Commit 862b0750 by David Colmenero Chica

Merge remote-tracking branch 'origin/Release' into Diseño-menu-extras

parents c290fa8d 70e1c2cd
Showing with 267 additions and 312 deletions
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......@@ -22,6 +22,11 @@ public class Player2D : MonoBehaviour
private int instrumentoUsandose = 0; /* 0 = flauta, 1 = guitarra */
public ParticleSystem efectoVida;
public ParticleSystem efectoVelocidad;
public ParticleSystem efectoInvulnerabilidad;
public ParticleSystem efectoAtaque;
// Start is called before the first frame update
void Start()
{
......@@ -203,4 +208,38 @@ public class Player2D : MonoBehaviour
Debug.Log("Coleccionables: "+Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]);
}
}
public void EmpezarAnimacionVida() {
efectoVida.Play();
}
public void EmpezarAnimacionVelocidad()
{
efectoVelocidad.Play();
}
public void AcabarAnimacionVelocidad()
{
efectoVelocidad.Stop();
}
public void EmpezarAnimacionInvulnerabilidad()
{
efectoInvulnerabilidad.Play();
}
public void AcabarAnimacionInvulnerabilidad()
{
efectoInvulnerabilidad.Stop();
}
public void EmpezarAnimacionAtaque()
{
efectoAtaque.Play();
}
public void AcabarAnimacionAtaque()
{
efectoAtaque.Stop();
}
}
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......@@ -120,3 +120,6 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d17f5df61c8d24f4aa460b500b46a5ac, type: 3}
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......@@ -120,3 +120,6 @@ MonoBehaviour:
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......@@ -6,14 +6,17 @@ using UnityEngine;
public class Jugador : MonoBehaviour
{
private int vidas;
public int vidas;
private float tInvulnerable;
public bool powerUpInvulnerable;
// Start is called before the first frame update
void Start()
{
vidas = 3;
tInvulnerable = 0;
powerUpInvulnerable = false;
}
// Update is called once per frame
......@@ -29,7 +32,7 @@ public class Jugador : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
//Si colisiona con un enemigose le quita una vida
if (collision.tag == "Enemigo" && tInvulnerable<=0)
if (collision.tag == "Enemigo" && tInvulnerable<=0 && powerUpInvulnerable==false)
{
Dañado();
}
......
......@@ -5,11 +5,9 @@ using UnityEngine;
public class PowerUp : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
......@@ -21,47 +19,70 @@ public class PowerUp : MonoBehaviour
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player")) {
if (this.CompareTag("PU_Velocidad")) {
Debug.Log("El jugador ha chocado con el power up de velocidad");
other.GetComponent<Player2D>().velocidadAlAndar = 6.0f;
other.GetComponent<Player2D>().EmpezarAnimacionVelocidad();
StartCoroutine(CogerVelocidad(other));
}
if (this.CompareTag("PU_Invulnerabilidad")) {
Debug.Log("El jugador ha chocado con el power up de invulnerabilidad");
Destroy(gameObject);
other.GetComponent<Jugador>().powerUpInvulnerable = true;
other.GetComponent<Player2D>().EmpezarAnimacionInvulnerabilidad();
StartCoroutine(CogerInvulnerabilidad(other));
}
if (this.CompareTag("PU_Vida")) {
Debug.Log("El jugador ha chocado con el power up de vida");
//other.GetComponent<Player2D>;
other.GetComponent<Jugador>().vidas=3;
other.GetComponent<Player2D>().EmpezarAnimacionVida();
Debug.Log("Las vidas del jugador son:"+ other.GetComponent<Jugador>().vidas);
Destroy(gameObject);
}
if (this.CompareTag("PU_Ataque"))
{
Debug.Log("El jugador ha chocado con el power up de ataque");
other.GetComponent<Player2D>().ratioAtaqueFlauta = 4.0f;
other.GetComponent<Player2D>().ratioAtaqueGuitarra = 4.0f;
other.GetComponent<Player2D>().ratioAtaqueMelee = 2.0f;
other.GetComponent<Player2D>().EmpezarAnimacionAtaque();
StartCoroutine(CogerAtaque(other));
}
}
}
void DesactivarObjeto() {
GetComponent<SpriteRenderer>().enabled = false;
GetComponent<BoxCollider2D>().enabled = false;
}
IEnumerator CogerVelocidad(Collider2D player) {
DesactivarObjeto();
yield return new WaitForSeconds(5.0f);
yield return new WaitForSeconds(8.0f);
player.GetComponent<Player2D>().velocidadAlAndar = 3.0f;
player.GetComponent<Player2D>().AcabarAnimacionVelocidad();
Destroy(gameObject);
}
IEnumerator CogerInvulnerabilidad(Collider2D player)
{
DesactivarObjeto();
yield return new WaitForSeconds(5.0f);
yield return new WaitForSeconds(12.0f);
player.GetComponent<Jugador>().powerUpInvulnerable = false;
player.GetComponent<Player2D>().AcabarAnimacionInvulnerabilidad();
Destroy(gameObject);
}
void CogerVida(Collider2D player)
IEnumerator CogerAtaque(Collider2D player)
{
DesactivarObjeto();
yield return new WaitForSeconds(10.0f);
player.GetComponent<Jugador>().powerUpInvulnerable = false;
player.GetComponent<Player2D>().AcabarAnimacionAtaque();
player.GetComponent<Player2D>().ratioAtaqueFlauta = 2.0f;
player.GetComponent<Player2D>().ratioAtaqueGuitarra = 2.0f;
player.GetComponent<Player2D>().ratioAtaqueMelee = 1.0f;
Destroy(gameObject);
}
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Cmd: initializeCompiler
Cmd: compileSnippet
api=4 type=0 insize=1596 outsize=1638 kw=UNITY_PASS_FORWARDBASE DIRECTIONAL 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=1 insize=1596 outsize=5590 kw=UNITY_PASS_FORWARDBASE DIRECTIONAL 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
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
api=4 type=0 insize=1152 outsize=2770 kw=UNITY_PASS_SHADOWCASTER SHADOWS_DEPTH PROCEDURAL_INSTANCING_ON _ALPHABLEND_ON 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
api=4 type=1 insize=1396 outsize=422 kw=UNITY_PASS_FORWARDBASE _ALPHABLEND_ON 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=934 outsize=818 kw= 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
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