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with 476 additions and 41 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Shopping : MonoBehaviour
public class PanneauDisplay : MonoBehaviour
{
private bool playerInRange;
private Component player;
public string TextToDisplay = "Ceci est le texte de base du panneau";
public GameObject backgroundPanelDisplay;
public GameObject textPanelDisplay;
// Start is called before the first frame update
void Start()
{
backgroundPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
textPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.E) && playerInRange)
{
Dialog.instance.Situation("marchand");
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
playerInRange = true;
textPanelDisplay.GetComponent<Text>().text = TextToDisplay;
backgroundPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(1f);
textPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(1f);
}
}
private void OnTriggerExit2D(Collider2D collision)
{
playerInRange = false;
player = collision;
if (collision.CompareTag("Player"))
{
backgroundPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
textPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GenerateMap : MonoBehaviour
{
public Item chaussures;
public Item baton;
public Item rechaud;
public Item tente;
public GameObject GO_chaussures;
public GameObject GO_baton;
public GameObject GO_rechaud;
public GameObject GO_tente;
public List<GameObject> pVillage = new List<GameObject>();
public List<GameObject> pBoutique = new List<GameObject>();
public List<GameObject> pUsine = new List<GameObject>();
public int nb_of_plot = 8;
public Object[,] plot=new Object[3,3];
public GameObject panelE;
public GameObject Ebutt;
public GameObject textE;
public GameObject textEObject;
public GameObject GO_Panneau;
public GameObject displayBox;
public GameObject displayText;
//Les coordonées x dans l'ordre
private int[] xs=new int[]{-17,0,17}; //colonne
//Les coordonées y dans l'ordre
private int[] ys=new int[]{26,13,0}; //ligne
public static GenerateMap instance;
private void Awake()
{
if (instance != null)
return;
instance = this;
}
void Start()
{
panelE.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutt.GetComponent<CanvasRenderer>().SetAlpha(0f);
textE.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
generateVillage();
}
//Place les 8 prefabs aux bons endroits
public void generateVillage()
{/*
for (int i=0;i< nb_of_plot; i++)
{
plot[i] = Instantiate(pVillage[Random.Range(0, pVillage.Count)], new Vector3(xs[i], ys[i], 0), Quaternion.identity);
}*/
for(int x = 0; x < xs.Length; x++)
{
for(int y = 0; y<ys.Length; y++)
{
if(!(x==2 && y==2))
plot[x,y] = Instantiate(pVillage[Random.Range(0, pVillage.Count)], new Vector3(xs[x], ys[y], 0), Quaternion.identity);
}
}
}
public void generateBoutique(int column, int line, string objetVente)
{
float xOffset = 0;
float yOffset = 0;
Destroy(plot[column, line]);
Item itemToSell = null;
GameObject goToSell = null;
switch (objetVente)
{
case "chaussure":
itemToSell = chaussures;
goToSell = GO_chaussures;
xOffset = 0;
yOffset = 6.1F;
break;
case "baton":
itemToSell = baton;
goToSell = GO_baton;
xOffset = 0;
yOffset = 6.11F;
break;
case "rechaud":
itemToSell = rechaud;
goToSell = GO_rechaud;
xOffset = 0;
yOffset = 6.10F;
break;
case "tente":
itemToSell = tente;
goToSell = GO_tente;
xOffset = 2.7F;
yOffset = 2.27F;
break;
}
if (itemToSell && goToSell)
{
GameObject shop = Instantiate(pBoutique[Random.Range(0, pBoutique.Count)], new Vector3(xs[column], ys[line], 0), Quaternion.identity);
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().sellItem = itemToSell;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().itemForSale.Add(goToSell);
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().panelEbutton = panelE;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().Ebutton = Ebutt;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().textEbutton = textE;
shop.transform.Find("Shop").gameObject.GetComponent<Shopping>().textEbuttonObject = textEObject;
plot[column, line] = shop;
float x = shop.transform.position.x + xOffset;
float y = shop.transform.position.y + yOffset;
Instantiate(goToSell, new Vector3(x, y, 0), Quaternion.identity);
GameObject panneau = Instantiate(GO_Panneau, new Vector3(shop.transform.position.x +5.5f, shop.transform.position.y + 2.48f, 0), Quaternion.identity);
panneau.GetComponent<PanneauDisplay>().textPanelDisplay = displayText;
panneau.GetComponent<PanneauDisplay>().backgroundPanelDisplay = displayBox;
panneau.GetComponent<PanneauDisplay>().TextToDisplay = "Boutique de "+itemToSell.nom;
}
else
Debug.LogError("Mauvais paramètre pour objetVente: "+ objetVente);
}
public void generateUsine(int column, int line)
{
Destroy(plot[column, line]);
plot[column, line] = Instantiate(pUsine[Random.Range(0, pUsine.Count)], new Vector3(xs[column], ys[line], 0), Quaternion.identity);
}
public void generateBoutiqueTest()
{
// COLONNE, LIGNE
generateBoutique(0, 0, "rechaud");
generateUsine(1, 0);
generateBoutique(0, 1, "tente");
generateBoutique(1, 2, "baton");
generateBoutique(1, 1, "chaussure");
}
void Update()
{
}
}
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......@@ -5,8 +5,8 @@ using UnityEngine;
public class Border : MonoBehaviour
{
public Item itemNeeded;
public Inventory inventory;
public BoxCollider2D collider;
public BoxCollider2D forestCollider;
private void OnCollisionEnter2D(Collision2D collision)
{
......@@ -14,15 +14,34 @@ public class Border : MonoBehaviour
{
Debug.Log("JE TOUCHE LA BORDEER");
if (inventory.hasItem(itemNeeded))
if (Inventory.instance.hasItem(itemNeeded))
{
Debug.Log("Je possde l'item ncessaire");
collider.enabled = false;
Debug.Log("Je poss?de l'item n?cessaire");
GameObject player = GameObject.FindGameObjectWithTag("Player");
//Debug.Log(player.GetComponent<PlayerMovement>().ispassed[itemNeeded.id - 1]);
player.GetComponent<PlayerMovement>().ispassed[itemNeeded.id - 1] = true;
forestCollider.enabled = false;
}
else
Debug.Log("Je ne possde pas l'item ncessaire");
{
Debug.Log("Je n'ai pas l'item n?cessaire");
switch (itemNeeded.id)
{
case 1:
Dialog.instance.setSituation("borderChaussure");
break;
case 2:
Dialog.instance.setSituation("borderBaton");
break;
case 3:
Dialog.instance.setSituation("borderRechaud");
break;
case 4:
Dialog.instance.setSituation("borderTente");
break;
}
}
}
}
......
......@@ -6,7 +6,7 @@ using UnityEngine;
public class Item : ScriptableObject {
public int id;
public string name;
public string nom;
public string description;
public Sprite image;
......
......@@ -15,9 +15,12 @@ public class PlayerMovement : MonoBehaviour
{
public float speed;
private Rigidbody2D myRigidbody;
private Vector3 change;
private Vector2 moveDirection;
private Animator animator;
public PlayerState currentState;
public GameObject player;
public bool[] ispassed;
public int stage;
// Start is called before the first frame update
void Start()
......@@ -26,45 +29,51 @@ public class PlayerMovement : MonoBehaviour
animator = GetComponent<Animator>();
myRigidbody = GetComponent<Rigidbody2D>();
animator.SetFloat("moveX", 0);
animator.SetFloat("moveY", -1);
ispassed = new bool[] { false, false, false, false };
stage = 0;
}
// Update is called once per frame
void Update()
{
change = Vector3.zero;
change.x = Input.GetAxisRaw("Horizontal");
change.y = Input.GetAxisRaw("Vertical");
ProcessInputs();
if(currentState == PlayerState.walk)
{
UpdateAnimationAndMove();
}
Vector3 pos = Camera.main.WorldToViewportPoint(transform.position);
pos.x = Mathf.Clamp01(pos.x);
pos.y = Mathf.Clamp01(pos.y);
transform.position = Camera.main.ViewportToWorldPoint(pos);
gameIntelligence();
}
private void FixedUpdate()
{
moveDirection.Normalize();
myRigidbody.velocity = new Vector2(moveDirection.x * speed, moveDirection.y * speed);
}
void MoveCharacter()
private void ProcessInputs()
{
change.Normalize();
myRigidbody.MovePosition(transform.position + change * speed * Time.deltaTime);
float moveX = Input.GetAxisRaw("Horizontal");
float moveY = Input.GetAxisRaw("Vertical");
moveDirection = new Vector2(moveX, moveY);
}
void UpdateAnimationAndMove()
{
if (change != Vector3.zero)
if (moveDirection != Vector2.zero)
{
MoveCharacter();
animator.SetFloat("moveX", change.x);
animator.SetFloat("moveY", change.y);
animator.SetFloat("moveX", moveDirection.x);
animator.SetFloat("moveY", moveDirection.y);
animator.SetBool("moving", true);
}
......@@ -72,6 +81,49 @@ public class PlayerMovement : MonoBehaviour
{
animator.SetBool("moving", false);
}
}
void gameIntelligence()
{
if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 0)
{
GenerateMap.instance.generateBoutique(0, 0, "chaussure");
stage++;
}
else if (stage == 1 && ispassed[0] == true)
{
GenerateMap.instance.generateUsine(0, 1);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 2)
{
GenerateMap.instance.generateBoutique(0, 2, "baton");
stage++;
}
else if (stage == 3 && ispassed[1] == true)
{
GenerateMap.instance.generateUsine(1, 1);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 4)
{
GenerateMap.instance.generateBoutique(1, 2, "rechaud");
stage++;
}
else if (stage == 5 && ispassed[2] == true)
{
GenerateMap.instance.generateUsine(2, 0);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 6)
{
GenerateMap.instance.generateBoutique(2, 1, "tente");
stage++;
}
else if (stage == 7 && ispassed[3] == true)
{
GenerateMap.instance.generateUsine(1, 0);
//stage++;
}
}
}
......@@ -44,16 +44,13 @@ public class PlayerNature : MonoBehaviour
void Update()
{
//toutes les x secondes => on perd un certain nombre de secondes
if (Time.time > nextActionTime)
{
nextActionTime += period;
this.LooseNature(this.TimeDamage);
}
////toutes les x secondes => on perd un certain nombre de secondes
//if (Time.time > nextActionTime)
//{
// nextActionTime += period;
if (this.currentNature < 0)
Debug.Log("qsidjgbisdfjghb");
// this.LooseNature(this.TimeDamage);
//}
}
// Perd un certain nombre de points de nature
......@@ -72,6 +69,9 @@ public class PlayerNature : MonoBehaviour
{
this.currentNature += bonus;
if (this.currentNature >= 100)
this.currentNature = 100;
this.natureBar.SetValue(this.currentNature);
}
......
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// Ce script n'est plus utilisé
/// </summary>
public class loadScene : MonoBehaviour
{
public int nextYear;
public string nextYear;
public Text year;
public Text city;
public string scene;
public Animator animmator;
public void ChargerScene() {
animmator.SetBool("Change",true);
year.text=""+nextYear;
city.text="DUSSELDORF";
public string nom;
public void ChargerScene()
{
animmator.SetBool("Change", true);
year.text = "" + nextYear;
city.text = nom;
StartCoroutine(nextLevelTimer());
}
private IEnumerator nextLevelTimer()
{
yield return new WaitForSeconds(5);
SceneManager.LoadScene(scene);
}
......@@ -36,7 +42,6 @@ public class loadScene : MonoBehaviour
// Update is called once per frame
void Update()
{
}
public void ExitGame()
......
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Shopping : MonoBehaviour
{
private bool playerInRange;
private bool isBuy = false;
public Item sellItem = null;
//public GameObject[] itemForSale = new GameObject[2];
public List<GameObject> itemForSale = new List<GameObject>();
public GameObject panelEbutton;
public GameObject Ebutton;
public GameObject textEbutton;
public GameObject textEbuttonObject;
// Start is called before the first frame update
void Start()
{
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
// Update is called once per frame
void Update()
{
if (playerInRange)
{
switch (sellItem.id)
{
case 1:
textEbuttonObject.GetComponent<Text>().text = "Chaussures de marche";
break;
case 2:
textEbuttonObject.GetComponent<Text>().text = "Bâton de marche";
break;
case 3:
textEbuttonObject.GetComponent<Text>().text = "Réchaud";
break;
case 4:
textEbuttonObject.GetComponent<Text>().text = "Tente";
break;
}
}
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown("joystick button 1")) && playerInRange && sellItem && itemForSale.Count > 0)
{
if (!isBuy)
PlayerNature.instance.LooseNature(20);
switch (sellItem.id)
{
case 1:
Dialog.instance.setSituation("boutiqueChaussure");
isBuy = true;
break;
case 2:
Dialog.instance.setSituation("boutiqueBaton");
isBuy = true;
break;
case 3:
Dialog.instance.setSituation("boutiqueRechaud");
isBuy = true;
break;
case 4:
Dialog.instance.setSituation("boutiqueTente");
isBuy = true;
break;
}
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
Inventory.instance.addItem(sellItem);
Debug.Log(sellItem.name.ToString() + " a bien ete ajouté a l'inventaire");
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
playerInRange = true;
if (isBuy == false)
{
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(1f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(1f);
}
}
}
private void OnTriggerExit2D(Collider2D collision)
{
playerInRange = false;
panelEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbutton.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEbuttonObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
}
}
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