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Update() + { + Vector3 rot = Quaternion.FromToRotation(new Vector3(1, 0, 0), new Vector3(fire.transform.position.x - player.transform.position.x, fire.transform.position.y - player.transform.position.y, 0)).eulerAngles; + rot.z -= 45; + this.transform.rotation = Quaternion.Euler(rot); + } +} diff --git a/Assets/Scripts/Boussole.cs.meta b/Assets/Scripts/Boussole.cs.meta new file mode 100644 index 0000000..0533159 --- /dev/null +++ b/Assets/Scripts/Boussole.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 91377f2976743f3b2a52c42cdc062144 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraScript.cs b/Assets/Scripts/CameraScript.cs new file mode 100644 index 0000000..f727fd0 --- /dev/null +++ b/Assets/Scripts/CameraScript.cs @@ -0,0 +1,17 @@ +using UnityEngine; + +public class CameraScript : MonoBehaviour +{ + + public Material material; + public FearLevel fear; + + void OnRenderImage(RenderTexture source, RenderTexture destination) + { + material.SetFloat("_Fear", fear.GetFearLevel()); + // Copy the source Render Texture to the destination, + // applying the material along the way. + Graphics.Blit(source, destination, material); + } + +} diff --git a/Assets/Scripts/CameraScript.cs.meta b/Assets/Scripts/CameraScript.cs.meta new file mode 100644 index 0000000..8fbbf15 --- /dev/null +++ b/Assets/Scripts/CameraScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab34ad7fcbc3f459fafd69546c95a4aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CombustibleItem.cs b/Assets/Scripts/CombustibleItem.cs new file mode 100644 index 0000000..1fcbf52 --- /dev/null +++ b/Assets/Scripts/CombustibleItem.cs @@ -0,0 +1,40 @@ +using System; +using UnityEngine; + +public class CombustibleItem +{ + private float quantityOfEnergy; + private Sprite sprite; + private GameObject gameObject; + + public CombustibleItem(float quantityOfEnergy, Sprite sprite) + { + this.quantityOfEnergy = quantityOfEnergy; + this.sprite = sprite; + } + + public void SetQuantityOfEnergy(float quantityOfEnergy) + { + this.quantityOfEnergy = quantityOfEnergy; + } + + public float GetQuantityOfEnergy() + { + return this.quantityOfEnergy; + } + + public Sprite GetSprite() + { + return this.sprite; + } + + public void SetGameObject (GameObject gameObject) + { + this.gameObject = gameObject; + } + + public GameObject GetGameObject () + { + return this.gameObject; + } +} diff --git a/Assets/Scripts/CombustibleItem.cs.meta b/Assets/Scripts/CombustibleItem.cs.meta new file mode 100644 index 0000000..7ceec0c --- /dev/null +++ b/Assets/Scripts/CombustibleItem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 07c157dcca9d944889fe20fc8cb7e94d +MonoImporter: + 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file mode 100644 index 0000000..bdb1d26 --- /dev/null +++ b/Assets/Scripts/FearLevel.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FearLevel : MonoBehaviour +{ + private readonly int UP_SPEED = 2, DOWN_SPEED = 10; + public GameObject fire, player; + private float fearLevel = 0; + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (Vector2.Distance(player.transform.position, fire.transform.position) < (fire.GetComponent().GetFireIntensity() / 5) || player.GetComponent().TorchIsActive()) + { + if (fearLevel <= 0) return; + DecrementLevel(Time.deltaTime * DOWN_SPEED); + } + else + { + if (fearLevel >= 100) + { + Global.Dead(); + return; + } + IncrementLevel(Time.deltaTime * UP_SPEED); + } + Debug.Log(fearLevel + " " + fire.GetComponent().GetFireIntensity()); + } + + public float GetFearLevel() + { + return fearLevel; + } + + public void DecrementLevel(float amount) + { + this.fearLevel -= amount; + if (this.fearLevel < 0) this.fearLevel = 0; + } + + public void IncrementLevel(float amount) + { + this.fearLevel += amount; + if (this.fearLevel > 100) this.fearLevel = 100; + } +} diff --git a/Assets/Scripts/FearLevel.cs.meta b/Assets/Scripts/FearLevel.cs.meta new file mode 100644 index 0000000..5d0f70e --- /dev/null +++ b/Assets/Scripts/FearLevel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2905f0663b6d6837ea139a66e358da05 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FearUI.cs b/Assets/Scripts/FearUI.cs new file mode 100644 index 0000000..f96f7e3 --- /dev/null +++ b/Assets/Scripts/FearUI.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FearUI : MonoBehaviour +{ + + public FearLevel fear; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + this.gameObject.transform.localScale = new Vector3(1 - fear.GetFearLevel() / 100.0f, this.gameObject.transform.localScale.y, this.gameObject.transform.localScale.z); + } +} diff --git a/Assets/Scripts/FearUI.cs.meta b/Assets/Scripts/FearUI.cs.meta new file mode 100644 index 0000000..511162a --- /dev/null +++ b/Assets/Scripts/FearUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a279954becea8b25585e101da454e7ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FireBack.cs b/Assets/Scripts/FireBack.cs new file mode 100644 index 0000000..e7ad28c --- /dev/null +++ b/Assets/Scripts/FireBack.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FireBack : MonoBehaviour +{ + public Rain rain; + public GameObject item; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (rain.IsRaining()) item.SetActive(true); + else item.SetActive(false); + } +} diff --git a/Assets/Scripts/FireBack.cs.meta b/Assets/Scripts/FireBack.cs.meta new file mode 100644 index 0000000..f11d6f9 --- /dev/null +++ b/Assets/Scripts/FireBack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b0825ca1462f681989b4181ff4730073 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/FireScript.cs b/Assets/Scripts/FireScript.cs new file mode 100644 index 0000000..b72ac78 --- /dev/null +++ b/Assets/Scripts/FireScript.cs @@ -0,0 +1,147 @@ +using UnityEngine; +using System.Collections.Generic; + +public class FireScript : MonoBehaviour +{ + public GameObject fire1, fire2, fire3, pointLight, fireGUI; + public PlayerScript player; + public readonly float NUMBER_OF_ENERGY_LOST_PER_SECOND = 1; + public readonly float MAX_FIRE_INTENSITY = 100; + public GameObject prefabsFireElement; + public Rain rain; + + public Sprite startUpSpriteCombustibleElement; + public float startupCombustionEnergyElement = 100; + + private PlayerScript playerTriggered; + private Vector2 startScaleFire1, startScaleFire2, startScaleFire3, startFireGUI; + private float startLightRange; + private int startOrderFire1, startOrderFire2, startOrderFire3; + private Light pLight; + private List combustibleItems = new List(); + private bool playerHasFeared = false; + private float ratioEnergyLostBooster = 1; + + // Start is called before the first frame update + void Start() + { + startScaleFire1 = new Vector2(fire1.gameObject.transform.localScale.x, fire1.gameObject.transform.localScale.y); + startScaleFire2 = new Vector2(fire2.gameObject.transform.localScale.x, fire2.gameObject.transform.localScale.y); + startScaleFire3 = new Vector2(fire3.gameObject.transform.localScale.x, fire3.gameObject.transform.localScale.y); + startFireGUI = new Vector2(fireGUI.gameObject.transform.localScale.x, fireGUI.gameObject.transform.localScale.y); + pLight = pointLight.GetComponent(); + startOrderFire1 = fire1.GetComponent().sortingOrder; + startOrderFire2 = fire2.GetComponent().sortingOrder; + startOrderFire3 = fire3.GetComponent().sortingOrder; + startLightRange = pLight.range; + if (startUpSpriteCombustibleElement is Sprite) AddIntensity(new CombustibleItem[] { new CombustibleItem(startupCombustionEnergyElement, startUpSpriteCombustibleElement) }); + } + + // Update is called once per frame + void Update() + { + ratioEnergyLostBooster = (rain.IsRaining()) ? 2 : 1; + if (GetFireIntensity() > 0) + { + DecrementIntensity(Time.deltaTime * NUMBER_OF_ENERGY_LOST_PER_SECOND * ratioEnergyLostBooster); + playerHasFeared = false; + } + else if (!playerHasFeared) + { + player.GetComponent().IncrementLevel(50); + foreach (CombustibleItem combustibleItem in combustibleItems) + { + Destroy(combustibleItem.GetGameObject()); + } + combustibleItems.Clear(); + playerHasFeared = true; + } + float ratioFireIntensity = GetFireIntensity() / MAX_FIRE_INTENSITY; + fire1.gameObject.transform.localScale = new Vector3(startScaleFire1.x * ratioFireIntensity, startScaleFire1.y * ratioFireIntensity, 0); + fire2.gameObject.transform.localScale = new Vector3(startScaleFire2.x * ratioFireIntensity, startScaleFire2.y * ratioFireIntensity, 0); + fire3.gameObject.transform.localScale = new Vector3(startScaleFire3.x * ratioFireIntensity, startScaleFire3.y * ratioFireIntensity, 0); + fireGUI.gameObject.transform.localScale = new Vector3(startFireGUI.x * ratioFireIntensity, startFireGUI.y * ratioFireIntensity, 0); + float newRange = startLightRange * ratioFireIntensity; + pLight.range = newRange + (Mathf.Cos(Time.timeSinceLevelLoad * 8) * newRange * 0.01f); + if (player.transform.position.y > transform.position.y * 2 + player.transform.localScale.y) + { + fire1.GetComponent().sortingOrder = startOrderFire1 + 100; + fire2.GetComponent().sortingOrder = startOrderFire2 + 100; + fire3.GetComponent().sortingOrder = startOrderFire3 + 100; + } + else + { + fire1.GetComponent().sortingOrder = startOrderFire1; + fire2.GetComponent().sortingOrder = startOrderFire2; + fire3.GetComponent().sortingOrder = startOrderFire3; + } + + if (playerTriggered is PlayerScript) + { + if (Input.GetKeyDown(KeyCode.E) || Manette.IsUse()) + { + AddIntensity(playerTriggered.BurnObjects(MAX_FIRE_INTENSITY - GetFireIntensity())); + playerTriggered = null; + } + } + } + + public void AddIntensity (CombustibleItem[] combustibleItems) + { + for (int i = 0; i < combustibleItems.Length; i++) + { + GameObject go = Instantiate(prefabsFireElement, this.transform.position, Quaternion.Euler(0, 0, Random.Range(0, 360))); + go.GetComponent().sprite = combustibleItems[i].GetSprite(); + combustibleItems[i].SetGameObject(go); + this.combustibleItems.Add(combustibleItems[i]); + } + } + + public void DecrementIntensity (float intensity) + { + if (this.combustibleItems.Count == 0) return; + if (GetFireIntensity() < intensity) intensity = GetFireIntensity(); + float intensityLeft = this.combustibleItems[0].GetQuantityOfEnergy() - intensity; + if (intensityLeft <= 0) + { + Destroy(this.combustibleItems[0].GetGameObject()); + this.combustibleItems.RemoveAt(0); + if (this.combustibleItems.Count > 0) + { + this.combustibleItems[0].SetQuantityOfEnergy(this.combustibleItems[0].GetQuantityOfEnergy() + intensityLeft); + } + } + else + { + this.combustibleItems[0].SetQuantityOfEnergy(intensityLeft); + } + } + + public float GetFireIntensity () + { + float t = 0; + foreach (CombustibleItem c in this.combustibleItems) + { + t += c.GetQuantityOfEnergy(); + } + return t; + } + + void OnTriggerEnter2D(Collider2D c) + { + if (c.gameObject.tag.Equals("Player")) + { + playerTriggered = c.gameObject.GetComponent(); + playerTriggered.SetInteractMessage(true, this.gameObject.tag); + } + } + + void OnTriggerExit2D(Collider2D c) + { + if (c.gameObject.tag.Equals("Player")) + { + playerTriggered = null; + c.gameObject.GetComponent().SetInteractMessage(false, this.gameObject.tag); + } + } +} diff --git a/Assets/Scripts/FireScript.cs.meta b/Assets/Scripts/FireScript.cs.meta new file mode 100644 index 0000000..2b746e8 --- /dev/null +++ b/Assets/Scripts/FireScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f71a09b81bfac21c080289a73431ec6c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameOverMenu.cs b/Assets/Scripts/GameOverMenu.cs new file mode 100644 index 0000000..b1c44e3 --- /dev/null +++ b/Assets/Scripts/GameOverMenu.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class GameOverMenu : MonoBehaviour +{ + public Button replayButton; + public Button exitButton; + public Text scoreText; + + // Start is called before the first frame update + void Start() + { + replayButton.onClick.AddListener(onReplayButtonClick); + exitButton.onClick.AddListener(onExitButtonClick); + scoreText.text = PlayerPrefs.GetInt("previous_score", 0).ToString(); + } + + void onReplayButtonClick() + { + SceneManager.LoadScene("MainScene"); + } + + void onExitButtonClick() + { + Application.Quit(); + } +} diff --git a/Assets/Scripts/GameOverMenu.cs.meta b/Assets/Scripts/GameOverMenu.cs.meta new file mode 100644 index 0000000..0e2ed65 --- /dev/null +++ b/Assets/Scripts/GameOverMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c43f7437e2bb041e28c5d4261c28b8e9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Global.cs b/Assets/Scripts/Global.cs new file mode 100644 index 0000000..19d3949 --- /dev/null +++ b/Assets/Scripts/Global.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class Global +{ + public static PlayerScript player; + + public static void Dead () + { + if (PlayerPrefs.HasKey("best_score")) + { + if (player.GetScore() > PlayerPrefs.GetInt("best_score")) PlayerPrefs.SetInt("best_score", player.GetScore()); + } + else + { + PlayerPrefs.SetInt("best_score", player.GetScore()); + } + + PlayerPrefs.SetInt("previous_score", player.GetScore()); + + SceneManager.LoadScene(2); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Global.cs.meta b/Assets/Scripts/Global.cs.meta new file mode 100644 index 0000000..972f8b3 --- /dev/null +++ b/Assets/Scripts/Global.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5f3cecc073330689792476e9cb842f6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MainMenu.cs b/Assets/Scripts/MainMenu.cs new file mode 100644 index 0000000..00f463d --- /dev/null +++ b/Assets/Scripts/MainMenu.cs @@ -0,0 +1,40 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class MainMenu : MonoBehaviour +{ + public Button playButton; + public Button exitButton; + public Button helpButton; + public GameObject helpCanvas; + public Text bestScoreText; + + private bool helpCanvasVisible = false; + + // Start is called before the first frame update + void Start() + { + playButton.onClick.AddListener(OnPlayButtonClick); + exitButton.onClick.AddListener(OnExitButtonClick); + helpButton.onClick.AddListener(OnHelpButtonClick); + bestScoreText.text = PlayerPrefs.GetInt("best_score", 0).ToString(); + } + + void OnPlayButtonClick() + { + SceneManager.LoadScene("MainScene"); + } + + void OnExitButtonClick() + { + Application.Quit(); + } + + void OnHelpButtonClick() + { + helpCanvasVisible = !helpCanvasVisible; + helpCanvas.SetActive(helpCanvasVisible); + } +} diff --git a/Assets/Scripts/MainMenu.cs.meta b/Assets/Scripts/MainMenu.cs.meta new file mode 100644 index 0000000..4bde631 --- /dev/null +++ b/Assets/Scripts/MainMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e1851456cc76e90648dc0f3ab2a3b6f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Manette.cs b/Assets/Scripts/Manette.cs new file mode 100644 index 0000000..774c97d --- /dev/null +++ b/Assets/Scripts/Manette.cs @@ -0,0 +1,76 @@ +using System; +using UnityEngine; + +public class Manette +{ + public static bool IsUp () + { + if (Input.GetJoystickNames().Length > 0) + { + float value = Input.GetAxis("Vertical"); + if (value > 0.01) return true; + else return false; + } + return false; + } + + public static bool IsDown() + { + if (Input.GetJoystickNames().Length > 0) + { + float value = Input.GetAxis("Vertical"); + if (value < -0.01) return true; + else return false; + } + return false; + } + + public static bool IsRight() + { + if (Input.GetJoystickNames().Length > 0) + { + float value = Input.GetAxis("Horizontal"); + if (value > 0.01) return true; + else return false; + } + return false; + } + + public static bool IsLeft() + { + if (Input.GetJoystickNames().Length > 0) + { + float value = Input.GetAxis("Horizontal"); + if (value < -0.01) return true; + else return false; + } + return false; + } + + public static bool IsUse() + { + if (Input.GetJoystickNames().Length > 0) + { + return Input.GetButtonDown("Fire1"); + } + return false; + } + + public static bool IsTorch() + { + if (Input.GetJoystickNames().Length > 0) + { + return Input.GetButtonDown("Fire2"); + } + return false; + } + + public static bool IsPlaceBlock() + { + if (Input.GetJoystickNames().Length > 0) + { + return Input.GetButtonDown("Space"); + } + return false; + } +} diff --git a/Assets/Scripts/Manette.cs.meta b/Assets/Scripts/Manette.cs.meta new file mode 100644 index 0000000..0a82952 --- /dev/null +++ b/Assets/Scripts/Manette.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1c3b42952f5191dcf85fbe0c7ff3e010 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Ogres.cs b/Assets/Scripts/Ogres.cs new file mode 100644 index 0000000..7aebfbc --- /dev/null +++ b/Assets/Scripts/Ogres.cs @@ -0,0 +1,153 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Ogres : MonoBehaviour +{ + public GameObject player; + public GameObject fire; + private float SPEED = 1; + + private Direction currentDirection = Direction.DOWN; + private Animator animator; + private PlayerScript playerScript; + private Vector2 currentDestination; + private bool isAggro = false; + private bool fireSpotted = false; + private readonly int DISTANCE_TO_SPOT = 15; + + // Start is called before the first frame update + void Start() + { + animator = GetComponent(); + playerScript = player.GetComponent(); + } + + // Update is called once per frame + void Update() + { + CheckAggro(); + Vector2 direction = GetDirectionFromDestination(GetDestination()); + if (direction.y > 0.1f && direction.x < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OgresWalkLeft", 0); + currentDirection = Direction.UP_LEFT; + } + else if (direction.y > 0.1f && direction.x > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OgresWalkRight", 0); + currentDirection = Direction.UP_RIGHT; + } + else if (direction.y < -0.1f && direction.x < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OgresWalkLeft", 0); + currentDirection = Direction.DOWN_LEFT; + } + else if (direction.y < -0.1f && direction.x > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OgresWalkRight", 0); + currentDirection = Direction.DOWN_RIGHT; + } + else if (direction.y > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + SPEED * Time.deltaTime, this.gameObject.transform.position.z); + animator.Play("OgresWalkUp", 0); + currentDirection = Direction.UP; + } + else if (direction.y < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - SPEED * Time.deltaTime, this.gameObject.transform.position.z); + animator.Play("OgresWalkDown", 0); + currentDirection = Direction.DOWN; + } + else if (direction.x < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime, this.gameObject.transform.position.y, this.gameObject.transform.position.z); + animator.Play("OgresWalkLeft", 0); + currentDirection = Direction.LEFT; + } + else if (direction.x > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime, this.gameObject.transform.position.y, this.gameObject.transform.position.z); + animator.Play("OgresWalkRight", 0); + currentDirection = Direction.RIGHT; + } + else + { + if (currentDirection == Direction.DOWN) + { + animator.Play("OgresStopDown", 0); + } + else if (currentDirection == Direction.UP) + { + animator.Play("OgresStopUp", 0); + } + else if (currentDirection == Direction.LEFT || currentDirection == Direction.UP_LEFT || currentDirection == Direction.DOWN_LEFT) + { + animator.Play("OgresStopLeft", 0); + } + else if (currentDirection == Direction.RIGHT || currentDirection == Direction.UP_RIGHT || currentDirection == Direction.DOWN_RIGHT) + { + animator.Play("OgresStopRight", 0); + } + else + { + animator.Play("OgresStopDown", 0); + } + } + } + + void CheckAggro() + { + if (Vector2.Distance(this.transform.position, player.transform.position) < DISTANCE_TO_SPOT) + { + isAggro = true; + } + + if (Vector2.Distance(this.transform.position, fire.transform.position) < DISTANCE_TO_SPOT) + { + fireSpotted = true; + } + } + + Vector2 GetDestination() + { + if (!fireSpotted) + { + if (!isAggro) + { + if (Vector2.Distance(this.transform.position, currentDestination) < 4) + { + currentDestination = new Vector2(Random.Range(-20, 20), Random.Range(-20, 20)); + } + return currentDestination; + } + else + { + if (Vector2.Distance(this.transform.position, player.transform.position) > DISTANCE_TO_SPOT * 5) + { + isAggro = false; + } + return player.transform.position; + } + } + else + { + if (Vector2.Distance(this.transform.position, fire.transform.position) < 4) + { + fire.GetComponent().DecrementIntensity(100); + Destroy(this.gameObject); + } + return fire.transform.position; + } + } + + Vector2 GetDirectionFromDestination(Vector2 destination) + { + return new Vector2(destination.x - transform.position.x, destination.y - transform.position.y); + } +} diff --git a/Assets/Scripts/Ogres.cs.meta b/Assets/Scripts/Ogres.cs.meta new file mode 100644 index 0000000..3f357d2 --- /dev/null +++ b/Assets/Scripts/Ogres.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c8d4f1aa21c57c169badfef829951645 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Ours.cs b/Assets/Scripts/Ours.cs new file mode 100644 index 0000000..b27ee2e --- /dev/null +++ b/Assets/Scripts/Ours.cs @@ -0,0 +1,125 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Ours : MonoBehaviour +{ + public GameObject player; + public GameObject tent; + public float SPEED = 1; + + private Direction currentDirection = Direction.DOWN; + private Animator animator; + private PlayerScript playerScript; + private Vector2 currentDestination; + + // Start is called before the first frame update + void Start() + { + animator = GetComponent(); + playerScript = player.GetComponent(); + } + + // Update is called once per frame + void Update() + { + Vector2 direction = GetDirectionFromDestination(GetDestination()); + + if (direction.y > 0.1f && direction.x < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OursWalkLeft", 0); + currentDirection = Direction.UP_LEFT; + } + else if (direction.y > 0.1f && direction.x > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OursWalkRight", 0); + currentDirection = Direction.UP_RIGHT; + } + else if (direction.y < -0.1f && direction.x < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OursWalkLeft", 0); + currentDirection = Direction.DOWN_LEFT; + } + else if (direction.y < -0.1f && direction.x > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("OursWalkRight", 0); + currentDirection = Direction.DOWN_RIGHT; + } + else if (direction.y > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + SPEED * Time.deltaTime, this.gameObject.transform.position.z); + animator.Play("OursWalkUp", 0); + currentDirection = Direction.UP; + } + else if (direction.y < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - SPEED * Time.deltaTime, this.gameObject.transform.position.z); + animator.Play("OursWalkDown", 0); + currentDirection = Direction.DOWN; + } + else if (direction.x < -0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime, this.gameObject.transform.position.y, this.gameObject.transform.position.z); + animator.Play("OursWalkLeft", 0); + currentDirection = Direction.LEFT; + } + else if (direction.x > 0.1f) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime, this.gameObject.transform.position.y, this.gameObject.transform.position.z); + animator.Play("OursWalkRight", 0); + currentDirection = Direction.RIGHT; + } + else + { + if (currentDirection == Direction.DOWN) + { + animator.Play("OursStopDown", 0); + } + else if (currentDirection == Direction.UP) + { + animator.Play("OursStopUp", 0); + } + else if (currentDirection == Direction.LEFT || currentDirection == Direction.UP_LEFT || currentDirection == Direction.DOWN_LEFT) + { + animator.Play("OursStopLeft", 0); + } + else if (currentDirection == Direction.RIGHT || currentDirection == Direction.UP_RIGHT || currentDirection == Direction.DOWN_RIGHT) + { + animator.Play("OursStopRight", 0); + } + else + { + animator.Play("OursStopDown", 0); + } + } + } + + Vector2 GetDestination() + { + if (playerScript.GetNumberOfWood() > 0 && !tent.GetComponent().playerIsSafe()) + { + if (Vector2.Distance(this.transform.position, player.transform.position) < 4) + { + playerScript.BurnObjects(1000); + this.GetComponent().Play(); + player.GetComponent().IncrementLevel(10); + playerScript.EmitHurtParticle(); + } + return player.transform.position; + } + if (Vector2.Distance(this.transform.position, currentDestination) < 4) + { + currentDestination = new Vector2(Random.Range(-20, 20), Random.Range(-20, 20)); + } + return currentDestination; + } + + Vector2 GetDirectionFromDestination (Vector2 destination) + { + return new Vector2(destination.x - transform.position.x, destination.y - transform.position.y); + } +} diff --git a/Assets/Scripts/Ours.cs.meta b/Assets/Scripts/Ours.cs.meta new file mode 100644 index 0000000..072200c --- /dev/null +++ b/Assets/Scripts/Ours.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 508c99386e48a6450a61eca169bee5fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PickableObject.cs b/Assets/Scripts/PickableObject.cs new file mode 100644 index 0000000..1ea74e1 --- /dev/null +++ b/Assets/Scripts/PickableObject.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PickableObject : MonoBehaviour +{ + private PlayerScript playerTriggered; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if (playerTriggered is PlayerScript) + { + if (Input.GetKeyDown(KeyCode.E) || Manette.IsUse()) + { + if (playerTriggered.PickupObject(new CombustibleItem(Random.Range(0,10), GetComponent().sprite))) Destroy(this.gameObject); + playerTriggered = null; + } + } + } + + void OnTriggerEnter2D(Collider2D c) + { + if (c.gameObject.tag.Equals("Player")) + { + playerTriggered = c.gameObject.GetComponent(); + playerTriggered.SetInteractMessage(true, this.gameObject.tag); + } + } + + void OnTriggerExit2D(Collider2D c) + { + if (c.gameObject.tag.Equals("Player")) + { + playerTriggered = null; + c.gameObject.GetComponent().SetInteractMessage(false, this.gameObject.tag); + } + } + +} diff --git a/Assets/Scripts/PickableObject.cs.meta b/Assets/Scripts/PickableObject.cs.meta new file mode 100644 index 0000000..24ab643 --- /dev/null +++ b/Assets/Scripts/PickableObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 39e42cb302f87a470851c82d938c8d5d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScript.cs b/Assets/Scripts/PlayerScript.cs new file mode 100644 index 0000000..c1de6db --- /dev/null +++ b/Assets/Scripts/PlayerScript.cs @@ -0,0 +1,186 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class PlayerScript : MonoBehaviour +{ + public int SPEED = 10; + public GameObject interactMessage; + public Text text; + public ParticleSystem hurt; + + public GameObject wall; + + private Direction currentDirection = Direction.DOWN; + private Animator animator; + private List selectedCombustibleItem = new List(); + public int score = 0; + public float previousTime = 0; + + // Start is called before the first frame update + void Start() + { + Global.player = this; + animator = GetComponent(); + previousTime = Time.realtimeSinceStartup; + } + + // Update is called once per frame + void Update() + { + if (Time.realtimeSinceStartup - previousTime > 1.0f) + { + score++; + previousTime = Time.realtimeSinceStartup; + } + text.text = "Bois : " + selectedCombustibleItem.Count; + if ((Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.Z) || Manette.IsUp()) && (Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.A) || Manette.IsLeft())) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("PlayerWalkLeft", 0); + currentDirection = Direction.UP_LEFT; + } + else if ((Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.Z) || Manette.IsUp()) && (Input.GetKey(KeyCode.D) || Manette.IsRight())) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("PlayerWalkRight", 0); + currentDirection = Direction.UP_RIGHT; + } + else if ((Input.GetKey(KeyCode.S) || Manette.IsDown()) && (Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.A) || Manette.IsLeft())) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("PlayerWalkLeft", 0); + currentDirection = Direction.DOWN_LEFT; + } + else if ((Input.GetKey(KeyCode.S) || Manette.IsDown()) && (Input.GetKey(KeyCode.D) || Manette.IsRight())) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.y - SPEED * Time.deltaTime * 0.70710678118655f, this.gameObject.transform.position.z); + animator.Play("PlayerWalkRight", 0); + currentDirection = Direction.DOWN_RIGHT; + } + else if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.Z) || Manette.IsUp()) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + SPEED * Time.deltaTime, this.gameObject.transform.position.z); + animator.Play("PlayerWalkUp", 0); + currentDirection = Direction.UP; + } + else if (Input.GetKey(KeyCode.S) || Manette.IsDown()) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - SPEED * Time.deltaTime, this.gameObject.transform.position.z); + animator.Play("PlayerWalkDown", 0); + currentDirection = Direction.DOWN; + } + else if (Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.A) || Manette.IsLeft()) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x - SPEED * Time.deltaTime, this.gameObject.transform.position.y, this.gameObject.transform.position.z); + animator.Play("PlayerWalkLeft", 0); + currentDirection = Direction.LEFT; + } + else if (Input.GetKey(KeyCode.D) || Manette.IsRight()) + { + this.gameObject.transform.position = new Vector3(this.gameObject.transform.position.x + SPEED * Time.deltaTime, this.gameObject.transform.position.y, this.gameObject.transform.position.z); + animator.Play("PlayerWalkRight", 0); + currentDirection = Direction.RIGHT; + } + else if ((Input.GetKey(KeyCode.Space) || Manette.IsPlaceBlock()) && this.selectedCombustibleItem.Count >= 30) + { + this.BurnObjects(300); + Vector3 objectPlacement = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y, 0); + + switch (currentDirection) + { + case Direction.LEFT: + objectPlacement.x--; + break; + case Direction.RIGHT: + objectPlacement.x++; + break; + case Direction.UP: + objectPlacement.y++; + break; + case Direction.DOWN: + objectPlacement.y--; + break; + } + + Instantiate(wall, objectPlacement, Quaternion.identity); + } + else + { + if (currentDirection == Direction.DOWN) + { + animator.Play("PlayerStopDown", 0); + } + else if (currentDirection == Direction.UP) + { + animator.Play("PlayerStopUp", 0); + } + else if (currentDirection == Direction.LEFT || currentDirection == Direction.UP_LEFT || currentDirection == Direction.DOWN_LEFT) + { + animator.Play("PlayerStopLeft", 0); + } + else if (currentDirection == Direction.RIGHT || currentDirection == Direction.UP_RIGHT || currentDirection == Direction.DOWN_RIGHT) + { + animator.Play("PlayerStopRight", 0); + } + else + { + animator.Play("PlayerStopDown", 0); + } + } + } + + public bool PickupObject (CombustibleItem combustibleItem) + { + score += (int)combustibleItem.GetQuantityOfEnergy(); + GetComponent().Play(); + if (this.selectedCombustibleItem.Count < 30) + { + this.selectedCombustibleItem.Add(combustibleItem); + return true; + } + else + { + return false; + } + } + + public int GetNumberOfWood () + { + return selectedCombustibleItem.Count; + } + + public CombustibleItem[] BurnObjects(float leftIntensity) + { + List combustibles = new List(); + foreach (CombustibleItem combustibleItem in selectedCombustibleItem) + { + if (leftIntensity < combustibleItem.GetQuantityOfEnergy()) break; + leftIntensity -= combustibleItem.GetQuantityOfEnergy(); + combustibles.Add(combustibleItem); + } + foreach (CombustibleItem c in combustibles) + { + selectedCombustibleItem.Remove(c); + } + return combustibles.ToArray(); + } + + public void SetInteractMessage(bool visible, string tag) + { + if (interactMessage is GameObject) interactMessage.SetActive(visible); + if (tag is string) interactMessage.GetComponent().text = "Press E to interact with " + tag; + } + + public void EmitHurtParticle() + { + score -= 100; + hurt.Play(); + } + + public int GetScore () + { + return this.score; + } +} diff --git a/Assets/Scripts/PlayerScript.cs.meta b/Assets/Scripts/PlayerScript.cs.meta new file mode 100644 index 0000000..bff7a39 --- /dev/null +++ b/Assets/Scripts/PlayerScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 557bdfe4cbe3a40cc80469689b8bf691 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerTorch.cs b/Assets/Scripts/PlayerTorch.cs new file mode 100644 index 0000000..e450879 --- /dev/null +++ b/Assets/Scripts/PlayerTorch.cs @@ -0,0 +1,40 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerTorch : MonoBehaviour +{ + + public GameObject torch; + private float previousTime; + + // Start is called before the first frame update + void Start() + { + previousTime = Time.realtimeSinceStartup; + } + + // Update is called once per frame + void Update() + { + if ((Input.GetKeyDown(KeyCode.F) || Manette.IsTorch()) && GetComponent().GetNumberOfWood() > 0) + { + torch.SetActive(!torch.active); + } + if (Time.realtimeSinceStartup - previousTime > 1.0f && torch.active) + { + GetComponent().BurnObjects(10); + previousTime = Time.realtimeSinceStartup; + } + + if (GetComponent().GetNumberOfWood() <= 0) + { + torch.SetActive(false); + } + } + + public bool TorchIsActive () + { + return torch.active; + } +} diff --git a/Assets/Scripts/PlayerTorch.cs.meta b/Assets/Scripts/PlayerTorch.cs.meta new file mode 100644 index 0000000..8d02467 --- /dev/null +++ b/Assets/Scripts/PlayerTorch.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9760a960b14e61496abdf232e0dbb92d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Rain.cs b/Assets/Scripts/Rain.cs new file mode 100644 index 0000000..9541ced --- /dev/null +++ b/Assets/Scripts/Rain.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Rain : MonoBehaviour +{ + ParticleSystem particle; + public float time = 0, updateTime; + + // Start is called before the first frame update + void Start() + { + particle = GetComponent(); + } + + // Update is called once per frame + void Update() + { + if (updateTime > Time.realtimeSinceStartup) return; + updateTime = Time.realtimeSinceStartup + 1; + if (!particle.isPlaying && Random.value > 0.98) + { + particle.Play(); + time = Time.realtimeSinceStartup; + time += Random.Range(10, 30); + Debug.Log("Start Rain : " + (time - Time.realtimeSinceStartup)); + } + else if (particle.isPlaying && time < Time.realtimeSinceStartup) + { + particle.Stop(); + } + } + + public bool IsRaining() + { + return particle.isPlaying; + } +} diff --git a/Assets/Scripts/Rain.cs.meta b/Assets/Scripts/Rain.cs.meta new file mode 100644 index 0000000..47e1c3e --- /dev/null +++ b/Assets/Scripts/Rain.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d4903f4ed9c5ae5a8eef9b8b3ea993d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/RandomSpawner.cs b/Assets/Scripts/RandomSpawner.cs new file mode 100644 index 0000000..1fea6c7 --- /dev/null +++ b/Assets/Scripts/RandomSpawner.cs @@ -0,0 +1,86 @@ +using UnityEngine; +using System; + +using System.Collections.Generic; + +public class RandomSpawner : MonoBehaviour +{ + public GameObject player, fire; + public GameObject prefabBois, prefabTree; + + public GameObject prefabTent; + + public GameObject prefabMobBear, prefabMobOgre; + + + + public UnityEngine.Tilemaps.Tilemap tileMap; + public UnityEngine.Tilemaps.TileBase tileSprite; + + private List treePositionList; + + void Start () + { + this.treePositionList = new List(); + + GameObject prefabTentInstance = Instantiate(prefabTent, + new Vector3(UnityEngine.Random.Range(-50, 50), UnityEngine.Random.Range(-50, 50), 0), + Quaternion.identity); + prefabTentInstance.GetComponent().player = player; + + GameObject prefabMobOgreInstance = Instantiate(prefabMobOgre, + new Vector3(UnityEngine.Random.Range(-500, 500), UnityEngine.Random.Range(-500, 500), 0), + Quaternion.identity); + prefabMobOgreInstance.GetComponent().player = player; + prefabMobOgreInstance.GetComponent().fire = fire; + + for (int i = 0; i < UnityEngine.Random.Range(4, 10); i++) + { + GameObject prefabMobBearInstance = Instantiate(prefabMobBear, + new Vector3(UnityEngine.Random.Range(-500, 500), UnityEngine.Random.Range(-500, 500), 0), + Quaternion.identity); + prefabMobBearInstance.GetComponent().player = player; + prefabMobBearInstance.GetComponent().tent = prefabTentInstance; + } + } + + void Update () + { + float playerX = player.gameObject.transform.position.x; + float playerY = player.gameObject.transform.position.y; + + float ratio = 1.5f; + + for (int xIterator = -50; xIterator < 50; xIterator++) + { + for (int yIterator = -50; yIterator < 50; yIterator++) + { + float objectX = playerX + xIterator; + float objectY = playerY + yIterator; + + if (tileMap.GetTile(new Vector3Int((int)objectX, (int)objectY, 0)) == null) + { + tileMap.SetTile(new Vector3Int((int)objectX, (int)objectY, 0), tileSprite); + } + + Vector2 treePosition = new Vector2((int)objectX, (int)objectY); + + if (Mathf.PerlinNoise(objectX * ratio, objectY * ratio) > 0.95 && + treePositionList.FindIndex(pos => ( pos.x == treePosition.x && pos.y == treePosition.y ) ) == -1 && + Math.Abs(objectX) > 4 && Math.Abs(objectY) > 4) + { + treePositionList.Add(treePosition); + + float perlinNoise = Mathf.PerlinNoise(xIterator * ratio, yIterator * ratio); + float p = UnityEngine.Random.value; + GameObject g = Instantiate(p > 0.75 ? prefabTree : prefabBois, + new Vector3(objectX, objectY, 0), + p > 0.75 ? Quaternion.identity : Quaternion.Euler(0, 0, UnityEngine.Random.Range(0, 360))); + g.GetComponent().flipX = p > 0.80; + if (p > 0.75) g.GetComponent().player = player.GetComponent(); + } + } + } + } + +} diff --git a/Assets/Scripts/RandomSpawner.cs.meta b/Assets/Scripts/RandomSpawner.cs.meta new file mode 100644 index 0000000..57d47aa --- /dev/null +++ b/Assets/Scripts/RandomSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 528da985c2c58d3ba8a5b7fdf4596ed1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Tent.cs b/Assets/Scripts/Tent.cs new file mode 100644 index 0000000..a0869a9 --- /dev/null +++ b/Assets/Scripts/Tent.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Tent : MonoBehaviour +{ + public int protectionZone = 10; + public int houseLevel = 15; + public GameObject player; + public Sprite maison; + + // Start is called before the first frame update + void Start() + { + + } + + public bool playerIsSafe() + { + return Vector2.Distance(this.transform.position, player.transform.position) < this.GetComponent().protectionZone; + } + + // Update is called once per frame + void Update() + { + if (Vector2.Distance(player.transform.position, this.transform.position) < this.protectionZone && + player.GetComponent().GetNumberOfWood() >= 30) + { + player.GetComponent().SetInteractMessage(true, protectionZone >= houseLevel ? "maison" : "tente"); + + if (Input.GetKey(KeyCode.E) || Manette.IsUse()) + { + player.GetComponent().SetInteractMessage(false, ""); + player.GetComponent().BurnObjects(300); + protectionZone += 1; + + if (protectionZone >= houseLevel) + { + this.GetComponent().sprite = maison; + this.GetComponent().constraints = RigidbodyConstraints2D.FreezeAll; + } + } + } + } +} diff --git a/Assets/Scripts/Tent.cs.meta b/Assets/Scripts/Tent.cs.meta new file mode 100644 index 0000000..dc7b9d2 --- /dev/null +++ b/Assets/Scripts/Tent.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e2eadae0263f614a9e093d10c4bccf7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/TreeScript.cs b/Assets/Scripts/TreeScript.cs new file mode 100644 index 0000000..4700539 --- /dev/null +++ b/Assets/Scripts/TreeScript.cs @@ -0,0 +1,92 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TreeScript : MonoBehaviour +{ + public GameObject prefabBois; + public int life = 5; + public GameObject spawn; + public PlayerScript player; + + private PlayerScript playerTriggered; + private bool isAlreadySpawn = false; + private int startupOrder; + // Start is called before the first frame update + void Start() + { + startupOrder = this.GetComponent().sortingOrder; + } + + // Update is called once per frame + void Update() + { + if (playerTriggered is PlayerScript) + { + if (Input.GetKeyDown(KeyCode.E) || Manette.IsUse()) + { + if (--life <= 0) + { + int n = (int)Random.Range(2, 6); + SpawnLoot(n); + Destroy(this.gameObject); + } + this.GetComponent().Play(); + } + } + + if ((((int)Time.realtimeSinceStartup) % 2) == 0) + { + float p = Random.value; + if (p < .005f && !isAlreadySpawn) + { + SpawnLoot(1); + isAlreadySpawn = true; + } + } + else + { + isAlreadySpawn = false; + } + + if (player.transform.position.y > transform.position.y * 2 + player.transform.localScale.y) + { + this.GetComponent().sortingOrder = startupOrder + 100; + } + else + { + this.GetComponent().sortingOrder = startupOrder; + } + } + + void SpawnLoot (int n) + { + float x = spawn.gameObject.transform.position.x; + float y = spawn.gameObject.transform.position.y; + + for (int i = 0; i < n; i++) + { + float nx = Random.Range(x - 0.5f, x + 0.5f); + float ny = Random.Range(y - 0.5f, y + 0.5f); + Instantiate(prefabBois, new Vector3(nx, ny, 0), Quaternion.Euler(0, 0, Random.Range(0, 360))); + } + } + + void OnTriggerEnter2D(Collider2D c) + { + if (c.gameObject.tag.Equals("Player")) + { + playerTriggered = c.gameObject.GetComponent(); + playerTriggered.SetInteractMessage(true, this.gameObject.tag); + } + } + + void OnTriggerExit2D(Collider2D c) + { + if (c.gameObject.tag.Equals("Player")) + { + playerTriggered = null; + c.gameObject.GetComponent().SetInteractMessage(false, this.gameObject.tag); + } + } +} diff --git a/Assets/Scripts/TreeScript.cs.meta b/Assets/Scripts/TreeScript.cs.meta new file mode 100644 index 0000000..f7e2607 --- /dev/null +++ b/Assets/Scripts/TreeScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15185681bc46576c1a8270ee81ff4488 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UpdateScoreGame.cs b/Assets/Scripts/UpdateScoreGame.cs new file mode 100644 index 0000000..03d2f33 --- /dev/null +++ b/Assets/Scripts/UpdateScoreGame.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class UpdateScoreGame : MonoBehaviour +{ + public PlayerScript player; + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + GetComponent().text = "Score: " + player.GetScore(); + } +} diff --git a/Assets/Scripts/UpdateScoreGame.cs.meta b/Assets/Scripts/UpdateScoreGame.cs.meta new file mode 100644 index 0000000..80f9812 --- /dev/null +++ b/Assets/Scripts/UpdateScoreGame.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a327b920fb2d86c98e4733f45b706e2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders.meta b/Assets/Shaders.meta new file mode 100644 index 0000000..5ba3682 --- /dev/null +++ b/Assets/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f5960a83b85e13be38e9f60bf37398a3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Fear.shader b/Assets/Shaders/Fear.shader new file mode 100644 index 0000000..54a3bba --- /dev/null +++ b/Assets/Shaders/Fear.shader @@ -0,0 +1,28 @@ +Shader "Custom/PostProcess" { + Properties { + _MainTex("Texture", 2D) = "white" {} + _Fear ("Fear", Float) = 100 + } + + SubShader { + Pass { + CGPROGRAM + #pragma vertex vert_img + #pragma fragment frag + #include "UnityCG.cginc" + + // Properties + sampler2D _MainTex; + float _Fear; + + float4 frag(v2f_img input) : COLOR { + float4 baseCol = tex2D(_MainTex, input.uv); + float ratio = _Fear/100.f; + float inverseRatio = 1 - ratio; + float fearBaseColor = (baseCol.x + baseCol.y + baseCol.z) / 3; + baseCol = float4(baseCol.x * inverseRatio + fearBaseColor * ratio, baseCol.y * inverseRatio + fearBaseColor * ratio, baseCol.z * inverseRatio + fearBaseColor * ratio, 1.0); + float distFromCenter = distance(input.uv.xy, float2(0.5, 0.5)) * 4 * ratio; + return float4(1 - distFromCenter, 1 - distFromCenter, 1 - distFromCenter, 1.0) * baseCol; + } + ENDCG +}}} \ No newline at end of file diff --git a/Assets/Shaders/Fear.shader.meta b/Assets/Shaders/Fear.shader.meta new file mode 100644 index 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