Commit 4c25ca2f by Juan Carlos

Añadidos botones nuevos

parents af664ef5 5f440a72
Showing with 1194 additions and 64 deletions
/Assembly-CSharp.csproj
...@@ -67,6 +67,8 @@ ...@@ -67,6 +67,8 @@
<Compile Include="Assets\Player\Scripts\BalaGuitarra.cs" /> <Compile Include="Assets\Player\Scripts\BalaGuitarra.cs" />
<Compile Include="Assets\Player\Scripts\BalasGuitarra.cs" /> <Compile Include="Assets\Player\Scripts\BalasGuitarra.cs" />
<Compile Include="Assets\Player\Scripts\Player2D.cs" /> <Compile Include="Assets\Player\Scripts\Player2D.cs" />
<Compile Include="Assets\Scripts\ScriptColeccionables.cs" />
<Compile Include="Assets\Scripts\ZonaFinal.cs" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" /> <None Include="Assets\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" />
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Leading Characters.txt" /> <None Include="Assets\TextMesh Pro\Resources\LineBreaking Leading Characters.txt" />
<None Include="Assets\TextMesh Pro\Resources\Shaders\TMPro_Properties.cginc" /> <None Include="Assets\TextMesh Pro\Resources\Shaders\TMPro_Properties.cginc" />
......
...@@ -12,4 +12,16 @@ public class MainMenu : MonoBehaviour ...@@ -12,4 +12,16 @@ public class MainMenu : MonoBehaviour
public void QuitGame() { public void QuitGame() {
Application.Quit(); Application.Quit();
} }
public void LoadGame() {
SceneManager.LoadScene("LoadScene");
}
public void ExtrasScreen() {
//Cargar la escena de coleccionables
}
public void CreditsScene() {
//Cargar pantalla creditos
}
} }
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......
...@@ -46,9 +46,7 @@ public class Player2D : MonoBehaviour ...@@ -46,9 +46,7 @@ public class Player2D : MonoBehaviour
if (Input.GetKeyDown(KeyCode.L)) { CambiarInstrumento(); } if (Input.GetKeyDown(KeyCode.L)) { CambiarInstrumento(); }
if (Time.time >= timeSiguienteAtaque) { if (Time.time >= timeSiguienteAtaque) {
if (Input.GetKeyDown(KeyCode.J)) { if (Input.GetKeyDown(KeyCode.J)) { Disparar(); }
Disparar();
}
} }
if (Time.time >= timeSiguienteAtaque) if (Time.time >= timeSiguienteAtaque)
{ {
...@@ -201,4 +199,14 @@ public class Player2D : MonoBehaviour ...@@ -201,4 +199,14 @@ public class Player2D : MonoBehaviour
} }
} }
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Coleccionable") {
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos++;
Destroy(collision.gameObject);
Debug.Log(ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos+"/"+
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScriptColeccionables : 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 (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados !=
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos)
{
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados ==
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigos-1)
{
//AQUI SE INSTANCIA EL PREFAB DEL COLECCIONABLE
}
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados++;
}
**/
//Forma de guardar los colecciobales que ya se han conseguido¿¿??
public struct VariablesNivel
{
public int enemigos; //El numero de enemigos a derrotar en el nivel para conseguir el coleccionable que se consigue por derrotar a todos los enemigos
public int enemigosDerrotados; //Al superar el nivel, si no se han derrotado todos los enemigos este debe volver a 0
public int coleccionables; //El numero de coleccionables que hay que conseguir para obtener una canción.
public int colecConseguidos; //Este valor debe mantenerse
public bool ventanaMostrada; //Te indica si ya se ha mostrado la ventana de que has conseguido la partitura de este nivel
public string rutaImagenPartitura; //Te indica donde está la imagen asociada a la partitura de este nivel
public VariablesNivel(int enemigosPorNivel_, int coleccionablesPorNivel_, string ruta)
{
enemigos = enemigosPorNivel_;
enemigosDerrotados = 0;
coleccionables = coleccionablesPorNivel_;
colecConseguidos = 0;
ventanaMostrada = false;
rutaImagenPartitura = ruta;
}
}
public int numeroDeNiveles = 1;
public static int nivelJugandoseAhora; //Es necesario indicar al script el nivel en el que nos encontramos o coger de donde sea el nivel actual
public static VariablesNivel[] variablesPorNivel;
void Start()
{
nivelJugandoseAhora = 0;
variablesPorNivel = new VariablesNivel[numeroDeNiveles];
//Hay que poner manualmente la cantidad de enemigos a derrotar, el numero de colecionables colocados y la ruta de la imagen
variablesPorNivel[0] = new VariablesNivel(3, 4, "Partitura-completa-1");
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class ZonaFinal : MonoBehaviour
{
/*Abre ventanita de que te has pasado el nivel, indicando los coleccionables conseguidos, con varias opciones:
* - Volver a Selección del nivel
* - Reiniciar Nivel
*
* Si se han coseguido todos los coleccionables tiene que salir antes de la ventana anterior otra diciendo que
* partitura has conseguido y un boton de continuar que te lleva a la ventana anterior. Esta ventana solo puede
* salir una vez por nivel.
*
* */
public Canvas canvasColecionableDesbloqueados;
public GameObject SitioImagenPartitura;
public Canvas canvasVictoria;
public Text infoColeccionables;
private void Start()
{
canvasColecionableDesbloqueados.gameObject.SetActive(false);
canvasVictoria.gameObject.SetActive(false);
}
private void OnTriggerEnter2D(Collider2D collision)
{
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
//entonces mirar el tema de los coleccionables.
Time.timeScale = 0;
if (ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos ==
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables)
{
canvasColecionableDesbloqueados.gameObject.SetActive(true);
Sprite imagenPartitura = Resources.Load<Sprite>(ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].rutaImagenPartitura);
SitioImagenPartitura.GetComponent<Image>().sprite = imagenPartitura;
}
else {
AbrirCanvasVictoria();
}
}
//Se abre al darle al boton siguiente desde el canvas "canvasColecionableDesbloqueados" o sino se han consguido todos los coleccionables
public void AbrirCanvasVictoria() {
canvasColecionableDesbloqueados.gameObject.SetActive(false);
canvasVictoria.gameObject.SetActive(true);
infoColeccionables.text = ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].colecConseguidos + "/" +
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].coleccionables + " coleccionables encontrados";
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//Este if hay que hacerlo siempre que se vaya a aumentar el contador de enemigo derrotado, para evitar que se den coleccionables extras
ScriptColeccionables.variablesPorNivel[ScriptColeccionables.nivelJugandoseAhora].enemigosDerrotados = 0;
}
}
public void VolverALaSeleccionDeNivel() {
Time.timeScale = 1;
SceneManager.LoadScene("MenuInicial");//CAMBIAR PARA QUE VAYA A LA SELECCION DE NIVEL
}
public void ReiniciarNivel() {
Time.timeScale = 1;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
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