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assetBundleName: + assetBundleVariant: diff --git a/Assets/otherTeam/OtherScripts.meta b/Assets/otherTeam/OtherScripts.meta new file mode 100644 index 0000000..e355cac --- /dev/null +++ b/Assets/otherTeam/OtherScripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 141d03938d2632450a0969cf32ffac1d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/otherTeam/OtherScripts/BoomLazer.cs b/Assets/otherTeam/OtherScripts/BoomLazer.cs new file mode 100755 index 0000000..c04e0cf --- /dev/null +++ b/Assets/otherTeam/OtherScripts/BoomLazer.cs @@ -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(); + } + + + //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(); + if (rb != null & rb != rib) + { + rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse); + } + } + Destroy(gameObject); + } + } +} diff --git a/Assets/otherTeam/OtherScripts/BoomLazer.cs.meta b/Assets/otherTeam/OtherScripts/BoomLazer.cs.meta new file mode 100755 index 0000000..da64922 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/BoomLazer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 30612f05fd9747843853fc490546942a \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/CameraFly.cs b/Assets/otherTeam/OtherScripts/CameraFly.cs new file mode 100755 index 0000000..15f115a --- /dev/null +++ b/Assets/otherTeam/OtherScripts/CameraFly.cs @@ -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; + } +} + diff --git a/Assets/otherTeam/OtherScripts/CameraFly.cs.meta b/Assets/otherTeam/OtherScripts/CameraFly.cs.meta new file mode 100755 index 0000000..84bad11 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/CameraFly.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5c1167af3b3e2714d8cfcbaaf894d1ed \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/CameraMovementFlat.cs b/Assets/otherTeam/OtherScripts/CameraMovementFlat.cs new file mode 100755 index 0000000..9d4905b --- /dev/null +++ b/Assets/otherTeam/OtherScripts/CameraMovementFlat.cs @@ -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); + } + + } +} diff --git a/Assets/otherTeam/OtherScripts/CameraMovementFlat.cs.meta b/Assets/otherTeam/OtherScripts/CameraMovementFlat.cs.meta new file mode 100755 index 0000000..fa0ef21 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/CameraMovementFlat.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 925cd4cabe50f39309d22502c750e5a7 diff --git a/Assets/otherTeam/OtherScripts/Duck.cs b/Assets/otherTeam/OtherScripts/Duck.cs new file mode 100755 index 0000000..df741f9 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/Duck.cs @@ -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() + { + + } +} diff --git a/Assets/otherTeam/OtherScripts/Duck.cs.meta b/Assets/otherTeam/OtherScripts/Duck.cs.meta new file mode 100755 index 0000000..1ab7151 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/Duck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: faa3fb39c1a2816728c5f5ab89a77e88 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript.meta b/Assets/otherTeam/OtherScripts/DuckScript.meta new file mode 100644 index 0000000..8ca34b3 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2868fce612c15b127a99ce96e90495fe +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/otherTeam/OtherScripts/DuckScript/AttackCAC.cs b/Assets/otherTeam/OtherScripts/DuckScript/AttackCAC.cs new file mode 100755 index 0000000..48c51d2 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/AttackCAC.cs @@ -0,0 +1,130 @@ +using UnityEngine; +using System.Collections; +using System; + +public class AttackCAC : MonoBehaviour +{ + [SerializeField] private float range; + [SerializeField] private float damage; + [SerializeField] private float cooldown; + private BaseDuckScript baseDuckScript; + private LayerMask duckLayer; // Layer for ducks + private LayerMask wallLayer; + private GameObject targetToAttack; + private bool CACouDistance; //True for CAC, False for Distance + + + + private bool canAttack = true; + + static public event Action ATTACK; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + CACouDistance = false; + baseDuckScript = gameObject.GetComponent(); + duckLayer = LayerMask.GetMask("Duck"); + wallLayer = LayerMask.GetMask("Wall"); + } + + public bool changeCACouDistance(bool whichOne) + { + CACouDistance=whichOne; + return(CACouDistance); + } + + IEnumerator coolDown() + { + canAttack = false; + yield return new WaitForSeconds(cooldown); + canAttack = true; + } + + // Update is called once per frame + void Update() + { + if (baseDuckScript.getGameManagerScript().combatPhase) + { + if (canAttack) + { + Collider[] hits = Physics.OverlapSphere(transform.position, range, duckLayer); + //GameObject targetToAttack = null; + float distanceToChosenTarget = range; + bool targetFound = false; + foreach (Collider hit in hits) + { + Vector3 directionToTarget = hit.transform.position - transform.position; + float distanceToTarget = directionToTarget.magnitude; + if (baseDuckScript.getAttackMode() == 3) + { + distanceToTarget = Vector3.Distance(baseDuckScript.getArmyManagerScript().getCrownDuck(baseDuckScript.getTeam()).transform.position, hit.transform.position); + } + + if (!Physics.Raycast(transform.position, directionToTarget.normalized, distanceToTarget, + wallLayer)) + { + if (baseDuckScript.getArmyManagerScript().getArmy(!baseDuckScript.getTeam()).Contains(hit.gameObject)) + { + if (baseDuckScript.getAttackMode() == 1) + { + if (baseDuckScript.getArmyManagerScript().getCrownDuck(!baseDuckScript.getTeam()) == + hit.gameObject) + { + targetToAttack = hit.gameObject; + targetFound = true; + } + } + + if (baseDuckScript.getAttackMode() == 2 || baseDuckScript.getAttackMode() == 3) + { + if (distanceToTarget < distanceToChosenTarget) + { + distanceToChosenTarget = distanceToTarget; + targetToAttack = hit.gameObject; + targetFound = true; + } + } + } + } + + } + + if (targetFound && CACouDistance) + { + AttackC(targetToAttack); + } + if(targetFound && !CACouDistance) + { + AttackD(); + } + } + } + } + + private void AttackC(GameObject targetToAttack) + { + StartCoroutine(coolDown()); + targetToAttack.GetComponent().TakeDamage(damage); + Debug.Log("Corps à corps"); + ATTACK.Invoke(); + } + + private void AttackD() + { + Debug.Log("DISTANCE"); + StartCoroutine(coolDown()); + + ATTACK.Invoke(); + } + + public GameObject GetTarget() + { + return (targetToAttack); + } + + public float GetDamage() + { + return (damage); + } + +} diff --git a/Assets/otherTeam/OtherScripts/DuckScript/AttackCAC.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/AttackCAC.cs.meta new file mode 100755 index 0000000..8995062 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/AttackCAC.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8e5cb8ce6f5d03c4789dc12c8b7dac85 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/BaseDuckScript.cs b/Assets/otherTeam/OtherScripts/DuckScript/BaseDuckScript.cs new file mode 100755 index 0000000..f4218e8 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/BaseDuckScript.cs @@ -0,0 +1,293 @@ +using UnityEngine; +using UnityEngine.AI; +using System.Collections.Generic; +using UnityEngine.UI; + +public class BaseDuckScript : MonoBehaviour +{ + // Start is called once before the first execution of Update after the MonoBehaviour is created + private bool isEnemy = true; + [SerializeField] public bool hasCrown = false; + [SerializeField] GameObject armyManagerEntity; + [SerializeField] GameObject gameManagerEntity; + private ArmyManager armyManagerScript; + private GameManager gameManagerScript; + [SerializeField] GameObject crownPrefab; + [SerializeField] private int attackMode = 0; //0 do Nothing, 1 offense, 2 Neutre, 3 Défense + NavMeshAgent agent; + private Rigidbody duckRB; + Vector3 destination; + private float health; + [SerializeField] private float baseHealth; + [SerializeField] private float armor; + [SerializeField] public GameObject healthBarPrefab; + [SerializeField] private GameObject healthCanvas; + private RectTransform healthCanvasRect; + private GameObject healthBar = null; + //private RectTransform healthBarRect = null; + private float DuckHeight; + private GameObject healthBarInside; + private Image healthBarGradient; + private float raycastDistance = 1.0f; //for getting ground material + private LayerMask allGroundLayers; + [SerializeField] private float baseSpeed; + private GameObject crown; + [SerializeField] public int cost = 5; + [SerializeField] public List troopStats; + + void Start() + { + health = baseHealth; + armyManagerScript = armyManagerEntity.GetComponent(); + gameManagerScript = gameManagerEntity.GetComponent(); + armyManagerScript.addTroopToArmy(isEnemy, gameObject); + agent = GetComponent(); + duckRB = gameObject.GetComponent(); + healthCanvasRect = healthCanvas.GetComponent(); + + if (hasCrown){ + becomeCrownDuck(); + } + + DuckHeight = transform.Find("TigeUI").GetComponent().bounds.size.y; + allGroundLayers = LayerMask.GetMask("Dirt") | LayerMask.GetMask("Sand"); + } + + // Update is called once per frame + void Update() + { + //Pour que le Duck regarde sa cible constamment !! + if (GetComponent().GetTarget() != null) + { + transform.LookAt(GetComponent().GetTarget().transform); + } + + + if (gameManagerScript.combatPhase) + { + updateMovement(); + } + else + { + duckRB.isKinematic = true; + } + + if (health != baseHealth) + { + displayHealthBar(); + } + + Vector3 rayOrigin = transform.position; + Ray ray = new Ray(rayOrigin, Vector3.down); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, raycastDistance, allGroundLayers)) + { + if (LayerMask.LayerToName(hit.collider.gameObject.layer) == "Dirt") + { + agent.speed = baseSpeed; + } else if (LayerMask.LayerToName(hit.collider.gameObject.layer) == "Sand") + { + agent.speed = baseSpeed/2; + } + } + } + + public void displayHealthBar() + { + if (healthBar == null) + { + healthBar = Instantiate(healthBarPrefab, healthCanvas.transform); + healthBar.transform.localScale = new Vector2(0.25f, 0.25f); + healthBarInside = healthBar.transform.GetChild(1).gameObject; + healthBarGradient = healthBarInside.GetComponent(); + healthBarGradient.type = Image.Type.Filled; + healthBarGradient.fillMethod = Image.FillMethod.Horizontal; + } + + if (healthBar != null) //safety measure + { + Vector2 screenPoint = Camera.main.WorldToScreenPoint(transform.position); + healthBar.transform.position = screenPoint + new Vector2(0f, DuckHeight*80*Screen.width/3840); + healthBarGradient.fillAmount = health / baseHealth; + healthBarGradient.color = Color.Lerp(Color.red, Color.green, health/baseHealth); + + } + + } + public void updateMovement() + { + duckRB.isKinematic = false; + if (attackMode == 1 && armyManagerScript.getCrownDuck(!isEnemy)) + { + destination = armyManagerScript.getCrownDuck(!isEnemy).transform.position; + agent.destination = destination; + } + + if (attackMode == 2) + { + List opposingArmy = armyManagerScript.getArmy(!isEnemy); + if (opposingArmy.Count > 0){ + GameObject closestOpponent = opposingArmy[0]; + float closestDistance = Vector3.Distance(opposingArmy[0].transform.position, transform.position); + foreach (GameObject opposingDuck in opposingArmy) + { + if (Vector3.Distance(opposingDuck.transform.position, transform.position) < closestDistance) + { + closestOpponent = opposingDuck; + closestDistance = Vector3.Distance(opposingDuck.transform.position, transform.position); + } + } + destination = closestOpponent.transform.position; + agent.destination = destination; + } + } + + if (attackMode == 3) + { + List opposingArmy = armyManagerScript.getArmy(!isEnemy); + if (opposingArmy.Count > 0){ + GameObject closestOpponent = opposingArmy[0]; + float closestDistance = Vector3.Distance(opposingArmy[0].transform.position, armyManagerScript.getCrownDuck(isEnemy).transform.position); + foreach (GameObject opposingDuck in opposingArmy) + { + if (Vector3.Distance(opposingDuck.transform.position, armyManagerScript.getCrownDuck(isEnemy).transform.position) < closestDistance) + { + closestOpponent = opposingDuck; + closestDistance = Vector3.Distance(opposingDuck.transform.position, armyManagerScript.getCrownDuck(isEnemy).transform.position); + } + } + destination = closestOpponent.transform.position; + agent.destination = destination; + } + } + } + + public void setTeam(bool isOnEnemyTeam){ + isEnemy = isOnEnemyTeam; + } + + public void giveCrown(){ + hasCrown = true; + } + + public void setArmyManager(GameObject armyManagerEntity) + { + this.armyManagerEntity = armyManagerEntity; + } + + public ArmyManager getArmyManagerScript() + { + return armyManagerScript; + } + public void setGameManager(GameObject gameManagerEntity) + { + this.gameManagerEntity = gameManagerEntity; + } + + public void becomeCrownDuck() + { + hasCrown = true; + armyManagerScript.setCrownDuck(isEnemy, gameObject); + crown = Instantiate(crownPrefab, this.transform); + } + + public void loseMyCrown() + { + hasCrown = false; + armyManagerScript.removeCrownDuck(isEnemy); + Destroy(crown); + } + + public void despawn() + { + if (hasCrown) + { + armyManagerScript.removeCrownDuck(isEnemy); + } + armyManagerScript.removeTroopFromArmy(isEnemy, gameObject); + gameManagerScript.refundCoins(cost); + Destroy(gameObject); + } + + void OnMouseOver() + { + // Check if the right mouse button is clicked + /* + if (Input.GetMouseButtonDown(1)) // 1 is for the right mouse button + { + if (!armyManagerScript.getCrownDuck(isEnemy) && !isEnemy) + { + becomeCrownDuck(); + } + else if (armyManagerScript.getCrownDuck(isEnemy) == gameObject && !isEnemy) + { + loseMyCrown(); + } + } + */ + } + + public void TakeDamage(float damage) + { + float damageReallyTaken = Mathf.Max(0, damage - armor); + health -= damageReallyTaken; + if (health <= 0) + { + Debug.Log("dead"); + die(); + } + } + + public void Heal(float value) + { + health += value; + health = (health > baseHealth) ? baseHealth : health; + } + + public float getHealth() + { + return health; + } + + public float getBaseHealth() + { + return baseHealth; + } + private void die() + { + Destroy(healthBar); + armyManagerScript.kill(isEnemy, gameObject, hasCrown); + Destroy(gameObject); + } + + public int getAttackMode() + { + return (attackMode); + } + + public void setAttackMode(int mode) + { + attackMode = mode; + } + + public bool getTeam() + { + return (isEnemy); + } + + public float getSpeed() + { + return (baseSpeed); + } + + public void setHealthCanvas(GameObject healthCanvas) + { + this.healthCanvas = healthCanvas; + } + + public GameManager getGameManagerScript() + { + return(gameManagerScript); + } +} diff --git a/Assets/otherTeam/OtherScripts/DuckScript/BaseDuckScript.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/BaseDuckScript.cs.meta new file mode 100755 index 0000000..2f33e6b --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/BaseDuckScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5b4f49154a488eadb80c1e6212811ead \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/CharDuck.cs b/Assets/otherTeam/OtherScripts/DuckScript/CharDuck.cs new file mode 100755 index 0000000..84d3297 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/CharDuck.cs @@ -0,0 +1,89 @@ +using System.Collections; +using UnityEngine; + +public class CharDuck : MonoBehaviour +{ + private Rigidbody rib; + [SerializeField] GameObject Lazer; + [SerializeField] GameObject LazerBoom; + [SerializeField] GameObject Gauche; + [SerializeField] GameObject Droit; + [SerializeField] GameObject Tete; + [SerializeField] float ForceTir; + private bool Shoot=true; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + GetComponent().changeCACouDistance(false); + AttackCAC.ATTACK += Attack; + } + + void Attack() + { + if (Shoot) + { + Debug.Log("Attaque"); + StartCoroutine(Lasers()); + } + } + + // Update is called once per frame + void Update() + { +/* + //à supprimer + + + if (Input.GetKeyDown(KeyCode.B)) + { + if (Shoot) + { + Debug.Log("Attack !!"); + StartCoroutine(Lasers()); + } + } + + if (Input.GetKeyDown(KeyCode.P)) + { + Debug.Log("Explosion"); + StartCoroutine(Special()); + + } +*/ + } + //Tire des Lasers des yeux du pion vers la cible (Target). Donc rbg=RigidBodyGauche par exemple. + IEnumerator Lasers() + { + Shoot = false; + GameObject Target = GetComponent().GetTarget(); + Vector3 Destination = Vector3.Normalize(Target.transform.position-transform.position); + GameObject LazGauche = Instantiate(Lazer, Gauche.transform.position, Gauche.transform.rotation); + Rigidbody rbg = LazGauche.GetComponent(); + rbg.AddForce(Destination * ForceTir, ForceMode.Impulse); + GameObject LazDroite = Instantiate(Lazer, Droit.transform.position, Droit.transform.rotation); + Rigidbody rbd = LazDroite.GetComponent(); + rbd.AddForce(Destination * ForceTir, ForceMode.Impulse); + yield return null; + Shoot = true; + } + //Génere une sphère qui se dirige vers sa cible (Target) pour faire une explosion + IEnumerator Special() + { + Shoot = false; + GameObject Target = GetComponent().GetTarget(); + Vector3 Destination = Vector3.Normalize(Target.transform.position - transform.position); + //Vector3 Salse = new Vector3(0, -1, 0); + GameObject Laz = Instantiate(LazerBoom, Tete.transform.position, Tete.transform.rotation); + Rigidbody rb = Laz.GetComponent(); + rb.AddForce(Destination * ForceTir, ForceMode.Impulse); + //rb.AddForce(Salse * ForceTir, ForceMode.Impulse); + yield return null; + Shoot = true; + } + //On tue le signal pour éviter tout problèmes (conseil de Game Jam) + void OnDestroy() + { + AttackCAC.ATTACK -= Attack; + } +} diff --git a/Assets/otherTeam/OtherScripts/DuckScript/CharDuck.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/CharDuck.cs.meta new file mode 100755 index 0000000..aec61f1 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/CharDuck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7c6232b4da47c4448b112c51f245a9f7 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/Daffy.cs b/Assets/otherTeam/OtherScripts/DuckScript/Daffy.cs new file mode 100755 index 0000000..0b1671a --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/Daffy.cs @@ -0,0 +1,88 @@ +using UnityEngine; +using System.Collections; + +public class Daffy : MonoBehaviour +{ + [SerializeField] private GameObject Sword; + private Rigidbody rib; + private float RotSpeed = 300.0f; + [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 + void Start() + { + GetComponent().changeCACouDistance(true); + AttackCAC.ATTACK += Attack; + } + + void Attack() + { + Debug.Log("Attaque"); + StartCoroutine(Rotate360()); + } + + // Update is called once per frame + void Update() + { +/* + if (Input.GetKeyDown(KeyCode.R)) + { + Debug.Log("Attaque"); + StartCoroutine(Rotate360()); + } + + if (Input.GetKeyDown(KeyCode.P)) + { + Debug.Log("DAFFY SMASH"); + StartCoroutine(Rotate360()); + Explode(); + + } +*/ + } + + IEnumerator Rotate360() + { + + bool IsFinish = true; + //Clairement pas ouf, mais je sais faire autrement. Tourne jusqu'à ce que les conditions match + //Ie que les 2 bool soit faux, l'un s'active quand il est proche de 0 degré, l'autre s'active après une demie rotation; + while (IsFinish || Mathf.Abs(Sword.transform.localRotation.x)>0.05f) + { + //Debug.Log(Mathf.Abs(Sword.transform.localRotation.x)); + Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); + if (Mathf.Abs(Sword.transform.localRotation.x)>0.1f) + { + IsFinish = false; + } + yield return null; + } + Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); + } + //Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser + void Explode() + { + rib = GetComponent(); + Vector3 explosionPosition = transform.position; + Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius); + + foreach (Collider collider in colliders) + { + Rigidbody rb = collider.GetComponent(); + if (rb != null & rb != rib) + { + rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse); + } + } + } + //On tue le signal pour eviter tout problemes (conseil de Game Jam) + void OnDestroy() + { + AttackCAC.ATTACK -= Attack; + } +} + + + diff --git a/Assets/otherTeam/OtherScripts/DuckScript/Daffy.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/Daffy.cs.meta new file mode 100755 index 0000000..e8844cb --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/Daffy.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 20a6bc784cd0f59468144811378ea18d \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/DarkWing.cs b/Assets/otherTeam/OtherScripts/DuckScript/DarkWing.cs new file mode 100755 index 0000000..375893b --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/DarkWing.cs @@ -0,0 +1,153 @@ +using UnityEngine; +using System.Collections; + +public class DarkWing : MonoBehaviour +{ + [SerializeField] private GameObject Bout; + [SerializeField] private GameObject Balle; + [SerializeField] private GameObject Sword; + [SerializeField] private GameObject Gun; + [SerializeField] private float ForceTir; + [SerializeField] private float Range; + private Rigidbody rib; + private bool Shoot = true; + float RotSpeed = 300.0f; + private bool BladeGun; //True = Blade, False = Gun + private GameObject Target; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + GetComponent().changeCACouDistance(false); + AttackCAC.ATTACK += Attack; + BladeGun = true; + } + + // Update is called once per frame + + void Attack() + { + Debug.Log("Attaque"); + if (!BladeGun) + { + if(Shoot) + { + StartCoroutine(Tir()); + } + } + else + { + StartCoroutine(Rotate360()); + } + + + } + void Update() + { + //Choose which weapon to use against enemy + Target=GetComponent().GetTarget(); + if (Target != null) + { + Vector3 RangeWeapon = Target.transform.position - transform.position; + if (RangeWeapon.magnitude > Range) + { + BladeGun = false; + } + else + { + BladeGun = true; + } + } + + if (!BladeGun) //Gun + { + Sword.SetActive(false); + Gun.SetActive(true); + GetComponent().changeCACouDistance(false); + + if (Input.GetKeyDown(KeyCode.R)) + { + + if (Shoot) + { + Debug.Log("Attaque Shoot"); + StartCoroutine(Tir()); + } + + } + } + else //Sword + { + Sword.SetActive(true); + Gun.SetActive(false); + GetComponent().changeCACouDistance(true); + + if (Input.GetKeyDown(KeyCode.R)) + { + + if (Shoot) + { + Debug.Log("Attaque Sword"); + StartCoroutine(Rotate360()); + } + + } + } + +/* + if (Input.GetKeyDown(KeyCode.M)) + { + Debug.Log("DeRender"); + //SetRenderState(Sword,false); + Sword.SetActive(false); + } + + if (Input.GetKeyDown(KeyCode.P)) + { + Debug.Log("Special"); + StartCoroutine(Special()); + } +*/ + } + //Tir. La variable Shoot est le garde-fou pour �viter de tirer sans prendre en compte le cooldown + IEnumerator Tir() + { + Shoot = false; + GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation); + Rigidbody rb = BULLET.GetComponent(); + rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse); + yield return null; + Shoot = true; + } + //Heal + IEnumerator Special() + { + + yield return null; + + } + + IEnumerator Rotate360() + { + + bool IsFinish = true; + //Clairement pas ouf, mais je sais faire autrement. Tourne jusqu'a ce que les conditions match + //Ie que les 2 bool soit faux, l'un s'active quand il est proche de 0 degre, l'autre s'active apres une demie rotation; + while (IsFinish || Mathf.Abs(Sword.transform.localRotation.x) > 0.05f) + { + //Debug.Log(Mathf.Abs(Sword.transform.localRotation.x)); + Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); + if (Mathf.Abs(Sword.transform.localRotation.x) > 0.1f) + { + IsFinish = false; + } + yield return null; + } + Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); + } + //On tue le signal pour eviter tout problemes (conseil de Game Jam) + void OnDestroy() + { + AttackCAC.ATTACK -= Attack; + } +} diff --git a/Assets/otherTeam/OtherScripts/DuckScript/DarkWing.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/DarkWing.cs.meta new file mode 100755 index 0000000..792cde8 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/DarkWing.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: db4527bc43fec90429d79ff64941d4f0 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/ExplosifDuck.cs b/Assets/otherTeam/OtherScripts/DuckScript/ExplosifDuck.cs new file mode 100755 index 0000000..6cce6fe --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/ExplosifDuck.cs @@ -0,0 +1,89 @@ +using System.Collections; +using UnityEngine; + +public class ExplosifDuck : MonoBehaviour +{ + + private Rigidbody rib; + float Speed; + float Cooldown=10.0f; + [SerializeField] float explosionRadius; + [SerializeField] float explosionForce; + [SerializeField] float RangeExplosion; + private float upwardModifier = 0.0f; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + GetComponent().changeCACouDistance(true); + Speed = GetComponent().getSpeed(); + AttackCAC.ATTACK += Attack; + } + + void Attack() + { + Debug.Log("Attaque"); + Explode(); + } + + // Update is called once per frame + void Update() + { + GameObject Target = GetComponent().GetTarget(); + if (Target != null) + { + Vector3 RangeWeapon = Target.transform.position - transform.position; + if (RangeWeapon.magnitude < RangeExplosion) + { + Attack(); + } + } + + + if (Input.GetKey(KeyCode.B)) + { + StartCoroutine(Boost()); + } + + if (Input.GetKeyDown(KeyCode.P)) + { + Debug.Log("Explosion"); + 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 new WaitForSeconds(Cooldown); + Speed = 6.0f; + + } + //Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser + void Explode() + { + rib = GetComponent(); + Vector3 explosionPosition = transform.position; + Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius); + + foreach (Collider collider in colliders) + { + Rigidbody rb = collider.GetComponent(); + if (rb != null & rb != rib) + { + rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse); + } + } + Destroy(this.gameObject); + } + + //On tue le signal pour eviter tout problemes (conseil de Game Jam) + void OnDestroy() + { + AttackCAC.ATTACK -= Attack; + } + +} diff --git a/Assets/otherTeam/OtherScripts/DuckScript/ExplosifDuck.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/ExplosifDuck.cs.meta new file mode 100755 index 0000000..f83ed3b --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/ExplosifDuck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3c634d25b1c457f42ade841848d6f3ff \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/SniperDuck.cs b/Assets/otherTeam/OtherScripts/DuckScript/SniperDuck.cs new file mode 100755 index 0000000..0ea6acf --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/SniperDuck.cs @@ -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().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(); + //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 �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().parent = this.gameObject; + BULLET.GetComponent().damage = GetComponent().GetDamage(); + Rigidbody rb = BULLET.GetComponent(); + 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; + } +} diff --git a/Assets/otherTeam/OtherScripts/DuckScript/SniperDuck.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/SniperDuck.cs.meta new file mode 100755 index 0000000..9af348a --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/SniperDuck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: eb4b255c02b8f984c82ab2f6417b637c \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/TankDuck.cs b/Assets/otherTeam/OtherScripts/DuckScript/TankDuck.cs new file mode 100755 index 0000000..90664e0 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/TankDuck.cs @@ -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().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(); + 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; + } +} + + diff --git a/Assets/otherTeam/OtherScripts/DuckScript/TankDuck.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/TankDuck.cs.meta new file mode 100755 index 0000000..844180b --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/TankDuck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f0d84792271c3c847ad22f08b0cc2fcd \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/DuckScript/TimeDuck.cs b/Assets/otherTeam/OtherScripts/DuckScript/TimeDuck.cs new file mode 100755 index 0000000..4b58aa2 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/TimeDuck.cs @@ -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().getSpeed(); + GetComponent().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().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(); + Vector3 explosionPosition = transform.position; + Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius); + foreach (Collider collider in colliders) + { + Rigidbody rb = collider.GetComponent(); + if (LayerMask.LayerToName(collider.gameObject.layer)=="duck") + { + if (rb != null & rb != rib) + { + rb.isKinematic = true; + collider.GetComponent().enabled = false; + rb.linearVelocity = Vector3.zero; + yield return new WaitForSeconds(cooldown); + rb.isKinematic = false; + collider.GetComponent().enabled = true; + } + } + + + + } + Destroy(this.gameObject); + + } + + //On tue le signal pour eviter tout problemes (conseil de Game Jam) + void OnDestroy() + { + AttackCAC.ATTACK -= Attack; + } +} diff --git a/Assets/otherTeam/OtherScripts/DuckScript/TimeDuck.cs.meta b/Assets/otherTeam/OtherScripts/DuckScript/TimeDuck.cs.meta new file mode 100755 index 0000000..ee2fa7b --- /dev/null +++ b/Assets/otherTeam/OtherScripts/DuckScript/TimeDuck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 983a511a5a7517b478b8909da220e895 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/Lazer.cs b/Assets/otherTeam/OtherScripts/Lazer.cs new file mode 100755 index 0000000..a6b0a65 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/Lazer.cs @@ -0,0 +1,23 @@ +using UnityEngine; + +public class Lazer : MonoBehaviour +{ + private float i = 0.0f; + public float damage; + public GameObject parent; + // Start is called once before the first execution of Update after the MonoBehaviour is created + 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) + { + if (LayerMask.LayerToName(other.gameObject.layer) == "Duck") + { + other.gameObject.GetComponent().TakeDamage(damage); + } + Destroy(gameObject); + } + } +} diff --git a/Assets/otherTeam/OtherScripts/Lazer.cs.meta b/Assets/otherTeam/OtherScripts/Lazer.cs.meta new file mode 100755 index 0000000..b2a588e --- /dev/null +++ b/Assets/otherTeam/OtherScripts/Lazer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bc1391a204a039347a760eb627956852 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts.meta b/Assets/otherTeam/OtherScripts/ManagerScipts.meta new file mode 100644 index 0000000..6adab71 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 16030bdf2ef6d6479a7e7497fa50f3c5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/ArmyManager.cs b/Assets/otherTeam/OtherScripts/ManagerScipts/ArmyManager.cs new file mode 100755 index 0000000..4ddab5c --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/ArmyManager.cs @@ -0,0 +1,107 @@ +using UnityEngine; +using System.Collections.Generic; + + +public class ArmyManager : MonoBehaviour +{ + private List enemyArmy = new List(); + private List playerArmy = new List(); + private GameObject enemyCrownDuck = null; + private GameObject playerCrownDuck = null; + [SerializeField] private GameManager gameManagerScript; + + // 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("Enemy Count : " + enemyArmy.Count); + //Debug.Log("Player Count : " + playerArmy.Count); + //Debug.Log(playerCrownDuck); + } + + public List getArmy(bool isEnemy){ + return(isEnemy ? enemyArmy : playerArmy); + } + + public void addTroopToArmy(bool isEnemy, GameObject Duck){ + (isEnemy ? enemyArmy : playerArmy).Add(Duck); + } + + public void removeTroopFromArmy(bool isEnemy, GameObject Duck) + { + (isEnemy ? enemyArmy : playerArmy).Remove(Duck); + } + + public void setCrownDuck(bool isEnemy, GameObject CrownDuck) + { + if (isEnemy) { + enemyCrownDuck = CrownDuck; + } else { + playerCrownDuck = CrownDuck; + } + } + + public void removeCrownDuck(bool isEnemy) + { + if (isEnemy) + { + enemyCrownDuck = null; + } + else + { + playerCrownDuck = null; + } + } + + public GameObject getCrownDuck(bool isEnemy) + { + return(isEnemy ? enemyCrownDuck : playerCrownDuck); + } + + public void kill(bool isEnemy, GameObject Duck, bool hasCrown) + { + removeTroopFromArmy(isEnemy, Duck); + if (hasCrown) + { + gameManagerScript.endOfLevel(isEnemy); + } + removeTroopFromArmy(isEnemy, gameObject); + } + + public void giveCrownDuckTo(bool isEnemy, GameObject duckToCrown) + { + if ((isEnemy ? enemyCrownDuck : playerCrownDuck) != null) + { + (isEnemy ? enemyCrownDuck : playerCrownDuck).GetComponent().loseMyCrown(); + if (isEnemy) + { + enemyCrownDuck = null; + } + else + { + playerCrownDuck = null; + } + } + + //becomeCrownDuck will call army manager later and set it locally + duckToCrown.GetComponent().becomeCrownDuck(); + } + + public void removeCrownDuckFrom(bool isEnemy, GameObject duckToRemoveCrown) + { + (isEnemy ? enemyCrownDuck : playerCrownDuck).GetComponent().loseMyCrown(); + if (isEnemy) + { + enemyCrownDuck = null; + } + else + { + playerCrownDuck = null; + } + } +} diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/ArmyManager.cs.meta b/Assets/otherTeam/OtherScripts/ManagerScipts/ArmyManager.cs.meta new file mode 100755 index 0000000..f199ff4 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/ArmyManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8b3571324bf01bd9d9f5bce9b92fb36e \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/GameManager.cs b/Assets/otherTeam/OtherScripts/ManagerScipts/GameManager.cs new file mode 100755 index 0000000..340e27d --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/GameManager.cs @@ -0,0 +1,211 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using UnityEngine.SceneManagement; +using System.Collections.Generic; + +public class GameManager : MonoBehaviour +{ + public bool difficultySelectionPhase = true; + public bool spawningPhase = false; + + public bool combatPhase = false; + public bool endOfGamePhase = false; + + public bool foundWinner = false; + + public bool playerWon; + [SerializeField] public int currentLevel; + [SerializeField] public int difficulty; + [SerializeField] public ArmyManager armyManager; + [SerializeField] public UnlockedLevelsManager unlockedLevelsManager; + [SerializeField] public int baseCoins; + [SerializeField] public int currentCoins; + [SerializeField] private GameObject coinDisplay; + private TextMeshProUGUI coinDisplayMesh; + [SerializeField] public GameObject healthCanvas; + [SerializeField] public GameObject wonCanvas; + [SerializeField] public GameObject lostCanvas; + [SerializeField] private GameObject coinDisplayCanvas; + [SerializeField] private GameObject difficultySelectionCanvas; + [SerializeField] private GameObject troopSelectionCanvas; + [SerializeField] private RawImage highScoreImage; + [SerializeField] private RawImage winHighScoreImage; + [SerializeField] private RawImage loseHighScoreImage; + [SerializeField] private Texture bronzeSprite; + [SerializeField] private Texture silverSprite; + [SerializeField] private Texture goldSprite; + [SerializeField] private Texture notBeatenSprite; + [SerializeField] public List levels; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + wonCanvas.SetActive(false); + lostCanvas.SetActive(false); + coinDisplayCanvas.SetActive(false); + troopSelectionCanvas.SetActive(false); + coinDisplayMesh = coinDisplay.GetComponent(); + + int highScore = unlockedLevelsManager.getLevelStatus(currentLevel); + switch (highScore) + { + case 0: + highScoreImage.texture = notBeatenSprite; + break; + case 1: + highScoreImage.texture = notBeatenSprite; + break; + case 2: + highScoreImage.texture = bronzeSprite; + break; + case 3: + highScoreImage.texture = silverSprite; + break; + case 4: + highScoreImage.texture = goldSprite; + break; + } + + } + + // Update is called once per frame + void Update() + { + coinDisplayMesh.text = currentCoins.ToString(); + /* + if (Input.GetKeyDown(KeyCode.Return)) + { + if (spawningPhase) + { + startFight(); + } + } + */ + } + + public void startFight() + { + troopSelectionCanvas.SetActive(false); + spawningPhase = false; + combatPhase = true; + if (armyManager.getArmy(true).Count == 0) + { + foundWinner = true; + playerWon = true; + } else if (armyManager.getArmy(false).Count == 0) + { + foundWinner = true; + playerWon = false; + } else { + if (!armyManager.getCrownDuck(true)) + { + armyManager.getArmy(true)[0].GetComponent().becomeCrownDuck(); + } + if (!armyManager.getCrownDuck(false)) + { + armyManager.getArmy(false)[0].GetComponent().becomeCrownDuck(); + } + } + } + + + + public void endOfLevel(bool thePlayerWon) + { + combatPhase = false; + endOfGamePhase = true; + foundWinner = true; + playerWon = thePlayerWon; + coinDisplayCanvas.SetActive(false); + healthCanvas.SetActive(false); + if (playerWon) + { + unlockedLevelsManager.beatCurrentLevel(currentLevel, difficulty); + wonCanvas.SetActive(true); + int highScore = unlockedLevelsManager.getLevelStatus(currentLevel); + switch (highScore) + { + case 0: + winHighScoreImage.texture = notBeatenSprite; + break; + case 1: + winHighScoreImage.texture = notBeatenSprite; + break; + case 2: + winHighScoreImage.texture = bronzeSprite; + break; + case 3: + winHighScoreImage.texture = silverSprite; + break; + case 4: + winHighScoreImage.texture = goldSprite; + break; + } + } + else + { + lostCanvas.SetActive(true); + int highScore = unlockedLevelsManager.getLevelStatus(currentLevel); + switch (highScore) + { + case 0: + loseHighScoreImage.texture = notBeatenSprite; + break; + case 1: + loseHighScoreImage.texture = notBeatenSprite; + break; + case 2: + loseHighScoreImage.texture = bronzeSprite; + break; + case 3: + loseHighScoreImage.texture = silverSprite; + break; + case 4: + loseHighScoreImage.texture = goldSprite; + break; + } + } + } + + public bool spendCoins(int amount) + { + if (currentCoins >= amount) + { + currentCoins -= amount; + return true; + } + return false; + } + + public void refundCoins(int amount) + { + currentCoins += amount; + } + + public void SelectDifficulty(int selectedDifficulty) + { + difficultySelectionPhase = false; + spawningPhase = true; + difficulty = selectedDifficulty; + coinDisplayCanvas.SetActive(true); + troopSelectionCanvas.SetActive(true); + difficultySelectionCanvas.SetActive(false); + currentCoins = (int)(baseCoins * (difficulty == 1 ? 1.2f : (difficulty == 3 ? 0.8f : 1f))); + } + + public void backToMainMenu() + { + SceneManager.LoadScene(0); + } + + public void goToNextLevel() + { + SceneManager.LoadScene(levels[currentLevel]); + } + + public void replayLevel() + { + SceneManager.LoadScene(levels[currentLevel-1]); + } +} diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/GameManager.cs.meta b/Assets/otherTeam/OtherScripts/ManagerScipts/GameManager.cs.meta new file mode 100755 index 0000000..1a8c313 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/GameManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6b44c52b4de179af282b4cf5f073b748 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/MenuManager.cs b/Assets/otherTeam/OtherScripts/ManagerScipts/MenuManager.cs new file mode 100755 index 0000000..a8fe1dc --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/MenuManager.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.SceneManagement; +using System.Collections.Generic; + +public class MenuManager : MonoBehaviour +{ + [SerializeField] public GameObject mainPanel; + [SerializeField] public GameObject settingsPanel; + [SerializeField] public GameObject levelsPanel; + [SerializeField] public UnlockedLevelsManager unlockedLevelsManager; + [SerializeField] public List levelButtons; + [SerializeField] public GameObject lockPrefab; + [SerializeField] public GameObject bronzeStarPrefab; + [SerializeField] public GameObject silverStarPrefab; + [SerializeField] public GameObject goldStarPrefab; + [SerializeField] public List levels; + + void Start() + { + mainPanel.SetActive(true); + settingsPanel.SetActive(false); + levelsPanel.SetActive(false); + + for (int i = 0; i < levelButtons.Count; i++) + { + bool didSpawn = false; + GameObject spawnedUI = null; + switch (unlockedLevelsManager.getLevelStatus(i+1)) + { + case 0: + didSpawn = true; + spawnedUI = Instantiate(lockPrefab); + break; + case 2: + didSpawn = true; + spawnedUI = Instantiate(bronzeStarPrefab); + break; + case 3: + didSpawn = true; + spawnedUI = Instantiate(silverStarPrefab); + break; + case 4: + didSpawn = true; + spawnedUI = Instantiate(goldStarPrefab); + break; + } + + if (didSpawn) + { + spawnedUI.transform.SetParent(levelButtons[i].transform, false); + } + + } + + } + + public void StartGame() + { + mainPanel.SetActive(false); + levelsPanel.SetActive(true); + //SceneManager.LoadScene("GameScene"); // Replace "GameScene" with your scene name + } + + public void OpenSettings() + { + mainPanel.SetActive(false); + settingsPanel.SetActive(true); + } + + public void QuitGame() + { + Debug.Log("Quit Game"); // This won't quit the editor but will work in a built application + Application.Quit(); + } + + public void backToMenu() + { + mainPanel.SetActive(true); + settingsPanel.SetActive(false); + levelsPanel.SetActive(false); + Debug.Log("Back To Menu"); // This won't quit the editor but will work in a built application + } + + public void goToLevel(int level) + { + //Debug.Log(unlockedLevelsManager.getLevelStatus(level)); + if (unlockedLevelsManager.getLevelStatus(level) != 0) + { + SceneManager.LoadScene(levels[level - 1]); + Debug.Log("Go To Level " + level); + } + } + + +} \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/MenuManager.cs.meta b/Assets/otherTeam/OtherScripts/ManagerScipts/MenuManager.cs.meta new file mode 100755 index 0000000..17d8527 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/MenuManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e2f8d5c10ecc0fc1984f4b0913b0db37 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/PastilleManager.cs b/Assets/otherTeam/OtherScripts/ManagerScipts/PastilleManager.cs new file mode 100755 index 0000000..05511db --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/PastilleManager.cs @@ -0,0 +1,93 @@ +using UnityEngine; + +public class PastilleManager : MonoBehaviour +{ + [SerializeField] ArmyManager armyManagerScript; + [SerializeField] SpawnDucks spawnManagerScript; + [SerializeField] GameObject enemyPastillePrefab; + [SerializeField] GameObject playerPastillePrefab; + [SerializeField] GameObject selectedPastillePrefab; + [SerializeField] GameManager gameManagerScript; + + private bool removedPastilles = false; + private bool addedInitialPastilles = false; + // 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() + { + + + if (!addedInitialPastilles && gameManagerScript.spawningPhase) + { + addedInitialPastilles = true; + setEnemyPastilles(); + } + + if (addedInitialPastilles && !removedPastilles && !gameManagerScript.spawningPhase) + { + removedPastilles = true; + removeEnemyPastilles(); + removeTeamPastilles(); + }; + } + + public void setEnemyPastilles() + { + foreach (GameObject enemyDuck in armyManagerScript.getArmy(true)) + { + giveXPastilleToY(enemyPastillePrefab, enemyDuck); + } + } + + public void removeTeamPastilles() + { + foreach (GameObject playerDuck in armyManagerScript.getArmy(false)) + { + removeTroopsPastilles(playerDuck); + } + } + + public void removeEnemyPastilles() + { + foreach (GameObject enemyDuck in armyManagerScript.getArmy(true)) + { + removeTroopsPastilles(enemyDuck); + } + } + + + + public void setSelectedPastille(GameObject troop) + { + removeTroopsPastilles(troop); + giveXPastilleToY(selectedPastillePrefab, troop); + } + + public void setPlayerPastille(GameObject troop) + { + removeTroopsPastilles(troop); + giveXPastilleToY(playerPastillePrefab, troop); + } + + public void removeTroopsPastilles(GameObject troop) + { + Transform PastilleSpawner = troop.transform.Find("pastilleSpawner"); + foreach (Transform child in PastilleSpawner) + { + if (child.CompareTag("Pastille")) + { + Destroy(child.gameObject); + } + } + } + + public void giveXPastilleToY(GameObject pastille, GameObject troop) + { + Instantiate(pastille, troop.transform.Find("pastilleSpawner").transform); + } +} diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/PastilleManager.cs.meta b/Assets/otherTeam/OtherScripts/ManagerScipts/PastilleManager.cs.meta new file mode 100755 index 0000000..b64e5d6 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/PastilleManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 91334ba5025ad505fb2c78f519e24dec \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/SpawnDucks.cs b/Assets/otherTeam/OtherScripts/ManagerScipts/SpawnDucks.cs new file mode 100755 index 0000000..1ec16ea --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/SpawnDucks.cs @@ -0,0 +1,198 @@ +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.UI; +using TMPro; + +public class SpawnDucks : MonoBehaviour +{ + [SerializeField] GameObject armyManagerEntity; + [SerializeField] GameObject gameManagerEntity; + private GameManager gameManagerScript; + private ArmyManager armyManagerScript; + [SerializeField] private List duckPrefabs; + [SerializeField] GameObject theCamera; + [SerializeField] GameObject healthCanvas; + [SerializeField] GameObject troopSelectionCanvas; + //[SerializeField] private List duckImages; + [SerializeField] private List troopIcons; + [SerializeField] private Sprite chosenCadre; + [SerializeField] private Sprite unchosenCadre; + private LayerMask groundLayerMask; + private LayerMask duckLayerMask; + private LayerMask noSpawnLayerMask; + private bool didHitGround; + + private RaycastHit hitGround; + private RaycastHit hitDuck; + private RaycastHit hitNoSpawn; + + private Vector3 directionToMouse; + private int whichTroopToSpawn = 0; + private GameObject currentlySpawningTroop; + private GameObject selectedTroop; + [SerializeField] public GameObject troopEditPanel; + [SerializeField] private Button crownButton; + [SerializeField] private Sprite hasCrownButton; + [SerializeField] private Sprite noCrownButton; + + [SerializeField] private Button offenseModeButton; + [SerializeField] private Button randomModeButton; + [SerializeField] private Button defenseModeButton; + + [SerializeField] private Sprite offenseModeOff; + [SerializeField] private Sprite offenseModeOn; + [SerializeField] private Sprite randomModeOff; + [SerializeField] private Sprite randomModeOn; + [SerializeField] private Sprite defenseModeOff; + [SerializeField] private Sprite defenseModeOn; + private BaseDuckScript selectedTroopScript; + [SerializeField] private PastilleManager pastilleManager; + + [SerializeField] private TextMeshProUGUI priceTagMesh; + [SerializeField] private TextMeshProUGUI healthTagMesh; + [SerializeField] private TextMeshProUGUI movSpeedTagMesh; + [SerializeField] private TextMeshProUGUI armorTagMesh; + [SerializeField] private TextMeshProUGUI damageTagMesh; + [SerializeField] private TextMeshProUGUI attackSpeedTagMesh; + [SerializeField] private TextMeshProUGUI descriptionTagMesh; + + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + troopEditPanel.SetActive(false); + groundLayerMask = LayerMask.GetMask("Dirt") | LayerMask.GetMask("Sand"); + duckLayerMask = LayerMask.GetMask("Duck"); + noSpawnLayerMask = LayerMask.GetMask("Water") | LayerMask.GetMask("Wall"); + currentlySpawningTroop = duckPrefabs[0]; + ActivateDuckCadre(0); + updateTroopStats(); + gameManagerScript = gameManagerEntity.GetComponent(); + armyManagerScript = armyManagerEntity.GetComponent(); + } + + // Update is called once per frame + void Update() + { + choseIfShowTroopEditPanel(); + if (Input.GetKeyDown(KeyCode.C)) + { + deactivateDuckCadre(whichTroopToSpawn); + whichTroopToSpawn++; + whichTroopToSpawn = whichTroopToSpawn % troopIcons.Count; + ActivateDuckCadre(whichTroopToSpawn); + currentlySpawningTroop = duckPrefabs[whichTroopToSpawn]; + updateTroopStats(); + } + + if (gameManagerScript.spawningPhase && Input.GetMouseButtonDown(0)) + { + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + didHitGround = Physics.Raycast(ray, out hitGround, Mathf.Infinity, groundLayerMask); + bool didHitNoSpawn = Physics.Raycast(ray, out hitNoSpawn, Mathf.Infinity, noSpawnLayerMask); + bool didHitDuck = Physics.Raycast(ray, out hitDuck, Mathf.Infinity, duckLayerMask); + if (didHitDuck && (!didHitNoSpawn || hitDuck.distance < hitNoSpawn.distance) && (!didHitGround || hitDuck.distance <= hitGround.distance)) + { + if (!hitDuck.transform.gameObject.GetComponent().getTeam()) + { + setSelectedTroop(hitDuck.transform.gameObject); + } + } else if(didHitGround && (!didHitNoSpawn || hitGround.distance < hitNoSpawn.distance) && (!didHitDuck || hitGround.distance < hitDuck.distance)){ + if (currentlySpawningTroop.GetComponent().cost <= gameManagerScript.currentCoins) + { + GameObject newDuck = Instantiate(currentlySpawningTroop, (hitGround.point + new Vector3(0f, currentlySpawningTroop.transform.Find("TigeUI").GetComponent().bounds.size.y * 0.8f,0f)), Quaternion.identity); + BaseDuckScript duckScript = newDuck.GetComponent(); + duckScript.setTeam(false); + duckScript.setArmyManager(armyManagerEntity); + duckScript.setGameManager(gameManagerEntity); + duckScript.setHealthCanvas(healthCanvas); + gameManagerScript.spendCoins(duckScript.cost); + setSelectedTroop(newDuck); + } + + } + } + } + + public void updateTroopStats() + { + List troopStats = currentlySpawningTroop.GetComponent().troopStats; + priceTagMesh.text = "Prix : " + troopStats[0]; + healthTagMesh.text = "PV : " + troopStats[1]; + movSpeedTagMesh.text = "Vitesse (Déplacement) : " + troopStats[2]; + armorTagMesh.text = "Armure : " + troopStats[3]; + damageTagMesh.text = "Dégats : " + troopStats[4]; + attackSpeedTagMesh.text = "Vitesse (Attaque) : " + troopStats[5]; + descriptionTagMesh.text = "Description : " + troopStats[6]; + } + + public void choseIfShowTroopEditPanel() + { + if (selectedTroop != null) + { + troopEditPanel.SetActive(true); + crownButton.image.sprite = (selectedTroopScript.hasCrown) ? hasCrownButton : noCrownButton; + offenseModeButton.image.sprite = ((selectedTroopScript.getAttackMode() == 1) ? offenseModeOn : offenseModeOff); + randomModeButton.image.sprite = ((selectedTroopScript.getAttackMode() == 2) ? randomModeOn : randomModeOff); + defenseModeButton.image.sprite = ((selectedTroopScript.getAttackMode() == 3) ? defenseModeOn : defenseModeOff); + } + else + { + troopEditPanel.SetActive(false); + } + + } + public void despawnSelectedDuck() + { + selectedTroopScript.despawn(); + selectedTroop = null; + } + + public void ActivateDuckCadre(int duck) + { + troopIcons[duck].gameObject.transform.GetChild(1).GetComponent().sprite = chosenCadre; + } + + public void deactivateDuckCadre(int duck) + { + troopIcons[duck].gameObject.transform.GetChild(1).GetComponent().sprite = unchosenCadre; + } + + public void giveCrownToSelected() + { + armyManagerScript.giveCrownDuckTo(false, selectedTroop); + } + + public void removeCrownFromSelected() + { + armyManagerScript.removeCrownDuckFrom(false, selectedTroop); + } + + public void toggleCrownFromSelected() + { + if (selectedTroopScript.hasCrown) + { + removeCrownFromSelected(); + } + else + { + giveCrownToSelected(); + } + } + + public void setSelectedDuckMode(int mode) + { + selectedTroopScript.setAttackMode(mode); + } + + public void setSelectedTroop(GameObject troop) + { + if (selectedTroop != null) + { + pastilleManager.setPlayerPastille(selectedTroop); + } + selectedTroop = troop; + selectedTroopScript = selectedTroop.GetComponent(); + pastilleManager.setSelectedPastille(troop); + } +} diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/SpawnDucks.cs.meta b/Assets/otherTeam/OtherScripts/ManagerScipts/SpawnDucks.cs.meta new file mode 100755 index 0000000..bec91e4 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/SpawnDucks.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0ed16af9570d167a2b8823760227756a \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/UnlockedLevelsManager.cs b/Assets/otherTeam/OtherScripts/ManagerScipts/UnlockedLevelsManager.cs new file mode 100755 index 0000000..2407c8a --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/UnlockedLevelsManager.cs @@ -0,0 +1,68 @@ +using UnityEngine; +using System.Collections.Generic; +public class UnlockedLevelsManager : MonoBehaviour +{ + [SerializeField] private bool mainMenuLevel; + static public List unlockedLevels = null; //0 = locked, 1 = unlocked not beaten, 2 = beaten easy, 3 = beaten medium, 4 = beaten hard + private int howManyLevels = 5; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + if (mainMenuLevel) + { + if (unlockedLevels == null){ + unlockedLevels = new List(); + for (int i = 0; i < howManyLevels; i++) + { + unlockedLevels.Add(0); + } + + unlockedLevels[0] = 4; + unlockedLevels[1] = 3; + unlockedLevels[2] = 2; + unlockedLevels[3] = 1; + } + } + } + + // Update is called once per frame + void Update() + { + + } + + public void beatCurrentLevel(int currentLevel, int difficulty) //difficulty = 1,2,3 + { + if (unlockedLevels != null){ + if (!mainMenuLevel) + { + if (currentLevel != howManyLevels - 1) + { + if (unlockedLevels[currentLevel] == 0) + { + unlockedLevels[currentLevel] = 1; + } + } + + if (unlockedLevels[currentLevel - 1] < difficulty + 1) + { + unlockedLevels[currentLevel - 1] = difficulty + 1; + } + } + } + } + + public int getLevelStatus(int level) + { + if (unlockedLevels != null) + { + return unlockedLevels[level - 1]; + } + return 0; + } + + public List getAllStatuses() + { + return unlockedLevels; + } +} diff --git a/Assets/otherTeam/OtherScripts/ManagerScipts/UnlockedLevelsManager.cs.meta b/Assets/otherTeam/OtherScripts/ManagerScipts/UnlockedLevelsManager.cs.meta new file mode 100755 index 0000000..203ed5a --- /dev/null +++ b/Assets/otherTeam/OtherScripts/ManagerScipts/UnlockedLevelsManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9f665727602dd2411b714a7aae91bf0d \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/NavMeshJunk.cs b/Assets/otherTeam/OtherScripts/NavMeshJunk.cs new file mode 100755 index 0000000..eb08555 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/NavMeshJunk.cs @@ -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(); + destination = agent.destination; + } + + // Update is called once per frame + void Update() + { + destination=Arriv.transform.position; + agent.destination = destination; + + } +} diff --git a/Assets/otherTeam/OtherScripts/NavMeshJunk.cs.meta b/Assets/otherTeam/OtherScripts/NavMeshJunk.cs.meta new file mode 100755 index 0000000..5e39711 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/NavMeshJunk.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: adb0192ce72ebe549a6c031fa82c92a7 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/PV METER.cs b/Assets/otherTeam/OtherScripts/PV METER.cs new file mode 100755 index 0000000..e8017d6 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/PV METER.cs @@ -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().getHealth() / GetComponent().getBaseHealth(); + Debug.Log(PVm); + PVMeter.fillAmount = PVm; + PVMeter.color = colorGradient.Evaluate(PVm); + } +} diff --git a/Assets/otherTeam/OtherScripts/PV METER.cs.meta b/Assets/otherTeam/OtherScripts/PV METER.cs.meta new file mode 100755 index 0000000..568d834 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/PV METER.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cb0f365017cf19b4899eac2e66eecafb \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/PlayerJunkMVT.cs b/Assets/otherTeam/OtherScripts/PlayerJunkMVT.cs new file mode 100755 index 0000000..4b8e3eb --- /dev/null +++ b/Assets/otherTeam/OtherScripts/PlayerJunkMVT.cs @@ -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); + } + } +} diff --git a/Assets/otherTeam/OtherScripts/PlayerJunkMVT.cs.meta b/Assets/otherTeam/OtherScripts/PlayerJunkMVT.cs.meta new file mode 100755 index 0000000..ef0eeea --- /dev/null +++ b/Assets/otherTeam/OtherScripts/PlayerJunkMVT.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a79444adcfdbaa841878f04f33784edb \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/UI Scripts.meta b/Assets/otherTeam/OtherScripts/UI Scripts.meta new file mode 100644 index 0000000..2ce4b10 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 175007022ec6d7f3b8eb14971fed7fdd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/otherTeam/OtherScripts/UI Scripts/Coin Manager.cs b/Assets/otherTeam/OtherScripts/UI Scripts/Coin Manager.cs new file mode 100755 index 0000000..f39f25b --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts/Coin Manager.cs @@ -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() + { + + } +} diff --git a/Assets/otherTeam/OtherScripts/UI Scripts/Coin Manager.cs.meta b/Assets/otherTeam/OtherScripts/UI Scripts/Coin Manager.cs.meta new file mode 100755 index 0000000..a710f31 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts/Coin Manager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: eb6be98e8ad485528a6f0241b6e6df90 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/UI Scripts/EnemiesAliveManager.cs b/Assets/otherTeam/OtherScripts/UI Scripts/EnemiesAliveManager.cs new file mode 100755 index 0000000..7f8d4da --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts/EnemiesAliveManager.cs @@ -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(); + 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(); + } +} diff --git a/Assets/otherTeam/OtherScripts/UI Scripts/EnemiesAliveManager.cs.meta b/Assets/otherTeam/OtherScripts/UI Scripts/EnemiesAliveManager.cs.meta new file mode 100755 index 0000000..195edc1 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts/EnemiesAliveManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d54fff469da868b898b10d9a2dadc850 diff --git a/Assets/otherTeam/OtherScripts/UI Scripts/Resolution Settings.cs b/Assets/otherTeam/OtherScripts/UI Scripts/Resolution Settings.cs new file mode 100755 index 0000000..b4b0042 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts/Resolution Settings.cs @@ -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 options = new List(); + + 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; + } +} \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/UI Scripts/Resolution Settings.cs.meta b/Assets/otherTeam/OtherScripts/UI Scripts/Resolution Settings.cs.meta new file mode 100755 index 0000000..d0730dc --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts/Resolution Settings.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0698fd8378f2603d08fa38f7074a2ff3 \ No newline at end of file diff --git a/Assets/otherTeam/OtherScripts/UI Scripts/Timer Manager.cs b/Assets/otherTeam/OtherScripts/UI Scripts/Timer Manager.cs new file mode 100755 index 0000000..84d60a7 --- /dev/null +++ b/Assets/otherTeam/OtherScripts/UI Scripts/Timer Manager.cs @@ -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(); + winTimerMesh = winTimer.GetComponent(); + lostTimerMesh = lostTimer.GetComponent(); + 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) ? 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