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{fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} + m_StaticBatchInfo: + firstSubMesh: 0 + subMeshCount: 0 + m_StaticBatchRoot: {fileID: 0} + m_ProbeAnchor: {fileID: 0} + m_LightProbeVolumeOverride: {fileID: 0} + m_ScaleInLightmap: 1 + m_ReceiveGI: 1 + m_PreserveUVs: 0 + m_IgnoreNormalsForChartDetection: 0 + m_ImportantGI: 0 + m_StitchLightmapSeams: 1 + m_SelectedEditorRenderState: 0 + m_MinimumChartSize: 4 + m_AutoUVMaxDistance: 0.5 + m_AutoUVMaxAngle: 89 + m_LightmapParameters: {fileID: 0} + m_SortingLayerID: 0 + m_SortingLayer: 0 + m_SortingOrder: 5 + m_Sprite: {fileID: 0} + m_Color: {r: 1, g: 1, b: 1, a: 1} + m_FlipX: 0 + m_FlipY: 0 + m_DrawMode: 0 + m_Size: {x: 1, y: 1} + m_AdaptiveModeThreshold: 0.5 + m_SpriteTileMode: 0 + m_WasSpriteAssigned: 0 + m_MaskInteraction: 0 + m_SpriteSortPoint: 0 diff --git a/Assets/Script/Checkpoint.cs b/Assets/Script/Checkpoint.cs new file mode 100644 index 0000000..a0ba0ca --- /dev/null +++ b/Assets/Script/Checkpoint.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class Checkpoint : MonoBehaviour +{ + + [SerializeField] public Vector2 spawnCoords; + + void Start() + { + Rigidbody2D rb = GetComponent(); + spawnCoords = rb.position; + } + + + private void OnTriggerEnter2D(Collider2D collision) + { + if(collision.gameObject.CompareTag("Joueur")) + { + Player player = collision.gameObject.GetComponent(); + player.setSpawnPoint(spawnCoords); + } + } + + +} diff --git a/Assets/Script/Checkpoint.cs.meta b/Assets/Script/Checkpoint.cs.meta new file mode 100644 index 0000000..785c172 --- /dev/null +++ b/Assets/Script/Checkpoint.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 16035e3dd237490488b49b6b32a49dcd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/Damager.cs b/Assets/Script/Damager.cs new file mode 100644 index 0000000..ecfa81a --- /dev/null +++ b/Assets/Script/Damager.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class Damager : MonoBehaviour +{ + [SerializeField] public int damageValue; + + private void OnTriggerEnter2D(Collider2D collision) + { + if(collision.gameObject.CompareTag("Joueur")) + { + Player player = collision.gameObject.GetComponent(); + Debug.Log(player.health); + player.hurt(damageValue); + } + } + + +} diff --git a/Assets/Script/Damager.cs.meta b/Assets/Script/Damager.cs.meta new file mode 100644 index 0000000..2708c80 --- /dev/null +++ b/Assets/Script/Damager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ba6bdee10a2a74469b1422508d901c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/Life.cs b/Assets/Script/Life.cs new file mode 100644 index 0000000..1615fac --- /dev/null +++ b/Assets/Script/Life.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class Life : MonoBehaviour +{ + public int heartNumber; + private GameObject player; + private Player p; + private Image image; + + void Start(){ + player = GameObject.Find("Player"); + p = player.GetComponent(); + image = GetComponent(); + } + + private void Update() + { + if (p.health >= heartNumber){ + image.enabled = true; + } + else{ + image.enabled = false; + } + } + +} \ No newline at end of file diff --git a/Assets/Script/Life.cs.meta b/Assets/Script/Life.cs.meta new file mode 100644 index 0000000..e1720da --- /dev/null +++ b/Assets/Script/Life.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 404d4d4a938e10d4fa5a3608242138a4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/Player.cs b/Assets/Script/Player.cs index 3aab3a3..81707a2 100644 --- a/Assets/Script/Player.cs +++ b/Assets/Script/Player.cs @@ -3,23 +3,25 @@ using System.Collections.Generic; using UnityEngine; /* DONE -- Dash done -- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course) -- S'accroupir done ------------>(Il peut crouch et courir en même temps) -- Climb done ------------------> - -DOING - Une zone ou tu es ralenti +- Dash done +- Climb done ------------------> - Un objet immobile qui te ferait -1 de dégât si tu le touche (exemple, une barrière ) - Un objet qui te ferait -1 de dégât si il te tombe dessus. (Ex: une caisse tombe du ciel quand le chat passe en des - -TODO -- Une barre de vie constituer de 9 coeurs - Respawn & Checkpoint -- MAYBE mettre une stamina uniquement sur le Climb -- Collectibles +- Une barre de vie constituer de 9 coeurs, ca fonctionne mais que en -2 au lieu de -1 vie + +DOING +- Collectibles (ca donnerai un boost au chat pendant la course poursuite, maybe desactiver le dash pour pas pouvoir le spam) - Se faire poursuivre par le chien, si il nous touche, on dead +TODO +- MAYBE mettre une stamina uniquement sur le Climb + +BUG FIXES +- S'accroupir done ------------>(Il peut crouch et courir en même temps) +- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course) +- CROUCH BUG : exemple : si je marche mais que je veux crouch l'animation a une latence mais la lenteur du crouch est la -Quand tu cours, rajouter une velocité de force moins forte pour pas qu'il y ai l'ajout de force sur les pentes */ @@ -42,9 +44,12 @@ public class Player : MonoBehaviour //SerializeField sert à afficher les paramètres dans le player //Le dash limit sert à mettre une Limite de Dash, je peux le changer directement dans le "Inspector" du player. + [SerializeField] public int health = 9; [SerializeField] private int dashLimit = 1; [SerializeField] private int currentDash; [SerializeField] private float jumpForce = 10f; + private Vector2 spawnPoint = new Vector2(-28,0); //TODO set first spawn point + private bool isSlowed = false; private bool canCrouch = false; private bool grounded = false; private bool canClimb = true; @@ -78,6 +83,7 @@ public class Player : MonoBehaviour void Start() { rb = GetComponent(); + setSpawnPoint(rb.position); sr = GetComponent(); animController = GetComponent(); currentDash = dashLimit; @@ -107,6 +113,11 @@ public class Player : MonoBehaviour animController.SetFloat("speed", Mathf.Abs(horizontalValue)); verticalValue = Input.GetAxis("Vertical"); + if (Input.GetKeyDown(KeyCode.Return)){ + respawn(); + } + + if (Input.GetKeyDown(KeyCode.Space) && canJump) { if (isClimbing) @@ -151,6 +162,8 @@ public class Player : MonoBehaviour // Si tu cours pas, est ce que tu climb ? Si tu climb pas, est-ce que // tu crouch? Si tu cours pas, tu climb, tu crouch pas, c'est que tu marches float speedModifer; + + // Modificateurs de vitesse en fonction de l'action du joueur if (isRunning) { speedModifer = runningSpeed; @@ -167,6 +180,13 @@ public class Player : MonoBehaviour { speedModifer = walkingSpeed; } + + // Modificateurs de vitesse en fonction du status du joueur + + if (isSlowed){ + speedModifer = speedModifer / 2.0f; + } + Vector2 horizontalVelocity = new Vector2(horizontalValue * speedModifer * Time.fixedDeltaTime, rb.velocity.y); Vector2 verticalVelocity = new Vector2(rb.velocity.x, verticalValue * speedModifer * Time.fixedDeltaTime); Vector2 targetVelocity = new Vector2(); @@ -182,28 +202,14 @@ public class Player : MonoBehaviour private void OnTriggerStay2D(Collider2D collision) { - if(collision.gameObject.CompareTag("Ladders")) - { - isClimbing = true; - grounded = false; - rb.gravityScale = 0f; - rb.velocity = new Vector2(); - animController.SetBool("Climbing", true); - Debug.Log("Escalader"); - /*if (isJumping) - { - animController.SetBool("Climbing", false); - }*/ - }/*else + + /*else { Debug.Log("Pas esclade"); //isClimbing = false; //animController.SetBool("Climbing", false); }*/ - currentDash = dashLimit; - grounded = true; - canJump = true; } private void OnTriggerExit2D(Collider2D collision) @@ -214,15 +220,33 @@ public class Player : MonoBehaviour grounded = true; rb.gravityScale = originalGravity; rb.velocity = new Vector2(); - animController.SetBool("Climbing", false); - - + animController.SetBool("Climbing", false); + } + if(collision.gameObject.CompareTag("Slowdown")){ + isSlowed = false; } } private void OnTriggerEnter2D(Collider2D collision) { animController.SetBool("Jumping", false); + + if(collision.gameObject.CompareTag("Ladders")) + { + isClimbing = true; + grounded = false; + rb.gravityScale = 0f; + rb.velocity = new Vector2(); + animController.SetBool("Climbing", true); + Debug.Log("Escalader"); + } + + if(collision.gameObject.CompareTag("Slowdown")){ + isSlowed = true; + } + currentDash = dashLimit; + grounded = true; + canJump = true; } @@ -234,7 +258,7 @@ public class Player : MonoBehaviour // // ////////////////////////////////////////////////////////////// - void HanddleRun(){ + private void HanddleRun(){ if (Input.GetKeyDown(KeyCode.LeftControl) && canRun) { isRunning = true; @@ -247,7 +271,7 @@ public class Player : MonoBehaviour } } - void HanddleCrouch(){ + private void HanddleCrouch(){ if (Input.GetKeyDown(KeyCode.LeftAlt)) { isCrouching = true; @@ -260,7 +284,6 @@ public class Player : MonoBehaviour } } - private IEnumerator Dash() { currentDash--; @@ -273,12 +296,33 @@ public class Player : MonoBehaviour { rb.velocity += DashDirection; } - - //Je crois que "return" est utilisé pour relancer le code dès que Sunny a toucher le sol yield return new WaitForSeconds(dashingTime); isDashing = false; yield return new WaitForSeconds(dashingCooldown); canDash = true; } + + public void respawn(){ + rb.transform.position = spawnPoint; + } + + + public void setSpawnPoint(Vector2 coord){ + spawnPoint = coord; + } + + public void heal(int value){ + health += value; + } + + public void hurt(int value){ + health -= value; + if (health <= 0){ + health = 9; + respawn(); + } + } + + } \ No newline at end of file diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 7d801e6..4bd5990 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -5,6 +5,10 @@ TagManager: serializedVersion: 2 tags: - Ladders + - Slowdown + - HURT + - Joueur + - Checkpoint layers: - Default - TransparentFX