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......@@ -5,7 +5,7 @@ using UnityEngine;
public class BalaFlauta : MonoBehaviour
{
public float velocidadDisparoFlauta = 5;
public float velocidadDisparoFlauta = 6;
public float duracionDisparoFlauta = 3;
// Start is called before the first frame update
......@@ -27,12 +27,7 @@ public class BalaFlauta : MonoBehaviour
Destroy(this.gameObject, duracionDisparoFlauta);
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BalaGuitarra : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
//Para cuando entre la bala en un enemigo.
//Que se destruyan al chocar con el suelo o una pared
if (collision.gameObject.tag == "Suelo")
{
Destroy(this.gameObject);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BalasGuitarra : MonoBehaviour
{
public GameObject bala0;
public GameObject bala1;
public GameObject bala2;
public float velocidadDisparoGuitarra = 5;
public float duracionDisparoGuitarra = 0.6f;
// Start is called before the first frame update
void Start()
{
SpriteRenderer SR = this.GetComponent<SpriteRenderer>();
float f = 1f;
if (SR.flipX){
f = -1f;
bala0.GetComponent<SpriteRenderer>().flipX = true;
bala1.GetComponent<SpriteRenderer>().flipX = true;
bala2.GetComponent<SpriteRenderer>().flipX = true;
}
//Movimiento de la bala hacia la derecha
Rigidbody2D balaRB0 = bala0.GetComponent<Rigidbody2D>();
Rigidbody2D balaRB1 = bala1.GetComponent<Rigidbody2D>();
Rigidbody2D balaRB2 = bala2.GetComponent<Rigidbody2D>();
balaRB0.velocity = new Vector2(f * velocidadDisparoGuitarra, balaRB0.velocity.y + 1f);
balaRB1.velocity = new Vector2(f * velocidadDisparoGuitarra, balaRB1.velocity.y);
balaRB2.velocity = new Vector2(f * velocidadDisparoGuitarra, balaRB2.velocity.y - 1f);
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}
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......@@ -4,17 +4,24 @@ using UnityEngine;
public class Player2D : MonoBehaviour
{
[Range(0.1f,5)] public float velocidadAlAndar = 1.0f;
[Range(0.1f, 15)] public float fuerzaDelSalto = 8f;
[Range(0.1f,5f)] public float velocidadAlAndar = 1.0f;
[Range(0.1f, 15f)] public float fuerzaDelSalto = 8f;
//Ratios de ataques por segundo
[Range(0f, 5f)] public float ratioAtaqueFlauta = 2f;
[Range(0f, 5f)] public float ratioAtaqueGuitarra = 2f;
[Range(0f, 3f)] public float ratioAtaqueMelee = 1;
float timeSiguienteAtaque = 0f;
public GameObject spawnDisparosDerecha;
public GameObject spawnDisparosIzquierda;
public GameObject disparoFlauta;
public float tiempoRecargaFlauta;
float contadorRecargaFlauta;
public GameObject disparoGuitarra;
public LayerMask layersEnemigos;
Rigidbody2D rb2d;
SpriteRenderer spriteRenderer;
Animator animator;
bool saltar = false;
private int instrumentoUsandose = 0; /* 0 = flauta, 1 = guitarra */
// Start is called before the first frame update
void Start()
......@@ -22,120 +29,160 @@ public class Player2D : MonoBehaviour
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
rb2d = GetComponent<Rigidbody2D>();
contadorRecargaFlauta = 0;
}
// Update is called once per frame
void Update()
{
/**
* nAnim:integer
* 0: idle
* 1: andar
*/
MovimientoDerecha();
MovimientoIzquierda();
Saltar();
DispararFlauta();
if (Input.GetKey(KeyCode.D)){ MovimientoDerecha(); }
if (Input.GetKey(KeyCode.A)){ MovimientoIzquierda(); }
if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D)){ PararMovimiento(); }
if (Input.GetKey(KeyCode.W) && animator.GetBool("enSuelo")) { Saltar(); }
if (Input.GetKeyDown(KeyCode.L)) { CambiarInstrumento(); }
if (Time.time >= timeSiguienteAtaque) {
if (Input.GetKeyDown(KeyCode.J)) {
Disparar();
}
}
if (Time.time >= timeSiguienteAtaque)
{
if (Input.GetKeyDown(KeyCode.K)) { AtaqueMelee(); }
}
}
/*Funciones para el movimiento basico con animaciones*/
private void MovimientoDerecha() {
/*Moverse a la derecha*/
if (Input.GetKey(KeyCode.D))
if (spriteRenderer.flipX)
{
if (spriteRenderer.flipX)
{
spriteRenderer.flipX = false;
}
animator.SetInteger("nAnim", 1);
transform.Translate(Time.deltaTime * velocidadAlAndar, 0.0f, 0.0f);
spriteRenderer.flipX = false;
}
PararMovimiento();
animator.SetBool("Andando", true);
transform.Translate(Time.deltaTime * velocidadAlAndar, 0.0f, 0.0f);
}
private void MovimientoIzquierda() {
/*Moverse a la izquierda*/
if (Input.GetKey(KeyCode.A))
if (!spriteRenderer.flipX)
{
if (!spriteRenderer.flipX)
{
spriteRenderer.flipX = true;
}
animator.SetInteger("nAnim", 1);
transform.Translate(-Time.deltaTime * velocidadAlAndar, 0.0f, 0.0f);
spriteRenderer.flipX = true;
}
PararMovimiento();
animator.SetBool("Andando", true);
transform.Translate(-Time.deltaTime * velocidadAlAndar, 0.0f, 0.0f);
}
private void PararMovimiento()
{
/*Dejar de moverse hacia la izquierda o derecha*/
if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D))
{
animator.SetInteger("nAnim", 0);
}
animator.SetBool("Andando", false);
}
private void Saltar() {
/*He aumentado la gravedad a x2 (Edit->Proyect Settings->Physcics2D->Gravity->Y=..*2)*/
rb2d.velocity = new Vector2(rb2d.velocity.x, 0); //Impide que se acumule el impulso si tocas un suelo durante el impulso
rb2d.AddForce(Vector2.up * fuerzaDelSalto, ForceMode2D.Impulse);
}
/*Para saltar (usa las fisicas, asi que el control esta en FixedUpdate)*/
if (Input.GetKey(KeyCode.W) && animator.GetBool("enSuelo"))
{
saltar = true;
animator.SetBool("enSuelo", false);
}
private void CambiarInstrumento(){
/*He aumentado la gravedad a x2 (Edit->Proyect Settings->Physcics2D->Gravity->Y=..*2)*/
if (saltar)
//Si hubiera más instrumentos, sustituir el numero del condicional por el numero de instrumentos posibles - 1
if (instrumentoUsandose == 1) {
instrumentoUsandose = 0; }
else
{
rb2d.velocity = new Vector2(rb2d.velocity.x, 0); //Impide que se acumule el impulso si tocas un suelo durante el impulso
rb2d.AddForce(Vector2.up * fuerzaDelSalto, ForceMode2D.Impulse);
saltar = false;
instrumentoUsandose++;
}
}
private void DispararFlauta() {
animator.SetInteger("Instrumento", instrumentoUsandose);
animator.SetTrigger("CambioInstrumento");
}
contadorRecargaFlauta -= Time.deltaTime;
if (contadorRecargaFlauta < 0) {
if (Input.GetKeyDown(KeyCode.J)) {
private void Disparar() {
animator.SetInteger("nAnim", 2);
GameObject disparo;
animator.SetTrigger("Disparando");
if (!spriteRenderer.flipX)
/*Uso de un switch case por si en un futuro se incorporaran mas instrumentos*/
switch (instrumentoUsandose) {
case 0:
{
//Movimiento de la bala hacia la derecha
disparo = Instantiate(disparoFlauta, spawnDisparosDerecha.transform.position, spawnDisparosDerecha.transform.rotation);
DispararFlauta();
timeSiguienteAtaque = Time.time + 1f / ratioAtaqueFlauta;
break;
}
else
case 1:
{
//Movimiento de la bala hacia la izquierda
disparo = Instantiate(disparoFlauta, spawnDisparosIzquierda.transform.position, spawnDisparosIzquierda.transform.rotation);
disparo.GetComponent<SpriteRenderer>().flipX = true;
DispararGuitarra();
timeSiguienteAtaque = Time.time + 1f / ratioAtaqueGuitarra;
break;
}
default: {
DispararFlauta();
timeSiguienteAtaque = Time.time + 1f / ratioAtaqueFlauta;
break;
}
contadorRecargaFlauta = tiempoRecargaFlauta;
}
}
}
if (Input.GetKeyUp(KeyCode.J))
private void DispararFlauta() {
if (!spriteRenderer.flipX)
{
animator.SetInteger("nAnim", 0);
if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
{
animator.SetInteger("nAnim", 1);
}
//Movimiento de la bala hacia la derecha
Instantiate(disparoFlauta, spawnDisparosDerecha.transform.position, spawnDisparosDerecha.transform.rotation);
}
else
{
//Movimiento de la bala hacia la izquierda
GameObject disparo = Instantiate(disparoFlauta, spawnDisparosIzquierda.transform.position, spawnDisparosIzquierda.transform.rotation);
disparo.GetComponent<SpriteRenderer>().flipX = true;
}
}
private void DispararGuitarra() {
if (!spriteRenderer.flipX)
{
//Movimiento de la bala hacia la derecha
Instantiate(disparoGuitarra, spawnDisparosDerecha.transform.position, spawnDisparosDerecha.transform.rotation);
}
else
{
//Movimiento de la bala hacia la izquierda
GameObject disparo = Instantiate(disparoGuitarra, spawnDisparosIzquierda.transform.position, spawnDisparosIzquierda.transform.rotation);
disparo.GetComponent<SpriteRenderer>().flipX = true;
}
}
private void AtaqueMelee() {
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;
}
/*NO OLVIDAR poner a todas las plataformas que sean suelo la etiqueta "Suelo"*/
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textureFormat: -1
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androidETC2FallbackOverride: 0
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physicsShape: []
bones: []
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internalID: 0
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indices:
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pSDShowRemoveMatteOption: 0
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......@@ -94,7 +94,7 @@ BoxCollider2D:
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
m_Offset: {x: 0, y: 0.37820518}
m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.5}
......@@ -105,5 +105,5 @@ BoxCollider2D:
adaptiveTiling: 0
m_AutoTiling: 0
serializedVersion: 2
m_Size: {x: 1, y: 1}
m_Size: {x: 1, y: 0.24358964}
m_EdgeRadius: 0
......@@ -286,7 +286,7 @@ BoxCollider2D:
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
m_Offset: {x: 0, y: 0.2700336}
m_SpriteTilingProperty:
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......@@ -297,5 +297,5 @@ BoxCollider2D:
adaptiveTiling: 0
m_AutoTiling: 0
serializedVersion: 2
m_Size: {x: 3, y: 1}
m_Size: {x: 3, y: 0.4599328}
m_EdgeRadius: 0
......@@ -1259,7 +1259,7 @@ BoxCollider2D:
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m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
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m_SpriteTilingProperty:
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......@@ -1270,5 +1270,5 @@ BoxCollider2D:
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m_AutoTiling: 0
serializedVersion: 2
m_Size: {x: 5, y: 3}
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......@@ -869,7 +869,7 @@ BoxCollider2D:
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m_Offset: {x: 0, y: 0}
m_Offset: {x: 0, y: 2.1960988}
m_SpriteTilingProperty:
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......@@ -880,7 +880,7 @@ BoxCollider2D:
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m_AutoTiling: 0
serializedVersion: 2
m_Size: {x: 5, y: 5}
m_Size: {x: 5, y: 0.6078024}
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......
......@@ -66,8 +66,9 @@ PolygonCollider2D:
m_Points:
m_Paths:
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- {x: -0.5, y: -1.5}
- {x: 1.5, y: -1.5}
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- {x: 1.5, y: 2.584046}
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--- !u!1 &806543811106615818
GameObject:
......
......@@ -226,8 +226,8 @@ PolygonCollider2D:
m_Points:
m_Paths:
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- {x: -0.5, y: -1.5}
- {x: 1.5, y: -1.5}
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- {x: 1.5164015, y: 2.8300734}
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--- !u!1 &3796954703022055786
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......
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