
|
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|
hasExtraRoot: 0
|
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|
skeletonHasParents: 1
|
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|
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||||
|
autoGenerateAvatarMappingIfUnspecified: 1
|
||||||
|
animationType: 2
|
||||||
|
humanoidOversampling: 1
|
||||||
|
avatarSetup: 0
|
||||||
|
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||||
|
importBlendShapeDeformPercent: 1
|
||||||
|
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||||
|
additionalBone: 0
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
51
Assets/TankDuck.cs
Executable file
|
@ -0,0 +1,51 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
public class TankDuck : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private GameObject Bout;
|
||||||
|
[SerializeField] private GameObject Balle;
|
||||||
|
[SerializeField] private float ForceTir;
|
||||||
|
private bool Shoot = true;
|
||||||
|
private Rigidbody rib;
|
||||||
|
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
GetComponent<AttackCAC>().changeCACouDistance(false);
|
||||||
|
AttackCAC.ATTACK += Attack;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Attack()
|
||||||
|
{
|
||||||
|
if (Shoot)
|
||||||
|
{
|
||||||
|
Debug.Log("Attaque");
|
||||||
|
StartCoroutine(Tir());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator Tir()
|
||||||
|
{
|
||||||
|
Shoot = false;
|
||||||
|
GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation);
|
||||||
|
Rigidbody rb = BULLET.GetComponent<Rigidbody>();
|
||||||
|
rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse);
|
||||||
|
yield return null;
|
||||||
|
Shoot = true;
|
||||||
|
}
|
||||||
|
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
|
||||||
|
void OnDestroy()
|
||||||
|
{
|
||||||
|
AttackCAC.ATTACK -= Attack;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
2
Assets/TankDuck.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f0d84792271c3c847ad22f08b0cc2fcd
|
98
Assets/TimeDuck.cs
Executable file
|
@ -0,0 +1,98 @@
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class TimeDuck: MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private Rigidbody rib;
|
||||||
|
float Speed;
|
||||||
|
private float cooldown = 5.0f;
|
||||||
|
[SerializeField] float explosionRadius;
|
||||||
|
[SerializeField] float RangeExplosion;
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
Speed = GetComponent<BaseDuckScript>().getSpeed();
|
||||||
|
GetComponent<AttackCAC>().changeCACouDistance(true);
|
||||||
|
AttackCAC.ATTACK += Attack;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Attack()
|
||||||
|
{
|
||||||
|
Debug.Log("Attaque TIME");
|
||||||
|
StartCoroutine(Explode());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
//Prend sa cible et regarde sa distance pour voir quelle arme prendre contre lui
|
||||||
|
GameObject Target = GetComponent<AttackCAC>().GetTarget();
|
||||||
|
if (Target != null)
|
||||||
|
{
|
||||||
|
Vector3 RangeWeapon = Target.transform.position - transform.position;
|
||||||
|
if (RangeWeapon.magnitude < RangeExplosion)
|
||||||
|
{
|
||||||
|
Attack();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/*
|
||||||
|
//à supprimer
|
||||||
|
if (Input.GetKey(KeyCode.B))
|
||||||
|
{
|
||||||
|
StartCoroutine(Boost());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.P))
|
||||||
|
{
|
||||||
|
Debug.Log("Explosion");
|
||||||
|
StartCoroutine(Explode());
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
//Le speed est utilisé ici pour son spécial lui permettant de boost. On peut créer une fonction public dans BaseDuckScript getSpeed
|
||||||
|
//Et changeSpeed permettant de manipuler la Speed du duck. Vestige de l'ancien code qui ne mérite pas d'être supprimé actuellement
|
||||||
|
//C'est un cut content, donc ça passe
|
||||||
|
IEnumerator Boost()
|
||||||
|
{
|
||||||
|
Speed = 12.0f;
|
||||||
|
yield return null;
|
||||||
|
Speed = 5.0f;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator Explode()
|
||||||
|
{
|
||||||
|
rib = GetComponent<Rigidbody>();
|
||||||
|
Vector3 explosionPosition = transform.position;
|
||||||
|
Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius);
|
||||||
|
foreach (Collider collider in colliders)
|
||||||
|
{
|
||||||
|
Rigidbody rb = collider.GetComponent<Rigidbody>();
|
||||||
|
if (LayerMask.LayerToName(collider.gameObject.layer)=="duck")
|
||||||
|
{
|
||||||
|
if (rb != null & rb != rib)
|
||||||
|
{
|
||||||
|
rb.isKinematic = true;
|
||||||
|
collider.GetComponent<AttackCAC>().enabled = false;
|
||||||
|
rb.linearVelocity = Vector3.zero;
|
||||||
|
yield return new WaitForSeconds(cooldown);
|
||||||
|
rb.isKinematic = false;
|
||||||
|
collider.GetComponent<AttackCAC>().enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
Destroy(this.gameObject);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//On tue le signal pour eviter tout problemes (conseil de Game Jam)
|
||||||
|
void OnDestroy()
|
||||||
|
{
|
||||||
|
AttackCAC.ATTACK -= Attack;
|
||||||
|
}
|
||||||
|
}
|
2
Assets/TimeDuck.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 983a511a5a7517b478b8909da220e895
|
16
Assets/UI Scripts/Coin Manager.cs
Executable file
|
@ -0,0 +1,16 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class CoinManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
2
Assets/UI Scripts/Coin Manager.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: eb6be98e8ad485528a6f0241b6e6df90
|
38
Assets/UI Scripts/EnemiesAliveManager.cs
Executable file
|
@ -0,0 +1,38 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class EnemiesAliveManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] GameManager gameManager;
|
||||||
|
[SerializeField] GameObject enemiesAliveCanvas;
|
||||||
|
[SerializeField] GameObject enemiesAliveDisplay;
|
||||||
|
private TextMeshProUGUI enemiesAliveMesh;
|
||||||
|
|
||||||
|
private bool switchedCanvasOn = false;
|
||||||
|
|
||||||
|
private bool switchedCanvasOff = false;
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
enemiesAliveMesh = enemiesAliveDisplay.GetComponent<TextMeshProUGUI>();
|
||||||
|
enemiesAliveCanvas.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!switchedCanvasOn && gameManager.combatPhase)
|
||||||
|
{
|
||||||
|
enemiesAliveCanvas.SetActive(true);
|
||||||
|
switchedCanvasOn = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (switchedCanvasOn && !switchedCanvasOff && !gameManager.combatPhase)
|
||||||
|
{
|
||||||
|
enemiesAliveCanvas.SetActive(false);
|
||||||
|
switchedCanvasOff = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
enemiesAliveMesh.text = "Ennemies En Vie : " + gameManager.armyManager.getArmy(true).Count.ToString();
|
||||||
|
}
|
||||||
|
}
|
2
Assets/UI Scripts/EnemiesAliveManager.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d54fff469da868b898b10d9a2dadc850
|
51
Assets/UI Scripts/Resolution Settings.cs
Executable file
|
@ -0,0 +1,51 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
public class ResolutionSettings : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] public TMP_Dropdown resolutionDropdown;
|
||||||
|
private Resolution[] resolutions =
|
||||||
|
{
|
||||||
|
new Resolution {width = 1280, height = 720},
|
||||||
|
new Resolution {width = 1920, height = 1080},
|
||||||
|
new Resolution {width = 2560, height = 1440},
|
||||||
|
new Resolution {width = 3840, height = 2160}
|
||||||
|
};
|
||||||
|
private int selectedIndex = 0;
|
||||||
|
[SerializeField] private Button applyButton;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
resolutionDropdown.ClearOptions();
|
||||||
|
List<string> options = new List<string>();
|
||||||
|
|
||||||
|
for (int i = 0; i < resolutions.Length; i++)
|
||||||
|
{
|
||||||
|
string option = resolutions[i].width + " x " + resolutions[i].height;
|
||||||
|
options.Add(option);
|
||||||
|
}
|
||||||
|
|
||||||
|
resolutionDropdown.AddOptions(options);
|
||||||
|
|
||||||
|
int savedResolutionIndex = PlayerPrefs.GetInt("ResolutionIndex", 0);
|
||||||
|
resolutionDropdown.value = savedResolutionIndex;
|
||||||
|
resolutionDropdown.RefreshShownValue();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetResolution()
|
||||||
|
{
|
||||||
|
Resolution resolution = resolutions[selectedIndex];
|
||||||
|
Debug.Log(resolution.width + " x " + resolution.height);
|
||||||
|
Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
|
||||||
|
|
||||||
|
PlayerPrefs.SetInt("ResolutionIndex", selectedIndex);
|
||||||
|
PlayerPrefs.Save();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void preSaveResolution()
|
||||||
|
{
|
||||||
|
selectedIndex = resolutionDropdown.value;
|
||||||
|
}
|
||||||
|
}
|
2
Assets/UI Scripts/Resolution Settings.cs.meta
Executable file
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0698fd8378f2603d08fa38f7074a2ff3
|
56
Assets/UI Scripts/Timer Manager.cs
Executable file
|
@ -0,0 +1,56 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class TimerManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] GameManager gameManager;
|
||||||
|
[SerializeField] GameObject timerCanvas;
|
||||||
|
[SerializeField] GameObject timer;
|
||||||
|
private TextMeshProUGUI timerMesh;
|
||||||
|
|
||||||
|
[SerializeField] GameObject winTimer;
|
||||||
|
private TextMeshProUGUI winTimerMesh;
|
||||||
|
|
||||||
|
[SerializeField] GameObject lostTimer;
|
||||||
|
private TextMeshProUGUI lostTimerMesh;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
private bool switchedCanvasOn = false;
|
||||||
|
|
||||||
|
private bool switchedCanvasOff = false;
|
||||||
|
private float startTime;
|
||||||
|
|
||||||
|
private float endTime;
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
timerMesh = timer.GetComponent<TextMeshProUGUI>();
|
||||||
|
winTimerMesh = winTimer.GetComponent<TextMeshProUGUI>();
|
||||||
|
lostTimerMesh = lostTimer.GetComponent<TextMeshProUGUI>();
|
||||||
|
timerCanvas.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!switchedCanvasOn && gameManager.combatPhase)
|
||||||
|
{
|
||||||
|
timerCanvas.SetActive(true);
|
||||||
|
switchedCanvasOn = true;
|
||||||
|
startTime = Time.time;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (switchedCanvasOn && !switchedCanvasOff && !gameManager.combatPhase)
|
||||||
|
{
|
||||||
|
timerCanvas.SetActive(false);
|
||||||
|
switchedCanvasOff = true;
|
||||||
|
endTime = Time.time-startTime;
|
||||||
|
winTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString());
|
||||||
|
lostTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString());
|
||||||
|
}
|
||||||
|
|
||||||
|
float combatTime = Time.time - startTime;
|
||||||
|
timerMesh.text = (((int)(combatTime / 60)).ToString() + ":" + ((((int)(combatTime) % 60) < 10) ? "0" : "") + ((int)(combatTime) % 60).ToString());
|
||||||
|
}
|
||||||
|
}
|