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......
......@@ -16,7 +16,7 @@ public class LoseNature : MonoBehaviour
{
nbFactory = GameObject.FindGameObjectsWithTag("factory").Length;
Debug.Log("il pert de la vie: " + nbFactory * damageByFactory);
//collision.GetComponent<PlayerNature>().LooseNature(damageByFactory * nbFactory);
collision.GetComponent<PlayerNature>().LooseNature(damageByFactory * nbFactory);
this.lostLife = true;
}
}
......
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......
......@@ -14,7 +14,7 @@ public class Dialog : MonoBehaviour
// singleton
public static Dialog instance;
private void Awake()
private void Awake()
{
if (instance != null)
{
......@@ -46,33 +46,13 @@ public class Dialog : MonoBehaviour
this.dialog = 0;
string[] DialogsLvl1 = {
"Coucou",
"Je fais un test pour le niveau 1",
"Ca marche bien nan ?",
"Melvyn t moch",
"Valentin aussi",
"Raff est pas bo"
"Ach... Encore eine gute chournée dans mon fillage!",
"Ch'ai très enfie te me balader",
"Che defrai aller au Nord dans la forêt ja !",
"pour me déplacer, je dois utiliser mes muscles 'flèches directionnelles'"
};
this.ListDialogs.Add("start", DialogsLvl1);
string[] Dialogsraff = {
"Salut",
"cava ?",
"Je te mange tes morts"
};
this.ListDialogs.Add("pnj", Dialogsraff);
string[] DialogsTest = {
"Je fais un test",
"ca marche ? ou pas ?",
"bisous"
};
this.ListDialogs.Add("test", DialogsTest);
string[] boutiqueChaussure = {
"Je fous prendrais zes chauzzures en taille Zweiundvierzig Bitte !",
......@@ -127,19 +107,7 @@ public class Dialog : MonoBehaviour
if ((Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown("joystick button 0")) && dialogActive)
this.Next();
// DEBUG
if ((Input.GetKeyDown(KeyCode.H) || Input.GetKeyDown("joystick button 1")))
this.dialogActive = !this.dialogActive;
// DEBUG
if (Input.GetKeyDown(KeyCode.F))
{
Debug.Log("tut");
this.setSituation("marchand");
}
if(this.dialogActive)
if (this.dialogActive)
{
this.dialogBox.GetComponent<CanvasRenderer>().SetAlpha(1f);
this.dialogText.GetComponent<CanvasRenderer>().SetAlpha(1f);
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PanneauDisplay : MonoBehaviour
{
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()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
textPanelDisplay.GetComponent<Text>().text = TextToDisplay;
backgroundPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(1f);
textPanelDisplay.GetComponent<CanvasRenderer>().SetAlpha(1f);
}
}
private void OnTriggerExit2D(Collider2D 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
{
......@@ -19,7 +20,17 @@ public class GenerateMap : MonoBehaviour
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
......@@ -39,7 +50,10 @@ public class GenerateMap : MonoBehaviour
void Start()
{
panelE.GetComponent<CanvasRenderer>().SetAlpha(0f);
Ebutt.GetComponent<CanvasRenderer>().SetAlpha(0f);
textE.GetComponent<CanvasRenderer>().SetAlpha(0f);
textEObject.GetComponent<CanvasRenderer>().SetAlpha(0f);
generateVillage();
}
......@@ -103,10 +117,19 @@ public class GenerateMap : MonoBehaviour
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);
......
......@@ -6,7 +6,7 @@ public class Border : MonoBehaviour
{
public Item itemNeeded;
public BoxCollider2D forestCollider;
private GameObject player = GameObject.FindGameObjectWithTag("Player");
private void OnCollisionEnter2D(Collision2D collision)
{
......@@ -16,9 +16,11 @@ public class Border : MonoBehaviour
Debug.Log("JE TOUCHE LA BORDEER");
if (Inventory.instance.hasItem(itemNeeded))
{
Debug.Log("Je poss?de l'item n?cessaire");
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
{
......@@ -28,19 +30,15 @@ public class Border : MonoBehaviour
{
case 1:
Dialog.instance.setSituation("borderChaussure");
player.GetComponent<PlayerMovement>().ispassed[0] = true;
break;
case 2:
Dialog.instance.setSituation("borderBaton");
player.GetComponent<PlayerMovement>().ispassed[1] = true;
break;
case 3:
Dialog.instance.setSituation("borderRechaud");
player.GetComponent<PlayerMovement>().ispassed[2] = true;
break;
case 4:
Dialog.instance.setSituation("borderTente");
player.GetComponent<PlayerMovement>().ispassed[3] = true;
Dialog.instance.setSituation("borderTente");
break;
}
}
......
......@@ -15,12 +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 int stage = 0;
public GameObject player;
public bool[] ispassed;
public int stage;
// Start is called before the first frame update
void Start()
......@@ -29,39 +29,70 @@ 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);
}
private void ProcessInputs()
{
float moveX = Input.GetAxisRaw("Horizontal");
float moveY = Input.GetAxisRaw("Vertical");
moveDirection = new Vector2(moveX, moveY);
}
void UpdateAnimationAndMove()
{
if (moveDirection != Vector2.zero)
{
animator.SetFloat("moveX", moveDirection.x);
animator.SetFloat("moveY", moveDirection.y);
animator.SetBool("moving", true);
}
else
{
animator.SetBool("moving", false);
}
}
void gameIntelligence()
{
if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 0)
{
GenerateMap.instance.generateBoutique(0, 1, "chaussure");
GenerateMap.instance.generateBoutique(0, 0, "chaussure");
stage++;
}
else if (stage == 1 && ispassed[0] == true)
{
GenerateMap.instance.generateUsine(1, 1);
GenerateMap.instance.generateUsine(0, 1);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 2)
......@@ -71,50 +102,28 @@ public class PlayerMovement : MonoBehaviour
}
else if (stage == 3 && ispassed[1] == true)
{
GenerateMap.instance.generateUsine(1, 2);
GenerateMap.instance.generateUsine(1, 1);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 4)
{
GenerateMap.instance.generateBoutique(2, 0, "rechaud");
GenerateMap.instance.generateBoutique(1, 2, "rechaud");
stage++;
}
else if (stage == 5 && ispassed[2] == true)
{
GenerateMap.instance.generateUsine(2, 1);
GenerateMap.instance.generateUsine(2, 0);
stage++;
}
else if (this.GetComponent<PlayerNature>().currentNature >= 100 && stage == 6)
{
GenerateMap.instance.generateBoutique(0, 0, "tente");
GenerateMap.instance.generateBoutique(2, 1, "tente");
stage++;
}
else if (stage == 7 && ispassed[3] == true)
{
GenerateMap.instance.generateUsine(1, 0);
stage++;
}
}
void MoveCharacter()
{
change.Normalize();
myRigidbody.MovePosition(transform.position + change * speed * Time.deltaTime);
}
void UpdateAnimationAndMove()
{
if (change != Vector3.zero)
{
MoveCharacter();
animator.SetFloat("moveX", change.x);
animator.SetFloat("moveY", change.y);
animator.SetBool("moving", true);
}
else
{
animator.SetBool("moving", false);
//stage++;
}
}
}
......@@ -69,6 +69,9 @@ public class PlayerNature : MonoBehaviour
{
this.currentNature += bonus;
if (this.currentNature >= 100)
this.currentNature = 100;
this.natureBar.SetValue(this.currentNature);
}
......
......@@ -31,7 +31,7 @@ public class loadScene : MonoBehaviour
SceneManager.LoadScene(scene);
}
......@@ -42,11 +42,6 @@ public class loadScene : MonoBehaviour
// Update is called once per frame
void Update()
{
if(PlayerNature.instance.currentNature <= 0)
{
ChargerScene();
PlayerNature.instance.currentNature = 100;
}
}
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 (Input.GetKeyDown(KeyCode.E) && playerInRange && sellItem && itemForSale.Count>0)
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");
}
......@@ -45,11 +92,23 @@ public class Shopping : MonoBehaviour
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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......
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