Commit c5c6d1bf by Juan Carlos

Merge 'Power_Ups' into Release

parents f510b065 944a28b7
Showing with 1370 additions and 237 deletions
......@@ -2,8 +2,11 @@
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=======
>>>>>>> origin/Release
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......@@ -54,6 +57,9 @@
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......@@ -69,7 +75,10 @@
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<Compile Include="Assets\Player\Scripts\Player2D.cs" />
<Compile Include="Assets\Scripts\Coleccionables.cs" />
<Compile Include="Assets\Scripts\CrearEnemigos.cs" />
<Compile Include="Assets\Scripts\Enemigo1Move.cs" />
<Compile Include="Assets\Scripts\GuardarYCargar.cs" />
<Compile Include="Assets\Scripts\Jugador.cs" />
<Compile Include="Assets\Scripts\PowerUp.cs" />
<Compile Include="Assets\Scripts\ZonaFinal.cs" />
<None Include="Assets\MainMenu\TextMesh Pro\Resources\Shaders\TMP_SDF-Surface-Mobile.shader" />
......@@ -91,6 +100,7 @@
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=======
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>>>>>>> origin/Release
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......@@ -298,6 +332,7 @@
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......@@ -30,6 +30,7 @@ public class SeleccionNivel : MonoBehaviour
public void SeleccionarNivel(int numeroNivel)
{
Coleccionables.niActual = numeroNivel;
Coleccionables.Modificado();
SceneManager.LoadScene("SampleScene"); // SceneManager.LoadScene("Nivel" + numeroNivel);
}
......
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......@@ -131,5 +131,7 @@ MonoBehaviour:
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velocidadDisparoFlauta: 6
duracionDisparoFlauta: 3
......@@ -15,7 +15,7 @@ GameObject:
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......@@ -131,6 +131,8 @@ MonoBehaviour:
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......@@ -246,7 +248,7 @@ GameObject:
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......@@ -362,6 +364,8 @@ MonoBehaviour:
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......@@ -493,3 +497,5 @@ MonoBehaviour:
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......@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaFlauta : MonoBehaviour
{
public GameObject prefabColeccionable;
public float velocidadDisparoFlauta = 6;
public float duracionDisparoFlauta = 3;
......@@ -31,13 +32,13 @@ public class BalaFlauta : MonoBehaviour
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);
}
}
}
......@@ -4,6 +4,7 @@ using UnityEngine;
public class BalaGuitarra : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
......@@ -18,13 +19,12 @@ public class BalaGuitarra : MonoBehaviour
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);
}
}
}
......@@ -22,6 +22,10 @@ public class Player2D : MonoBehaviour
private int instrumentoUsandose = 0; /* 0 = flauta, 1 = guitarra */
public ParticleSystem efectoVida;
public ParticleSystem efectoVelocidad;
public ParticleSystem efectoInvulnerabilidad;
// Start is called before the first frame update
void Start()
{
......@@ -168,17 +172,7 @@ public class Player2D : MonoBehaviour
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;
}
......@@ -209,8 +203,32 @@ public class Player2D : MonoBehaviour
Coleccionables.Modificado();
Destroy(collision.gameObject);
//Quitar este Debug.Log cuando tengamos el nivel actual
Debug.Log(Coleccionables.cConseguidos[Coleccionables.niActual] + "/" + Coleccionables.cTotales[Coleccionables.niActual]);
//Quitar este Debug.Log cuando tengamos el HUD
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();
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Coleccionables : MonoBehaviour
{
......@@ -75,6 +76,7 @@ public class Coleccionables : MonoBehaviour
private void Start()
{
if (niActual == 0 && SceneManager.GetActiveScene().name != "SeleccionNivel") {
for (int i = 0; i < pColecNivel1.Length; i++)
{
if (pColecNivel1[i] != new Vector3(0, 0, 0))
......@@ -83,6 +85,8 @@ public class Coleccionables : MonoBehaviour
Instantiate(prefabColeccionable, pColecNivel1[i], Quaternion.identity);
}
}
}
Modificado();
}
......@@ -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
{
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
void Update()
{
//Se va reduciendo el tiempo de invulnerabilidad
if (tInvulnerable >= 0)
{
tInvulnerable -= Time.deltaTime;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
<<<<<<< HEAD
if (collision.tag == "Enemigo" && tInvulnerable<=0 && powerUpInvulnerable==false)
=======
//Si colisiona con un enemigose le quita una vida
if (collision.tag == "Enemigo" && tInvulnerable<=0)
>>>>>>> origin/Release
{
Dañado();
}
if (collision.tag == "Caida")
{
Muerte();
}
//Si colisiona con un power up se comprueba cuál es y se hacen sus efectos
//if (collision.tag == "PowerUp")
//{
//}
}
void Dañado()
{
if (vidas > 1)
{
//Si el jugador es dañado se baja una vida y se le da un tiempo de invulnerabilidad
vidas--;
tInvulnerable = 1.5f;
Debug.Log("Vida actual: " + vidas + "/3");
}
else
{
//Si las vidas se reducen a cero, el jugador muere
Muerte();
}
}
public void Muerte()
{
//El jugador muere
Debug.Log("Muerte");
}
}
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......@@ -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
......@@ -21,19 +19,25 @@ 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);
}
}
......@@ -42,13 +46,13 @@ public class PowerUp : MonoBehaviour
void DesactivarObjeto() {
GetComponent<SpriteRenderer>().enabled = false;
GetComponent<BoxCollider2D>().enabled = false;
}
IEnumerator CogerVelocidad(Collider2D player) {
DesactivarObjeto();
yield return new WaitForSeconds(5.0f);
player.GetComponent<Player2D>().velocidadAlAndar = 3.0f;
player.GetComponent<Player2D>().AcabarAnimacionVelocidad();
Destroy(gameObject);
}
......@@ -56,12 +60,8 @@ public class PowerUp : MonoBehaviour
{
DesactivarObjeto();
yield return new WaitForSeconds(5.0f);
Destroy(gameObject);
}
void CogerVida(Collider2D player)
{
player.GetComponent<Jugador>().powerUpInvulnerable = false;
player.GetComponent<Player2D>().AcabarAnimacionInvulnerabilidad();
Destroy(gameObject);
}
}
......@@ -30,7 +30,7 @@ public class ZonaFinal : MonoBehaviour
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.tag == "Player") {
GuardarYCargar.Guardar(colecto, "slotColeccionables");
//Si el jugador entra aqui significa que se ha pasado el nivel. Parar el tiempo de juego,
......@@ -52,6 +52,7 @@ public class ZonaFinal : MonoBehaviour
}
GuardarYCargar.Guardar(colecto, "slotColeccionables");
}
}
//Se abre al darle al boton siguiente desde el canvas "canvasColecionableDesbloqueados" o sino se han consguido todos los coleccionables
public void AbrirCanvasVictoria() {
......
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width: 1920
height: 947
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<<<<<<< HEAD
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vertical: 0
controlID: 79
=======
m_MinSize: {x: 679, y: 344}
m_MaxSize: {x: 12004, y: 8044}
vertical: 0
controlID: 42
controlID: 54
>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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>>>>>>> origin/Release
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Cmd: initializeCompiler
Cmd: compileSnippet
api=4 type=1 insize=1152 outsize=638 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=1 insize=934 outsize=282 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
Base path: C:/Program Files/Unity/Hub/Editor/2019.1.11f1/Editor/Data
Base path: C:/Program Files/Unity/Editor/Data
Cmd: initializeCompiler
Cmd: compileSnippet
api=4 type=0 insize=1396 outsize=822 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
......@@ -9,6 +9,10 @@ TagManager:
- PU_Velocidad
- PU_Invulnerabilidad
- PU_Vida
- Enemigo
- BalaGuitarra
- BalaFlauta
- Caida
layers:
- Default
- TransparentFX
......
cf044b143629c2f39a7a81daf38510379507cd27
ffeba46d040eb84d2da74aeed6850bddc816cc90
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