Commit 4217049b by Juan Carlos

Merge branch 'Release' into Power_Ups

parents a3f9e7ab 0cae2485
Showing with 647 additions and 203 deletions
...@@ -30,6 +30,7 @@ public class SeleccionNivel : MonoBehaviour ...@@ -30,6 +30,7 @@ public class SeleccionNivel : MonoBehaviour
public void SeleccionarNivel(int numeroNivel) public void SeleccionarNivel(int numeroNivel)
{ {
Coleccionables.niActual = numeroNivel; Coleccionables.niActual = numeroNivel;
Coleccionables.Modificado();
SceneManager.LoadScene("SampleScene"); // SceneManager.LoadScene("Nivel" + numeroNivel); SceneManager.LoadScene("SampleScene"); // SceneManager.LoadScene("Nivel" + numeroNivel);
} }
......
...@@ -15,7 +15,7 @@ GameObject: ...@@ -15,7 +15,7 @@ GameObject:
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m_Layer: 0 m_Layer: 0
m_Name: DisparoBlanca m_Name: DisparoBlanca
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...@@ -131,5 +131,7 @@ MonoBehaviour: ...@@ -131,5 +131,7 @@ MonoBehaviour:
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type: 3}
velocidadDisparoFlauta: 6 velocidadDisparoFlauta: 6
duracionDisparoFlauta: 3 duracionDisparoFlauta: 3
...@@ -15,7 +15,7 @@ GameObject: ...@@ -15,7 +15,7 @@ GameObject:
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...@@ -131,6 +131,8 @@ MonoBehaviour: ...@@ -131,6 +131,8 @@ MonoBehaviour:
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...@@ -377,7 +381,7 @@ GameObject: ...@@ -377,7 +381,7 @@ GameObject:
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...@@ -493,3 +497,5 @@ MonoBehaviour: ...@@ -493,3 +497,5 @@ MonoBehaviour:
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...@@ -4,6 +4,7 @@ using UnityEngine; ...@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaFlauta : MonoBehaviour public class BalaFlauta : MonoBehaviour
{ {
public GameObject prefabColeccionable;
public float velocidadDisparoFlauta = 6; public float velocidadDisparoFlauta = 6;
public float duracionDisparoFlauta = 3; public float duracionDisparoFlauta = 3;
...@@ -31,13 +32,13 @@ public class BalaFlauta : MonoBehaviour ...@@ -31,13 +32,13 @@ public class BalaFlauta : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
//Para cuando entre la bala en un enemigo.
//Que se destruyan al chocar con el suelo o una pared //Que se destruyan al chocar con el suelo o una pared
if (collision.gameObject.tag == "Suelo") if (collision.gameObject.tag == "Suelo")
{ {
Destroy(this.gameObject); Destroy(this.gameObject);
} }
} }
} }
...@@ -4,6 +4,7 @@ using UnityEngine; ...@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaGuitarra : MonoBehaviour public class BalaGuitarra : MonoBehaviour
{ {
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -18,13 +19,12 @@ public class BalaGuitarra : MonoBehaviour ...@@ -18,13 +19,12 @@ public class BalaGuitarra : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
//Para cuando entre la bala en un enemigo.
//Que se destruyan al chocar con el suelo o una pared //Que se destruyan al chocar con el suelo o una pared
if (collision.gameObject.tag == "Suelo") if (collision.gameObject.tag == "Suelo")
{ {
Destroy(this.gameObject); Destroy(this.gameObject);
} }
} }
} }
...@@ -168,17 +168,7 @@ public class Player2D : MonoBehaviour ...@@ -168,17 +168,7 @@ public class Player2D : MonoBehaviour
animator.SetTrigger("GolpeandoMelee"); animator.SetTrigger("GolpeandoMelee");
Collider2D[] enemigosGolpeados;
if (!spriteRenderer.flipX) {
enemigosGolpeados = Physics2D.OverlapCircleAll(spawnDisparosDerecha.transform.position,0.5f,layersEnemigos);
}
else
{
enemigosGolpeados = Physics2D.OverlapCircleAll(spawnDisparosIzquierda.transform.position, 0.5f, layersEnemigos);
}
foreach (Collider2D enemigo in enemigosGolpeados) {
Debug.Log("Golpe a "+ enemigo.name); //Sustituir por llamar a la funcion del enemigo para que le quite vida o lo destruya
}
timeSiguienteAtaque = Time.time + 1f / ratioAtaqueMelee; timeSiguienteAtaque = Time.time + 1f / ratioAtaqueMelee;
} }
...@@ -209,8 +199,8 @@ public class Player2D : MonoBehaviour ...@@ -209,8 +199,8 @@ public class Player2D : MonoBehaviour
Coleccionables.Modificado(); Coleccionables.Modificado();
Destroy(collision.gameObject); Destroy(collision.gameObject);
//Quitar este Debug.Log cuando tengamos el nivel actual //Quitar este Debug.Log cuando tengamos el HUD
Debug.Log(Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]); Debug.Log("Coleccionables: "+Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]);
} }
} }
} }
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NO_TOCAR_LAS_VARIABLES_DESDE_AQUI: 1 NO_TOCAR_LAS_VARIABLES_DESDE_AQUI: 1
numeroNiveles: 1 numeroNiveles: 1
nivelActual: 0
coleccTotales: 00000000 coleccTotales: 00000000
colecConseguidos: 00000000 colecConseguidos: 00000000
enemigosTotales: 00000000 enemigosTotales: 00000000
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......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class Coleccionables : MonoBehaviour public class Coleccionables : MonoBehaviour
{ {
...@@ -74,15 +75,18 @@ public class Coleccionables : MonoBehaviour ...@@ -74,15 +75,18 @@ public class Coleccionables : MonoBehaviour
private void Start() private void Start()
{ {
for (int i = 0; i < pColecNivel1.Length; i++) if (niActual == 0 && SceneManager.GetActiveScene().name != "SeleccionNivel") {
{ for (int i = 0; i < pColecNivel1.Length; i++)
if (pColecNivel1[i] != new Vector3(0, 0, 0))
{ {
if (pColecNivel1[i] != new Vector3(0, 0, 0))
{
Instantiate(prefabColeccionable, pColecNivel1[i], Quaternion.identity); Instantiate(prefabColeccionable, pColecNivel1[i], Quaternion.identity);
}
} }
} }
Modificado(); Modificado();
} }
...@@ -130,3 +134,24 @@ public class Coleccionables : MonoBehaviour ...@@ -130,3 +134,24 @@ public class Coleccionables : MonoBehaviour
} }
} }
/**
*NOTAS PARA LOS DEMAS COMPIS DE EQUIPO:
* - Hay que indicar a "nivelJugandoseAhora" el nivel actual
* - Los coleccionables lleverán la etiqueta: "coleccionable"
* - Los enemigos llevarán la capa (layer) "Enemigo"
* - En el script del enemigo, cada vez que se derrote a uno, este tendrá un condicional que preguntará si es el último, en caso afirmativo, instanciara
* en su posicion un prefab del coleccionable. A su vez también mira que no se haya conseguido el extra antes, es decir, si hay 5 enemigos en total y
* en el array de enemigos derrotados aparece que han sido derrotados 5 significa que ya se derrotaron los cinco cuando se jugó al nivel anteriormente.
* Para evitar lios dejo aqui abajo el condicional que hay que poner para que solo se tenga que copiar y pegar donde indico.
* ESTE CONDICIONAL ESTÁ EN LA FUNCIÓN DONDE MUERE O SE DERROTA AL ENEMIGO QUE SEA
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
**/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CrearEnemigos : MonoBehaviour
{
public GameObject enemigo;
// Start is called before the first frame update
void Start()
{
if (SceneManager.GetActiveScene().name != "SeleccionNivel") {
Instantiate(enemigo, new Vector3(13, -1.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(20, 0.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(43, 0.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(54, 2.5f, 0), Quaternion.identity);
//Instantiate(enemigo, new Vector3(67, -1.5f, 0), Quaternion.identity);
}
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemigo1Move : MonoBehaviour
{
public GameObject prefabColeccionable;
private int vida = 1;
// Transforms to act as start and end markers for the journey.
private Vector3 startMarker;
private Vector3 endMarker;
// Movement speed in units per second.
public float speed = 1.0F;
private float _timePassed;
void Start()
{
startMarker = this.transform.position;
endMarker = startMarker + new Vector3(3, 0, 0);
_timePassed = 0;
}
// Move to the target end position.
void Update()
{
_timePassed += speed*Time.deltaTime;
// Set our position as a fraction of the distance between the markers.
transform.position = Vector3.Lerp(startMarker, endMarker, Mathf.PingPong(_timePassed, 1));
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "BalaGuitarra")
{
vida--;
if(vida == 0) { //Como lo ponga menor o igual a 0 puede detectar como que has matado a dos enemigos en vez de solo a uno si disparas muy cerca. Por eso mejor ==
Destroy(collision.gameObject);
//Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
Destroy(this.gameObject);
}
}
if (collision.tag == "BalaFlauta")
{
vida--;
if (vida == 0)
{
Destroy(collision.gameObject);
//Aqui se cuenta cuantos enemigos quedan para entregar el coleccionable que te dan por derrotar a todos los enemigos
if (Coleccionables.eDerrotados[Coleccionables.niActual] != Coleccionables.eTotales[Coleccionables.niActual])
{
if (Coleccionables.eDerrotados[Coleccionables.niActual] == Coleccionables.eTotales[Coleccionables.niActual] - 1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
Instantiate(prefabColeccionable, collision.transform.position, Quaternion.identity);
}
Coleccionables.eDerrotados[Coleccionables.niActual]++;
}
Destroy(this.gameObject);
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
public class Jugador : MonoBehaviour
{
private int vidas;
private float tInvulnerable;
// Start is called before the first frame update
void Start()
{
vidas = 3;
tInvulnerable = 0;
}
// Update is called once per frame
void Update()
{
tInvulnerable -= Time.deltaTime;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Enemigo" && tInvulnerable<=0)
{
Dañado();
}
}
void Dañado()
{
vidas--;
tInvulnerable = 1.5f;
Debug.Log("Vida actual: "+vidas+"/3");
}
}
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...@@ -30,27 +30,28 @@ public class ZonaFinal : MonoBehaviour ...@@ -30,27 +30,28 @@ public class ZonaFinal : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
if(collision.gameObject.tag == "Player") {
GuardarYCargar.Guardar(colecto, "slotColeccionables"); GuardarYCargar.Guardar(colecto, "slotColeccionables");
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego, //Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
//entonces mirar el tema de los coleccionables. //entonces mirar el tema de los coleccionables.
Time.timeScale = 0; Time.timeScale = 0;
if (!Coleccionables.vMostrada[Coleccionables.niActual] && if (!Coleccionables.vMostrada[Coleccionables.niActual] &&
Coleccionables.cConseguidos[Coleccionables.niActual] == Coleccionables.cTotales[Coleccionables.niActual]) Coleccionables.cConseguidos[Coleccionables.niActual] == Coleccionables.cTotales[Coleccionables.niActual])
{ {
canvasColecionableDesbloqueados.gameObject.SetActive(true); canvasColecionableDesbloqueados.gameObject.SetActive(true);
Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[Coleccionables.niActual]); Sprite imagenPartitura = Resources.Load<Sprite>(Coleccionables.nIPartitura[Coleccionables.niActual]);
SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura; SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura;
Coleccionables.vMostrada[Coleccionables.niActual] = true; Coleccionables.vMostrada[Coleccionables.niActual] = true;
Coleccionables.Modificado(); Coleccionables.Modificado();
} }
else { else {
AbrirCanvasVictoria(); AbrirCanvasVictoria();
}
GuardarYCargar.Guardar(colecto, "slotColeccionables");
} }
GuardarYCargar.Guardar(colecto, "slotColeccionables");
} }
//Se abre al darle al boton siguiente desde el canvas "canvasColecionableDesbloqueados" o sino se han consguido todos los coleccionables //Se abre al darle al boton siguiente desde el canvas "canvasColecionableDesbloqueados" o sino se han consguido todos los coleccionables
...@@ -63,7 +64,7 @@ public class ZonaFinal : MonoBehaviour ...@@ -63,7 +64,7 @@ public class ZonaFinal : MonoBehaviour
//Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras //Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras
Coleccionables.eDerrotados[Coleccionables.niActual] = 0; Coleccionables.eDerrotados[Coleccionables.niActual] = 0;
} }
} }
public void VolverALaSeleccionDeNivel() { public void VolverALaSeleccionDeNivel() {
......
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m_MaxSize: {x: 4002, y: 4022} m_MaxSize: {x: 4002, y: 4022}
=======
height: 605
m_MinSize: {x: 200, y: 200}
m_MaxSize: {x: 4000, y: 4000}
>>>>>>> origin/Release
m_ActualView: {fileID: 15} m_ActualView: {fileID: 15}
m_Panes: m_Panes:
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...@@ -116,9 +122,9 @@ MonoBehaviour: ...@@ -116,9 +122,9 @@ MonoBehaviour:
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m_MinSize: {x: 950, y: 300} m_MinSize: {x: 950, y: 544}
m_MaxSize: {x: 10000, y: 10000} m_MaxSize: {x: 10000, y: 10000}
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width: 1531 width: 1531
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height: 573 height: 573
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height: 605
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m_MaxSize: {x: 8004, y: 4022}
>>>>>>> origin/Release
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controlID: 15 controlID: 15
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m_ActualView: {fileID: 16} m_ActualView: {fileID: 16}
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m_Tooltip: m_Tooltip:
m_Pos: m_Pos:
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height: 554 height: 501
m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
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MonoBehaviour: MonoBehaviour:
...@@ -320,9 +332,9 @@ MonoBehaviour: ...@@ -320,9 +332,9 @@ MonoBehaviour:
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m_ViewDataDictionary: {fileID: 0} m_ViewDataDictionary: {fileID: 0}
m_SearchFilter: m_SearchFilter:
m_NameFilter: m_NameFilter:
...@@ -342,14 +354,20 @@ MonoBehaviour: ...@@ -342,14 +354,20 @@ MonoBehaviour:
m_LastFolders: m_LastFolders:
- Assets/Scenes - Assets/Scenes
m_LastFoldersGridSize: -1 m_LastFoldersGridSize: -1
m_LastProjectPath: C:\Users\JC\Desktop\DesarrolloDeVideojuegos_Proyecto\Videojuegos_Proyecto m_LastProjectPath: C:\Users\Colme\Documents\UnityProjects\ProyectoVideojuegos\Videojuegos_Proyecto
m_LockTracker: m_LockTracker:
m_IsLocked: 0 m_IsLocked: 0
m_FolderTreeState: m_FolderTreeState:
scrollPos: {x: 0, y: 0} scrollPos: {x: 0, y: 0}
<<<<<<< HEAD
m_SelectedIDs: f02b0000 m_SelectedIDs: f02b0000
m_LastClickedID: 11248 m_LastClickedID: 11248
m_ExpandedIDs: 00000000222b000000ca9a3b m_ExpandedIDs: 00000000222b000000ca9a3b
=======
m_SelectedIDs: 962b0000
m_LastClickedID: 11158
m_ExpandedIDs: 00000000c82a00001a34000000ca9a3b
>>>>>>> origin/Release
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name:
...@@ -365,7 +383,7 @@ MonoBehaviour: ...@@ -365,7 +383,7 @@ MonoBehaviour:
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m_OriginalEventType: 11 m_OriginalEventType: 11
m_IsRenamingFilename: 1 m_IsRenamingFilename: 1
m_ClientGUIView: {fileID: 5} m_ClientGUIView: {fileID: 0}
m_SearchString: m_SearchString:
m_CreateAssetUtility: m_CreateAssetUtility:
m_EndAction: {fileID: 0} m_EndAction: {fileID: 0}
...@@ -377,7 +395,11 @@ MonoBehaviour: ...@@ -377,7 +395,11 @@ MonoBehaviour:
scrollPos: {x: 0, y: 0} scrollPos: {x: 0, y: 0}
m_SelectedIDs: m_SelectedIDs:
m_LastClickedID: 0 m_LastClickedID: 0
<<<<<<< HEAD
m_ExpandedIDs: 00000000222b000070340000 m_ExpandedIDs: 00000000222b000070340000
=======
m_ExpandedIDs: 00000000c82a00001a340000
>>>>>>> origin/Release
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name:
...@@ -492,14 +514,20 @@ MonoBehaviour: ...@@ -492,14 +514,20 @@ MonoBehaviour:
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m_SceneHierarchy: m_SceneHierarchy:
m_TreeViewState: m_TreeViewState:
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<<<<<<< HEAD
m_SelectedIDs: 94330000 m_SelectedIDs: 94330000
m_LastClickedID: 0 m_LastClickedID: 0
m_ExpandedIDs: e6f0ffff32f1ffff72faffff m_ExpandedIDs: e6f0ffff32f1ffff72faffff
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m_SelectedIDs: 3e330000
m_LastClickedID: 0
m_ExpandedIDs: 862dffff1c3cffffd04dffffb84effff3858ffff0259ffff485affffdc77ffff0a94ffff5ea1ffffdcd4fffffce6ffff28e7fffff0f1ffff3afaffff
>>>>>>> origin/Release
m_RenameOverlay: m_RenameOverlay:
m_UserAcceptedRename: 0 m_UserAcceptedRename: 0
m_Name: m_Name:
...@@ -515,14 +543,14 @@ MonoBehaviour: ...@@ -515,14 +543,14 @@ MonoBehaviour:
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m_OriginalEventType: 11 m_OriginalEventType: 11
m_IsRenamingFilename: 0 m_IsRenamingFilename: 0
m_ClientGUIView: {fileID: 0} m_ClientGUIView: {fileID: 4}
m_SearchString: m_SearchString:
m_ExpandedScenes: [] m_ExpandedScenes: []
m_CurrenRootInstanceID: 0 m_CurrenRootInstanceID: 0
m_LockTracker: m_LockTracker:
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m_CurrentSortingName: TransformSorting m_CurrentSortingName: TransformSorting
m_WindowGUID: 882b1ffbccde250418ab8e4c9d2d3ed7 m_WindowGUID: e4f845058af2fed45a9fd11aeb1bc7f9
--- !u!114 &16 --- !u!114 &16
MonoBehaviour: MonoBehaviour:
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...@@ -547,10 +575,10 @@ MonoBehaviour: ...@@ -547,10 +575,10 @@ MonoBehaviour:
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m_SceneLighting: 1 m_SceneLighting: 1
...@@ -559,9 +587,15 @@ MonoBehaviour: ...@@ -559,9 +587,15 @@ MonoBehaviour:
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m_AudioPlay: 0 m_AudioPlay: 0
m_Position: m_Position:
<<<<<<< HEAD
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=======
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m_Value: {x: 2.6275835, y: -0.29340863, z: -0.9394531}
>>>>>>> origin/Release
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...@@ -594,9 +628,15 @@ MonoBehaviour: ...@@ -594,9 +628,15 @@ MonoBehaviour:
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m_Value: {x: 0, y: 0, z: 0, w: 1} m_Value: {x: 0, y: 0, z: 0, w: 1}
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=======
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speed: 2
m_Value: 10.5844555
>>>>>>> origin/Release
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...@@ -645,7 +685,7 @@ MonoBehaviour: ...@@ -645,7 +685,7 @@ MonoBehaviour:
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{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":604.6395874023438,"y":262.1821594238281,"z":-77.875},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":674.8079223632813,"orthographic":true} \ No newline at end of file
=======
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":true,"audioPlay":false,"sceneViewState":{"showFog":true,"showMaterialUpdate":false,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true},"in2DMode":true,"pivot":{"x":578.6107177734375,"y":285.7994689941406,"z":-120.5},"rotation":{"x":0.0,"y":0.0,"z":0.0,"w":1.0},"size":610.6950073242188,"orthographic":true}
>>>>>>> origin/Release
Base path: C:/Program Files/Unity/Editor/Data Base path: C:/Program Files/Unity/Hub/Editor/2019.1.11f1/Editor/Data
Cmd: initializeCompiler Cmd: initializeCompiler
Base path: C:/Program Files/Unity/Editor/Data Base path: C:/Program Files/Unity/Editor/Data
Cmd: initializeCompiler Cmd: initializeCompiler
Cmd: compileSnippet
api=4 type=1 insize=1302 outsize=218 kw=UNITY_PASS_SHADOWCASTER SHADOWS_DEPTH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR ok=1
Cmd: compileSnippet
api=4 type=0 insize=1596 outsize=1894 kw=UNITY_PASS_FORWARDBASE DIRECTIONAL LIGHTPROBE_SH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR ok=1
Base path: C:/Program Files/Unity/Editor/Data Base path: C:/Program Files/Unity/Editor/Data
Cmd: initializeCompiler Cmd: initializeCompiler
Cmd: compileSnippet
api=4 type=0 insize=1302 outsize=1414 kw=UNITY_PASS_SHADOWCASTER SHADOWS_DEPTH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR ok=1
Base path: C:/Program Files/Unity/Hub/Editor/2019.1.11f1/Editor/Data Base path: C:/Program Files/Unity/Editor/Data
Cmd: initializeCompiler Cmd: initializeCompiler
Cmd: compileSnippet
api=4 type=1 insize=1596 outsize=6814 kw=UNITY_PASS_FORWARDBASE DIRECTIONAL LIGHTPROBE_SH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR ok=1
...@@ -9,6 +9,9 @@ TagManager: ...@@ -9,6 +9,9 @@ TagManager:
- PU_Velocidad - PU_Velocidad
- PU_Invulnerabilidad - PU_Invulnerabilidad
- PU_Vida - PU_Vida
- Enemigo
- BalaGuitarra
- BalaFlauta
layers: layers:
- Default - Default
- TransparentFX - TransparentFX
......
cf044b143629c2f39a7a81daf38510379507cd27 e3e7ce3c9141ed3e2564c1fa58246d1c2aef5990
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