diff --git a/Assets/Dusty Char/Standard Assets/2D/Prefabs/Killzone.prefab b/Assets/Dusty Char/Standard Assets/2D/Prefabs/Killzone.prefab index 4d1844d..b17a363 100644 Binary files a/Assets/Dusty Char/Standard Assets/2D/Prefabs/Killzone.prefab and b/Assets/Dusty Char/Standard Assets/2D/Prefabs/Killzone.prefab differ diff --git a/Assets/Dusty Char/Text/NPC_Five_speech.txt b/Assets/Dusty Char/Text/NPC_Five_speech.txt index af87cb1..38d333e 100644 --- a/Assets/Dusty Char/Text/NPC_Five_speech.txt +++ b/Assets/Dusty Char/Text/NPC_Five_speech.txt @@ -2,5 +2,6 @@ See Carlos, I told you that you'd get the hang of it. But now it gets trickier, I'm afraid they've changed the code to some of the floors, but don't worry Nick, for I shall tell you how to get ahead. Just use your bit shifting abilities and no floor or wall will be matched for you! -(Press 'Q' to use the Bit Shifting ability to temporarily phase - through certain walls and floors) \ No newline at end of file +(Press 'R' to use the Bit Shifting ability to temporarily phase + through certain walls and floors) + diff --git a/Assets/Dusty Char/Text/NPC_Four_speech.txt b/Assets/Dusty Char/Text/NPC_Four_speech.txt index 6c3a352..18554ab 100644 --- a/Assets/Dusty Char/Text/NPC_Four_speech.txt +++ b/Assets/Dusty Char/Text/NPC_Four_speech.txt @@ -4,5 +4,6 @@ Karl! Glad you made it to this level...the System's Defenses are these platforms. Don't worry Kyle, I'm sure that after a few tries you'll get the hang of it. -(Press 'T' to use your glitching abilities and launch yourself - forward to make it onto other platforms) \ No newline at end of file +(Press 'Q' to use your GOTO abilities and launch yourself + forward to make it onto other platforms) + diff --git a/Assets/Dusty Char/Text/NPC_Seven_speech.txt b/Assets/Dusty Char/Text/NPC_Seven_speech.txt index 390f7fa..b813221 100644 --- a/Assets/Dusty Char/Text/NPC_Seven_speech.txt +++ b/Assets/Dusty Char/Text/NPC_Seven_speech.txt @@ -1 +1,4 @@ -Alright Dante, this is it...*$# moment that we've &**& waiting for. You now have access $^ all *( your abilities but be warned. The System has dispatched &*(#@ actual foot soldiers to stop you *(#@ *)^%, HA! Seems like they never learn Virgil, especially after last years ritual. \ No newline at end of file +Alright Dante, this is it...*$# moment that we've &**& waiting for. + You now have access $^ all *( your abilities but be warned. The System has dispatched &*(#@ actual foot soldiers to stop you + *(#@ *)^%, HA! Seems like they never learn Virgil, especially after last years ritual. + diff --git a/Assets/Dusty Char/Text/NPC_Six_speech.txt b/Assets/Dusty Char/Text/NPC_Six_speech.txt index f08057a..2f01585 100644 --- a/Assets/Dusty Char/Text/NPC_Six_speech.txt +++ b/Assets/Dusty Char/Text/NPC_Six_speech.txt @@ -1,2 +1,5 @@ -Dang Eric, I think you might actually break us free from the Systems wrath this year, by how well your breaching through their security. It's come to my knowledge Matt that the area ahead is filled with shocked charge sections. I think it's time that you start to use your HITBOXING ability. -(Press 'R' to use your HITBOXING ability, which will temporarily raise your hit box above you) \ No newline at end of file +Dang Eric, I think you might actually break us free from the Systems wrath this year, by how well your breaching through their security. +It's come to my knowledge Matt that the area ahead is filled with shocked charge sections. +I think it's time that you start to use your HITBOXING ability. +(Press 'E' to use your HITBOXING ability, which will temporarily raise your hit box above you) + diff --git a/Assets/Resources/Prefabs/Button.prefab b/Assets/Resources/Prefabs/Button.prefab new file mode 100644 index 0000000..edf404f Binary files /dev/null and b/Assets/Resources/Prefabs/Button.prefab differ diff --git a/Assets/Resources/Prefabs/Button.prefab.meta b/Assets/Resources/Prefabs/Button.prefab.meta new file mode 100644 index 0000000..c8159c0 --- /dev/null +++ b/Assets/Resources/Prefabs/Button.prefab.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 26d7ad625ed80f3449aaabaf089f6b82 +timeCreated: 1454277134 +licenseType: Free +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Scenes/Level1.unity b/Assets/Resources/Scenes/Level1.unity index 39e5af0..dea192b 100644 Binary files a/Assets/Resources/Scenes/Level1.unity and b/Assets/Resources/Scenes/Level1.unity differ diff --git a/Assets/Resources/Scenes/Level2.unity b/Assets/Resources/Scenes/Level2.unity index 2ca11ea..9d04003 100644 Binary files a/Assets/Resources/Scenes/Level2.unity and b/Assets/Resources/Scenes/Level2.unity differ diff --git a/Assets/Resources/Scenes/Level3.unity b/Assets/Resources/Scenes/Level3.unity index 3b5d4c9..11c80c5 100644 Binary files a/Assets/Resources/Scenes/Level3.unity and b/Assets/Resources/Scenes/Level3.unity differ diff --git a/Assets/Resources/Scenes/Level4.unity b/Assets/Resources/Scenes/Level4.unity index bba19d3..40ef435 100644 Binary files a/Assets/Resources/Scenes/Level4.unity and b/Assets/Resources/Scenes/Level4.unity differ diff --git a/Assets/Resources/Scripts/ButtonScript.cs b/Assets/Resources/Scripts/ButtonScript.cs new file mode 100644 index 0000000..3142867 --- /dev/null +++ b/Assets/Resources/Scripts/ButtonScript.cs @@ -0,0 +1,48 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.SceneManagement; + +public class ButtonScript : MonoBehaviour +{ + public string nextLevel; + bool isTriggered = false; + + void OnTriggerEnter2D(Collider2D other) + { + if(SceneManager.GetActiveScene().name == "Level1") + { + GameManager.gManager.SetGameStateAndLoad("Level2"); + } + else if (SceneManager.GetActiveScene().name == "Level2") + { + GameManager.gManager.SetGameStateAndLoad("Level3"); + } + else if (SceneManager.GetActiveScene().name == "Level3") + { + GameManager.gManager.SetGameStateAndLoad("Level4"); + } + else if (SceneManager.GetActiveScene().name == "Level4") + { + Application.Quit(); + } + if (other.gameObject.tag == "Scene_Object") + { + isTriggered = true; + SceneManager.LoadScene(nextLevel); + } + } + + void Update() + { + /*if (isTriggered) + { + foreach(Transform i in this.transform) + { + if (i.tag == "Button") + { + i.transform.position = Vector3.Lerp(i.transform.position, new Vector3(0, 0, 0), Time.deltaTime); + } + } + }*/ + } +} diff --git a/Assets/Resources/Scripts/ButtonScript.cs.meta b/Assets/Resources/Scripts/ButtonScript.cs.meta new file mode 100644 index 0000000..7e3ffec --- /dev/null +++ b/Assets/Resources/Scripts/ButtonScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5e3de936f17ee82459adcede9c60fa5e +timeCreated: 1454274000 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Scripts/GManagerTestScripts/GameManager.cs b/Assets/Resources/Scripts/GManagerTestScripts/GameManager.cs index cd11568..4f8a2d8 100644 --- a/Assets/Resources/Scripts/GManagerTestScripts/GameManager.cs +++ b/Assets/Resources/Scripts/GManagerTestScripts/GameManager.cs @@ -6,6 +6,7 @@ using UnityStandardAssets._2D; using System.Collections.Generic; using System.Collections; using UnityEngine.SceneManagement; +using UnityStandardAssets._2D; public class GameManager : MonoBehaviour { @@ -44,7 +45,11 @@ public class GameManager : MonoBehaviour scene_objects[j].Initialize(); } levelDictionary = new Dictionary() { { GameState.TLEVELONE, "GMLevel1" }, - { GameState.TLEVELTWO, "GMLevel2" } }; + { GameState.TLEVELTWO, "GMLevel2" }, + {GameState.LEVELONE, "Level1" }, + {GameState.LEVELTWO, "Level2" }, + { GameState.LEVELTHREE, "Level3"}, + {GameState.LEVELFOUR, "Level4" } }; // This will break on regular levels, handle regular levels separately. GameManager.gState = levelDictionary.FirstOrDefault(x => x.Value == _testLevelPrefix + SceneManager.GetActiveScene().name).Key; if(GameManager.m_Camera != null) @@ -54,6 +59,11 @@ public class GameManager : MonoBehaviour } } + void OnLevelWasLoaded(int level) + { + GameManager.m_Character.transform.position = GameObject.Find("SpawnPoint").transform.position; + } + public IEnumerator SetGameStateAndLoad(string levelName) { GameManager.gState = levelDictionary.FirstOrDefault(x => x.Value == levelName).Key; diff --git a/Assets/Resources/Scripts/GManagerTestScripts/Utilities.cs b/Assets/Resources/Scripts/GManagerTestScripts/Utilities.cs index 4e8a2fd..49cf69d 100644 --- a/Assets/Resources/Scripts/GManagerTestScripts/Utilities.cs +++ b/Assets/Resources/Scripts/GManagerTestScripts/Utilities.cs @@ -48,7 +48,11 @@ namespace GameUtils TITLE, // index 0 MAINMENU, // index 1 TLEVELONE, - TLEVELTWO + TLEVELTWO, + LEVELONE, + LEVELTWO, + LEVELTHREE, + LEVELFOUR // ... this goes on to define levels, 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