@@ -4,14 +4,14 @@

public class LeverSwitch : Switch {

bool hasBeenToggled = false;
bool initialPosition = true;

void OnCollisionEnter2D(Collision2D col)
{
Vector2 colNorm = col.contacts[0].normal;
float AngleOfCol = Vector2.Angle(-1 * colNorm, transform.right);
float AngleOfCol = Vector2.Angle( colNorm, transform.right);
Debug.Log(AngleOfCol);

Debug.DrawRay(col.contacts[0].point, col.contacts[0].normal * 15, Color.white, 1f);
if(AngleOfCol < 90)
{
//Debug.Log("NotToggling!");
@@ -29,16 +29,20 @@ public void Toggle()
Transform leverSwitch = transform.Find("LeverHandle");

var anim = GetComponent<Animation>();
if(hasBeenToggled == false)
if(initialPosition == true)
{
anim["BasicLeverToggle"].speed = 1;
anim["BasicLeverToggle"].time = 0;
anim.Play("BasicLeverToggle");
activateTargets();
initialPosition = false;
}else
{
anim["BasicLeverToggle"].speed = -1;
anim["BasicLeverToggle"].time = anim["BasicLeverToggle"].length;
anim.Play("BasicLeverToggle");
deactivateTargets();
initialPosition = true;
}

}
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@@ -134,6 +134,7 @@ MonoBehaviour:
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@@ -42,6 +42,7 @@ GameObject:
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@@ -71,15 +72,15 @@ Transform:
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@@ -126,13 +127,40 @@ Rigidbody2D:
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@@ -165,7 +193,7 @@ BoxCollider2D:
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@@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RobotHeadLamp : MonoBehaviour {

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

}



public void FlickerLight(bool on = true)
{
if (on)
{
GetComponent<Animation>().Play("HeadLampFlicker");
}
}
}

Large diffs are not rendered by default.

@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public struct CauseOfDeath
{
//Reference to killer object, if responsible
GameObject killer;
//Weapon or object which wait might not need this class hold on
string cause;
}
@@ -104,7 +104,6 @@ public class EnemyMovement : MonoBehaviour {
}
else
{
Debug.Log("not close enough yet");
GetComponent<RobotController>().MoveHorizontal(currentSpeed);//keep moving robot
}

@@ -6,10 +6,12 @@
public class PlayerController : MonoBehaviour {
public static PlayerController playerController;
public static Player player;
Robot playerRobot;
RobotController playerRC;
public Robot playerRobot;
public RobotController playerRC;
Rigidbody2D rb;

public bool movementEnabled = true;

static public Vector2 GetMouseInWorldSpace()
{
Vector2 pos;
@@ -38,62 +40,65 @@ void Start()
}

player = GetComponent<Player>();

playerRobot.robotDiedEvent.AddListener(OnDeath);
}



// Update is called once per frame
void Update () {

if (Input.GetKey(KeyCode.D))
if (movementEnabled)
{
playerRC.MoveHorizontal(playerRobot.speed * Time.deltaTime);
if (Input.GetKey(KeyCode.D))
{
playerRC.MoveHorizontal(playerRobot.speed * Time.deltaTime);

}else if (Input.GetKey(KeyCode.A))
{
playerRC.MoveHorizontal(-1 * playerRobot.speed * Time.deltaTime);
}
else if (Input.GetKey(KeyCode.A))
{
playerRC.MoveHorizontal(-1 * playerRobot.speed * Time.deltaTime);
}

if (Input.GetKeyDown(KeyCode.Space))
{
playerRC.Jump();
}
}

if (Input.GetKeyDown(KeyCode.G))
{
playerRobot.headLampActive = !playerRobot.headLampActive;
//playerRC.SetHeadlightOn(true);
}

if (Input.GetKeyDown(KeyCode.Mouse0))
{
playerRC.FireRightArm();
}

if (Input.GetKeyDown(KeyCode.Space))
{
playerRC.Jump();
}

//Test function since enemies not implemented
if (Input.GetKeyDown(KeyCode.T))
{
//For testing
player.GetComponent<Robot>().takeDamage();
}


//Looting body parts
if (Input.GetKeyDown(KeyCode.E))
{
Vector2 pos = new Vector2(transform.position.x + 1, transform.position.y);
var colls = Physics2D.OverlapBoxAll(pos, new Vector2(1, 1), 0);
var colls = Physics2D.OverlapBoxAll(pos, new Vector2(1, 1.5f), 0);

foreach(Collider2D col in colls)
{
/*
if (col.gameObject.GetComponent<BodyPartItem>())
{
Debug.Log("Equipping: " + col.gameObject.GetComponent<BodyPartItem>().bodyPart);
PlayerController.player.GetComponent<Robot>().EquipBodyPart(col.gameObject.GetComponent<BodyPartItem>().bodyPart);
//Destroy(col.gameObject);
}*/
if (col.gameObject.GetComponent<BodyPart>())
{
Debug.Log("Equipping: " + col.gameObject);
PlayerController.player.GetComponent<Robot>().EquipBodyPart(col.gameObject.GetComponent<BodyPart>());
//Destroy(col.gameObject);
}
}
}
@@ -120,5 +125,27 @@ void resetPose(float xOffset = 0, float yOffset = 0)



public void SetMovementEnabled(bool enabled)
{
movementEnabled = enabled;
}

public void DisableMovementForDuration(float duration)
{
StartCoroutine(TimedDisable(duration));
}

//Disables movement and enables after 'duration' period of time
IEnumerator TimedDisable(float duration)
{
SetMovementEnabled(false);
yield return new WaitForSeconds(duration);
SetMovementEnabled(true);
yield return null;
}

public void OnDeath(GameObject killer)
{
Debug.Log("You have died");
}
}
@@ -1,13 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;


public class RobotDiedEvent : UnityEvent<GameObject>
{

}




public class Robot : MonoBehaviour {


public RobotDiedEvent robotDiedEvent;

public Legs legs;
public LeftArm leftArm;
public RightArm rightArm;
@@ -17,6 +25,12 @@ public class Robot : MonoBehaviour {
public float speed = 300;
public float jumpPower = 200;


void Awake()
{
robotDiedEvent = new RobotDiedEvent();
}

// Use this for initialization
void Start () {
if (leftArm != null)
@@ -54,25 +68,31 @@ public bool EquipBodyPart(BodyPart bodyPart)

if (bodyPart.GetComponent<RightArm>())
{
EquipRightArm(bodyPart.GetComponent<RightArm>());
oldPart = EquipRightArm(bodyPart.GetComponent<RightArm>());
return true;
}

if(oldPart != null)
{
//oldPart.transform.SetParent(null);
//oldPart.AddComponent<rigid
}
return false;
}


public bool swapLegs(Legs newLegs)
{
Rigidbody2D rb = GetComponent<Rigidbody2D>();
if (legs == null)
{
Rigidbody2D rb = GetComponent<Rigidbody2D>();
transform.position += new Vector3(0, 1);
rb.velocity = Vector2.zero;
rb.angularVelocity = 0;
transform.rotation = Quaternion.identity;
rb.constraints = RigidbodyConstraints2D.FreezeRotation;
}

rb.constraints = RigidbodyConstraints2D.FreezeRotation;
newLegs.transform.SetParent(transform.Find("LegsSlot"), false);
newLegs.transform.localPosition = Vector3.zero;
newLegs.transform.rotation = Quaternion.identity;
@@ -156,4 +176,8 @@ public bool LoseArm(bool shouldKnock = false)
}


public void Die(GameObject killer = null)
{
robotDiedEvent.Invoke(killer);
}
}
@@ -30,6 +30,8 @@ public class RobotController : MonoBehaviour {
public float wallStickDuration = 0.2f;
public float WallJumpPushOffPower = 1000f;

public float WallJumpMovementDisableDuration = 0.5f;



void Awake()
@@ -114,10 +116,10 @@ public void Jump()
dir = Vector2.right * -1;
}else
{
Debug.Log("go left");
dir = Vector2.right;
}
rb.AddForce(dir * WallJumpPushOffPower);
PlayerController.playerController.DisableMovementForDuration(WallJumpMovementDisableDuration);
}
state = RobotState.InAir;
}
@@ -185,7 +187,12 @@ void OnCollisionEnter2D(Collision2D col)
lastSurfaceHit = col.gameObject;

}



public void SetHeadlightOn(bool on = true)
{
var light = GetComponentInChildren<RobotHeadLamp>();
light.FlickerLight(true);
}

}
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@@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UIManager : MonoBehaviour {

// Use this for initialization
void Start () {
PlayerController.playerController.playerRobot.robotDiedEvent.AddListener(ShowDeathScreen);
}

// Update is called once per frame
void Update () {

}

public void ShowDeathScreen(GameObject killer)
{
var ds = transform.Find("DeathScreen").gameObject;
ds.SetActive(true);
}
}
File renamed without changes.
@@ -3,6 +3,8 @@ Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
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EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Factory 9", "Assembly-CSharp-Editor.csproj", "{7B72E4B1-B9E2-05FA-5C6B-D8315E86F6A2}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -13,6 +15,10 @@ Global
{EFDB27A3-558E-13D3-A5EE-D143B444E97F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{EFDB27A3-558E-13D3-A5EE-D143B444E97F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{EFDB27A3-558E-13D3-A5EE-D143B444E97F}.Release|Any CPU.Build.0 = Release|Any CPU
{7B72E4B1-B9E2-05FA-5C6B-D8315E86F6A2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7B72E4B1-B9E2-05FA-5C6B-D8315E86F6A2}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7B72E4B1-B9E2-05FA-5C6B-D8315E86F6A2}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7B72E4B1-B9E2-05FA-5C6B-D8315E86F6A2}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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wait-for-native-debugger=0
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@@ -0,0 +1,171 @@
WindowsStandalone
SceneListBegin?
Assets/Scenes/DamenTest.unity
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