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Merge pull request #9 from EpicFailInc/DeathAndStuff
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Death and stuff
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ShaneK committed Dec 1, 2012
2 parents 0661303 + fc9d427 commit 2fa641a
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Showing 573 changed files with 94 additions and 16 deletions.
6 changes: 5 additions & 1 deletion .gitignore
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Expand Up @@ -10,4 +10,8 @@
[Tt]humbs.db
_ReSharper.*
*.resharper
Ankh.NoLoad
Ankh.NoLoad
WindowsLockFile
*Library/previews*
*Library/metadata*
*Library/cache*
1 change: 1 addition & 0 deletions Assembly-CSharp-firstpass-vs.csproj
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Expand Up @@ -49,6 +49,7 @@
<Compile Include="Assets\Standard Assets\Scripts\Utility Scripts\MeshCombineUtility.cs" />
<Compile Include="Assets\Standard Assets\Water (Basic)\Sources\Scripts\WaterSimple.cs" />
<None Include="Assets\Standard Assets\Particles\Sources\Shaders\Particle Alpha Blend (Queue +100).shader" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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1 change: 1 addition & 0 deletions Assembly-CSharp-firstpass.csproj
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Expand Up @@ -49,6 +49,7 @@
<Compile Include="Assets\Standard Assets\Scripts\Utility Scripts\MeshCombineUtility.cs" />
<Compile Include="Assets\Standard Assets\Water (Basic)\Sources\Scripts\WaterSimple.cs" />
<None Include="Assets\Standard Assets\Particles\Sources\Shaders\Particle Alpha Blend (Queue +100).shader" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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1 change: 1 addition & 0 deletions Assembly-CSharp-vs.csproj
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Expand Up @@ -58,6 +58,7 @@
<Compile Include="Assets\EpicFailInc\Scripts\Scene Specific\MainMenu\BombGenerator.cs" />
<Compile Include="Assets\EpicFailInc\Scripts\Scene Specific\MainMenu\mainMenuButtons.cs" />
<None Include="Assets\Standard Assets\Particles\Sources\Shaders\Particle Alpha Blend (Queue +100).shader" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
<Reference Include="Assembly-UnityScript-firstpass">
<HintPath>Library\ScriptAssemblies\Assembly-UnityScript-firstpass.dll</HintPath>
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1 change: 1 addition & 0 deletions Assembly-CSharp.csproj
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Expand Up @@ -58,6 +58,7 @@
<Compile Include="Assets\EpicFailInc\Scripts\Scene Specific\MainMenu\BombGenerator.cs" />
<Compile Include="Assets\EpicFailInc\Scripts\Scene Specific\MainMenu\mainMenuButtons.cs" />
<None Include="Assets\Standard Assets\Particles\Sources\Shaders\Particle Alpha Blend (Queue +100).shader" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
</ItemGroup>
<ItemGroup>
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1 change: 1 addition & 0 deletions Assembly-UnityScript-firstpass-vs.unityproj
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<Compile Include="Assets\Standard Assets\Scripts\Camera Scripts\SmoothLookAt.js" />
<Compile Include="Assets\Standard Assets\Scripts\General Scripts\DragRigidbody.js" />
<None Include="Assets\Standard Assets\Particles\Sources\Shaders\Particle Alpha Blend (Queue +100).shader" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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1 change: 1 addition & 0 deletions Assembly-UnityScript-firstpass.unityproj
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<Compile Include="Assets\Standard Assets\Scripts\Camera Scripts\SmoothLookAt.js" />
<Compile Include="Assets\Standard Assets\Scripts\General Scripts\DragRigidbody.js" />
<None Include="Assets\Standard Assets\Particles\Sources\Shaders\Particle Alpha Blend (Queue +100).shader" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<None Include="Assets\Standard Assets\Water (Basic)\Sources\Shaders\FX-Water Simple.shader" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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4 changes: 2 additions & 2 deletions Assets/EpicFailInc/Scripts/Character/FireScript.cs
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Expand Up @@ -4,7 +4,7 @@
public class FireScript : MonoBehaviour
{
public Transform ammunition;
public int speed = 1000;
public int speed = 0;
public float fireRateInSeconds = 1.0f;

//Private
Expand All @@ -24,7 +24,7 @@ void Update ()
if (fireInput > 0 && time >= fireRateInSeconds)
{
time = 0.0f;
var temp = (Transform)Instantiate(ammunition,new Vector3(transform.position.x, transform.position.y+(transform.localScale.y+0.5f), transform.position.z),Quaternion.identity);
var temp = (Transform)Instantiate(ammunition,new Vector3(transform.position.x, transform.position.y, transform.position.z),Quaternion.identity);
temp.GetChild(0).gameObject.active = false;
temp.rigidbody.AddForce(-transform.forward * speed);
}
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4 changes: 2 additions & 2 deletions Assets/EpicFailInc/Scripts/Character/HealthAndLifeRelated.cs
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Expand Up @@ -41,7 +41,7 @@ void Update ()
if(_lastTick != currentTick && currentTick % 3 == 0)
{
_lastTick = currentTick;
RegenerateHealth(5);
RegenerateHealth(1);
if (_gameManager != null)
_gameManager.Score += 1;
}
Expand All @@ -62,7 +62,7 @@ void RegenerateHealth(int howMuch)
void OnCollisionEnter(Collision collision)
{
if (!TakesFallDamage || !Alive) return;
if (collision.gameObject.tag == "Ground")
if (collision.gameObject.tag == "Ground" || collision.gameObject.tag == "DestructableWall")
{
if (collision.relativeVelocity.y >= 5)
{
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27 changes: 25 additions & 2 deletions Assets/EpicFailInc/Scripts/Character/Movement.cs
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Expand Up @@ -9,17 +9,22 @@ public class Movement : MonoBehaviour
public Camera SecondaryCamera;

private Vector3 _targetVelocity;
private GameManager _gameManager;

// Use this for initialization
private void Start()
{
_targetVelocity = new Vector3(0, 0, MaxVelocity);

var manager = GameObject.FindGameObjectWithTag("Manager");
if (manager != null)
{
_gameManager = (GameManager)manager.GetComponent("GameManager");
}
}

private void FixedUpdate()
{
float moveInput = Input.GetAxis("Horizontal");
float moveInput = Input.GetAxisRaw("Horizontal");
if (moveInput > 0) moveInput = 1;
else if (moveInput < 0) moveInput = -1;
else moveInput = 0;
Expand All @@ -43,8 +48,26 @@ private void Update()
{
MainCamera.gameObject.active = SecondaryCamera.gameObject.active;
SecondaryCamera.gameObject.active = !SecondaryCamera.gameObject.active;
}else
{
Debug.Log("Error, camera missing. First camera missing? "+(MainCamera == null).ToString() + "; Secondary camera missing? "+(SecondaryCamera == null).ToString());
}
}
}

void levelUp()
{
if(_gameManager != null)
{
_gameManager.LevelUp();
}
}

void OnTriggerEnter(Collider collision)
{
if (collision.gameObject.tag == "Finish")
{
levelUp();
}
}
}
16 changes: 15 additions & 1 deletion Assets/EpicFailInc/Scripts/GameManager.cs
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Expand Up @@ -7,7 +7,7 @@ public class GameManager : MonoBehaviour {
public float LifeSpan = 0;

//Currently unused (but need to implement sometime in the future)
public int CurrentLevel = 0;
public int CurrentLevel = 1;
public bool Paused = false;
public int LivesLeft = 3;
public bool ShowHints = true;
Expand All @@ -21,4 +21,18 @@ void Awake()
{
DontDestroyOnLoad(this);
}

public void LevelUp()
{
CurrentLevel += 1;
var testName = "Level_" + CurrentLevel;
if (Application.CanStreamedLevelBeLoaded(testName))
{
Application.LoadLevel(testName);
}
else
{
Application.LoadLevel("Winner");
}
}
}
2 changes: 0 additions & 2 deletions Assets/EpicFailInc/Scripts/Objects/Bombs/Explode.cs
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Expand Up @@ -59,8 +59,6 @@ void executeCollision()
var explosionPower = 300 * NumberOfBombs;
var explosionRadius = 2 * NumberOfBombs;

Debug.Log(NumberOfBombs);

var colliders = Physics.OverlapSphere( transform.position, explosionRadius );
foreach (var hit in colliders)
{
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3 changes: 1 addition & 2 deletions Assets/EpicFailInc/Scripts/PlayerGui.cs
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Expand Up @@ -43,13 +43,12 @@ public void FireMergedBomb(int HowManyToMerge)
{
//Need to do it here because this here's a monobehavior (not supposed to "new" those), as well as being able to get things like the amunition variable
var playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
var temp = (Transform)Instantiate(Ammunition, new Vector3(playerTransform.position.x, playerTransform.position.y + (playerTransform.localScale.y + 0.5f), playerTransform.position.z), Quaternion.identity);
var temp = (Transform)Instantiate(Ammunition, new Vector3(playerTransform.position.x, playerTransform.position.y, playerTransform.position.z), Quaternion.identity);
var explosionScript = (Explode)temp.gameObject.GetComponent(typeof(Explode));
explosionScript.NumberOfBombs = HowManyToMerge;
temp.GetChild(0).gameObject.active = false;
var downScale = .53f;
temp.localScale = new Vector3(temp.localScale.x * HowManyToMerge * downScale, temp.localScale.y * HowManyToMerge * downScale, temp.localScale.z * HowManyToMerge * downScale);
temp.rigidbody.AddForce(transform.forward * 100);
}
}

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Expand Up @@ -17,6 +17,9 @@ void Update ()
_time = 0f;
var temp = (Transform)Instantiate(WhatToGenerate, new Vector3(-1.76f, 8.67f, Random.Range(11f, -11f)), Quaternion.identity);
temp.GetChild(0).gameObject.active = false;
var explosionScript = (Explode)temp.gameObject.GetComponent(typeof(Explode));
var howManyToMerge = Random.Range(1, 5);
explosionScript.NumberOfBombs = howManyToMerge; //Changes the power of the explosion, don't wanna change the size of the bomb though.
}
}
}
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3 changes: 3 additions & 0 deletions Assets/Standard Assets/Skyboxes/_skybox info.txt
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The Skyboxes are imported at 512x512 to speed up the import process, but the original files are 1024x1024 and can be re-imported at that size for higher quality.

Each Skybox Texture also contains an Alpha Channel which can be used to modulate certain Image Effects (Pro Only). If you are not going to use the Alpha Channels it is best to re-import the Skybox Textures without them to preserve texture memory.
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