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@@ -20,14 +20,12 @@ void Start ()
{
bridge = new GameObject[bridge_size [0], bridge_size [1]];

Debug.Log (bridge.Length);

for (int i = 0; i < bridge_size [0]; i++)
{
for (int j = 0; j < bridge_size [1]; j++)
{
Vector3 segment_pos = new Vector3 (parent.transform.position.x - j, parent.transform.position.y, parent.transform.position.z + i);
bridge [i, j] = Instantiate (bridge_segment, segment_pos, Quaternion.identity, parent.gameObject.transform);
Vector3 segment_pos = new Vector3 (-j, 0.0f, i);
bridge [i, j] = Instantiate (bridge_segment, segment_pos, Quaternion.identity, gameObject.transform);
bridge[i,j].GetComponent<Renderer>().material.SetColor("_EmissionColor", Color.black);
}
}
@@ -19,6 +19,7 @@ void Start ()
player_location = GameObject.FindGameObjectWithTag ("Player").transform;
startPos = new Vector3 (this.transform.position.x, this.transform.position.y - 1.0f, this.transform.position.z);
endPos = this.transform.position;

}

float GetDistance()
@@ -30,8 +31,7 @@ float GetDistance()
//dist /= range;

//dist = dist * dist;

//Debug.Log (dist);


return dist;
}
@@ -1,7 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CielaSpike;

public class GroundWave : MonoBehaviour
{
@@ -99,23 +98,18 @@ public void Init(Transform controller_loc, Transform p_location, float p_height,
x_location = xLoc / scale;
y_location = yLoc / scale;

this.StartCoroutineAsync (Move ());
this.StartCoroutine (Move ());
}

IEnumerator Move()
{
while (going)
{


num = Mathf.PerlinNoise (x_location + time, y_location + time);
num += Mathf.PerlinNoise (x_location - (time + 0.2f), y_location - (time + 0.2f));

num /= 2.0f;




perlin_location = endPos;

perlin_location.y += num * wave_scale;
@@ -125,28 +119,14 @@ IEnumerator Move()

this_position.y = controller_location.y;


yield return Ninja.JumpToUnity;

Vector3 p_pos = player_location.position;

yield return Ninja.JumpBack;

distance = Vector3.Distance (p_pos, this_position);


yield return Ninja.JumpToUnity;


final_emission = Color.Lerp (startColor, endColor, num);

final_emission = Color.Lerp (player_color, final_emission, (distance - min) / max);

//band = 1.0f - audio_effect.average_band_buffer/ 2.0f;

//final_emission = Color.Lerp(Color.red, final_emission, band);


this.transform.localPosition = perlin_location;
this.transform.localPosition = Vector3.Slerp (player_pos, transform.position, ((distance - min) / max) - 0.1f);

@@ -155,7 +135,7 @@ IEnumerator Move()


time += Time.deltaTime;
yield return Ninja.JumpBack;

}

yield return null;
@@ -0,0 +1,215 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PlayerController : MonoBehaviour
{
[SerializeField]
private float moveSpeed = 2.0f, sensitivity = 5.0f, upDownRange = 6.0f;

private float forwardSpeed = 0.0f, sideSpeed = 0.0f, verticalRotation = 0.0f, verticalVelocity = 0.0f;

private CharacterController characterController;

private bool playerEnabled = true;

public Text HUD_text;

public bool console_active = false;

private float stepCycle = 0.5f, stepTimer = 0.0f;

//jacobs rotation code for controller
private float rotY;
private float rotX;

void OnEnable()
{
// Intro Sequence - Disable then re-enable the player
//EventManager.OnGameStart += DisablePlayer;
//EventManager.OnIntroComplete += EnablePlayer;
}

void OnTriggerEnter(Collider col)
{
if (col.tag == "Console")
{
console_active = true;

//col.gameObject.GetComponentInChildren<Console> ().ActivatePointer (true);
}
}

void OnTriggerExit(Collider col)
{
if (col.tag == "Console")
{
console_active = false;

//col.gameObject.GetComponentInChildren<Console> ().ActivatePointer (false);
}
}

// Use this for initialization
void Start()
{

// Disable the cursor
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;

// Get Components
characterController = GetComponent<CharacterController>();
rotY = transform.rotation.eulerAngles.x;
rotX = transform.rotation.eulerAngles.y;

//RotatePlayer(new Vector3(0.0f, 180.0f, 0.0f));
}

void RotatePlayer(Vector3 angle)
{
Quaternion rot = Quaternion.Euler(angle.x, angle.y, angle.y);
transform.Rotate (angle);// new Vector3(angle.x, angle.y, angle.z);
}

// Update is called once per frame
void Update()
{
// If the player is active
if(playerEnabled)
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(new Vector3((Screen.width / 2), (Screen.height / 2)));

if (Physics.Raycast(ray.origin, ray.direction, out hit, 7.0f))
{
if (hit.collider.gameObject.tag == "PuzzleLayer")
{
Debug.Log("Puzzle ray cast");
HUD_text.text = "LMB/RMB to rotate this segment";
if (Input.GetMouseButtonDown(0) || Input.GetButton("A"))
{
hit.collider.gameObject.SendMessage("SetDirection", 1);
hit.collider.gameObject.SendMessage("Rotate", true);
}

else if (Input.GetMouseButtonDown(1) || Input.GetButton("B"))
{
hit.collider.gameObject.SendMessage("SetDirection", -1);
hit.collider.gameObject.SendMessage("Rotate", true);

}

}
else if (hit.collider.gameObject.tag == "PuzzleReset")
{
HUD_text.text = "LMB reset the puzzle";
if (Input.GetMouseButtonDown(0))
{
hit.collider.gameObject.SendMessage("Reset");
}

}
else
{
HUD_text.text = "";
}

}
else
{
HUD_text.text = "";

}

// Camera Rotation
//float rotLeftRight = Input.GetAxis("Mouse X") * 100;
//rotLeftRight *= Time.deltaTime;
//transform.Rotate(0, rotLeftRight, 0);

//verticalRotation -= Input.GetAxis("Mouse Y") * 100;
//verticalRotation = Mathf.Clamp(verticalRotation, -upDownRange, upDownRange);

//Camera.main.transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);

// New rotational code to allow for delta time and controller input
float mouseY = -Input.GetAxis("Mouse Y");
float mouseX = Input.GetAxis("Mouse X");

rotY += mouseY * sensitivity * Time.deltaTime;
rotX = mouseX * sensitivity * Time.deltaTime;

transform.Rotate (new Vector3(0.0f, rotX, 0.0f));

// Quaternion xRotation = Quaternion.Euler(0.0f, rotX, 0.0f);
//transform.localRotation = xRotation;
rotY = Mathf.Clamp(rotY, -upDownRange, upDownRange);


Quaternion localRotation = Quaternion.Euler(rotY, 0.0f, 0.0f);
Camera.main.transform.localRotation = localRotation;
// Move the camera
// Movement
forwardSpeed = Input.GetAxis("Vertical") * moveSpeed;
sideSpeed = Input.GetAxis("Horizontal") * moveSpeed;

// Stop the player falling if they're grounded
verticalVelocity = characterController.isGrounded ? 0 : verticalVelocity + (Physics.gravity.y * Time.deltaTime);

Vector3 speed = new Vector3(sideSpeed, verticalVelocity, forwardSpeed);
speed = transform.rotation * speed;
characterController.Move(speed * Time.deltaTime);

if (console_active)
{
RaycastHit hitConsole;
Ray rayConsole = Camera.main.ViewportPointToRay (new Vector3 (0.5f, 0.5f, 0.0f));
if (Physics.Raycast (rayConsole, out hitConsole))
{
if (hitConsole.collider.gameObject.tag == "Screen")
{
hitConsole.collider.gameObject.SendMessage ("UpdateConsolePointer", hitConsole.point);
}
}
}

// Increase the step timer
stepTimer += Time.deltaTime;

// Check if the player is moving
if(speed.sqrMagnitude > 0.0f)
{
// Check if the player is grounded
if(characterController.isGrounded)
{
// If the step timer exceeds the cycle interval
if (stepTimer > stepCycle)
{
// Reset the timer
stepTimer -= 0.5f;

// Post a footstep event
//AkSoundEngine.PostEvent("footstep", gameObject);
}
}

}
else
{
stepTimer = 0.0f;
}
}
}

void DisablePlayer()
{
playerEnabled = false;
}

void EnablePlayer()
{
playerEnabled = true;
}

}
@@ -72,5 +72,5 @@ Material:
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
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BIN +9.5 KB (120%) Assets/Thumbs.db
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BIN -16 MB Assets/skyb1/l.psd
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