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# Conflicts:
#	Assets/Resources/Scenes/Level1.unity
This commit is contained in:
thedonaldloughry 2016-01-31 16:30:16 -05:00
commit 8d2c8debaa
184 changed files with 7552 additions and 45 deletions

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using UnityEngine;
using System.Collections;
public class ActivateTextAtLine : MonoBehaviour {
public TextAsset theText;
public int startLine;
public int endLine;
public TextBoxManager theTextBox;
public bool destroyWhenActivated;
public bool requireButtonPress;
private bool waitForPress;
// Use this for initialization
void Start () {
theTextBox = FindObjectOfType<TextBoxManager>();
}
// Update is called once per frame
void Update () {
if(waitForPress && Input.GetKeyDown(KeyCode.J))
{
theTextBox.ReloadScript(theText);
theTextBox.currentLine = startLine;
theTextBox.endAtLine = endLine;
theTextBox.EnableTextBox();
if (destroyWhenActivated)
Destroy(gameObject);
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.name == "CharacterRobotBoy") //need to do object type instead for "better purposes"
{
if(requireButtonPress)
{
waitForPress = true;
return;
}
theTextBox.ReloadScript(theText);
theTextBox.currentLine = startLine;
theTextBox.endAtLine = endLine;
theTextBox.EnableTextBox();
if (destroyWhenActivated)
Destroy(gameObject);
}
}
void OnTriggerExit2D(Collider2D other)
{
if (other.name == "CharacterRobotBoy")
waitForPress = false;
}
}

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@ -62,7 +62,7 @@ public class CharacterMovement : MonoBehaviour {
// transform.eulerAngles = new Vector2(0, 180);
//}
if (Input.GetKeyDown(KeyCode.T))
if (Input.GetKeyDown(KeyCode.Q))
{
powerTeleport();
}
@ -76,7 +76,7 @@ public class CharacterMovement : MonoBehaviour {
canPass = true;
}
if (Input.GetKeyDown(KeyCode.P))
if (Input.GetKeyDown(KeyCode.E))
{
if(SceneManager.GetActiveScene().name == "GMLevel1")
{
@ -89,7 +89,7 @@ public class CharacterMovement : MonoBehaviour {
}
if (Input.GetKeyDown(KeyCode.G))
if (Input.GetKeyDown(KeyCode.R))
{
if (changeBox == true)
changeBox = false;

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@ -35,6 +35,9 @@ namespace UnityStandardAssets._2D
private void FixedUpdate()
{
if (!canMove)
return;
// Read the inputs.
bool crouch = Input.GetKey(KeyCode.LeftControl);
float h = CrossPlatformInputManager.GetAxis("Horizontal");

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@ -6,11 +6,12 @@ namespace UnityStandardAssets._2D
{
public class Restarter : MonoBehaviour
{
public string levelName;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Player")
if (other.tag == "Scene_Object")
{
SceneManager.LoadScene(SceneManager.GetSceneAt(0).path);
SceneManager.LoadScene(levelName);
}
}
}

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@ -0,0 +1,6 @@
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)

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@ -1,6 +1,6 @@
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@ -0,0 +1,8 @@
Karl! Glad you made it to this level...the System's Defenses are
getting stronger. They've changed the programming on this level
and you will need to use your glitching ability to jump over
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)

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@ -1,6 +1,14 @@
Hey There!
Who are you?
Hey There! (Press K to continue)
Not much of a talker anymore huh?
Doesn't surprise me. Not after all that you've been through.
Don't recognize me? It's been the same thing every year...
We've always tried to change the ritual...the ritual is not fair.
Not fair to me....nor any of us....for we are all the same.
(Press J to learn more)
Still around huh? Well don't worry, we will fight back this time.
I'll help you out as long as you carry me along with you...
Time has not been in my favor....I feel that I don't have long.
Get ready up ahead...there are many Platforms that you must jump
over to succeed. But be warned, the farther in you go, the worst the system gets.(Press 'SPACE' to jump on each Platform)
Oh, the strong silent type huh?
That's okay I guess....

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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.

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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)

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Whew! I honestly thought that we weren't going to make it through
that level. But be warned *#@!!( and ^&**^% ....
.....
Sorry about that, that's something new. Anyways...be carefull
up ahead, there are multiple different platforms that the System
thinks they can just spawn on us. Just remember t* &^%# #@10.

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@ -0,0 +1,7 @@
Hey! Be careful up ahead! The Platforms can kindof be glitchy
every once in a while. (Press J to learn more)
Some of the platforms tend to glitch in and out of existance so
be sure to time your jumps right! You can also change the MUSIC
by pressing the '-' and the '+' from the top row.

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@ -1,7 +0,0 @@
This is a test.
You're a punk ass bitch.
Who lives in the ditch.
Duhhhhhh.
Even more...

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@ -1,6 +1,8 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityStandardAssets._2D;
public class TextBoxManager : MonoBehaviour {
@ -12,7 +14,10 @@ public class TextBoxManager : MonoBehaviour {
public int currentLine;
public int endAtLine;
public PlayerCharacter player;
//public PlatformerCharacter2D player; // Need to wait till don gets here to figure out what we did the first time....
//public PlayerCharacter player;
//public PlatformerCharacter2D player;
public Platformer2DUserControl player;
public bool isActive;
public bool stopPlayerMovement;
@ -22,7 +27,7 @@ public class TextBoxManager : MonoBehaviour {
// Use this for initialization
void Start()
{
player = FindObjectOfType<PlayerCharacter>();
player = FindObjectOfType<Platformer2DUserControl>(); // need to change...again....(i think platformer2dusercontrol)
if (textfile != null)
{
@ -52,7 +57,7 @@ public class TextBoxManager : MonoBehaviour {
theText.text = textLines[currentLine];
if (Input.GetKeyDown(KeyCode.Space))
if (Input.GetKeyDown(KeyCode.K))
currentLine++;
if (currentLine > endAtLine)
@ -62,6 +67,7 @@ public class TextBoxManager : MonoBehaviour {
public void EnableTextBox()
{
textBox.SetActive(true);
isActive = true;
if (stopPlayerMovement)
player.canMove = false;
@ -70,6 +76,17 @@ public class TextBoxManager : MonoBehaviour {
public void DisableTextBox()
{
textBox.SetActive(false); //Once we get to the end of the "lines" we turn off the text block.
isActive = false;
player.canMove = true;
}
public void ReloadScript(TextAsset theText)
{
if(theText != null)
{
textLines = new string[1];
textLines = (theText.text.Split('\n'));
}
}
}

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@ -3,8 +3,8 @@ using System.Collections;
public class TextImporter : MonoBehaviour {
public TextAsset textfile;
public string[] textLines;
public TextAsset textfile; //A block of text that will be "put" into the box.
public string[] textLines; //An array of lines that will be put on screen line by line.
// Use this for initialization

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@ -11,7 +11,6 @@ public class mGUI : MonoBehaviour
float nativeWidth = 640;
float nativeHeight = 400;
float percentHealth;
int healthBarLength = 400;
Matrix4x4 guiMatrix;
void Start()
@ -34,20 +33,20 @@ public class mGUI : MonoBehaviour
GUI.matrix = GetGUIMatrix();
// Create one Group to contain both images
// Adjust the first 2 coordinates to place it somewhere else on-screen
GUI.BeginGroup(new Rect(0, 0, 640, 400));
GUI.BeginGroup(new Rect(0, 0, 207, 82));
// Draw the background image
GUI.backgroundColor = new Color(0, 0, 0, 0.0f);
GUI.Box(new Rect(0, 0, 620, 400), bgImage);
GUI.Box(new Rect(0, 0, 207, 82), bgImage);
percentHealth = curHealth / maxHealth;
// Create a second Group which will be clipped
// We want to clip the image and not scale it, which is why we need the second Group
GUI.BeginGroup(new Rect(0, 0, percentHealth * 640, 400));
GUI.BeginGroup(new Rect(0, 0, percentHealth * 207, 82));
// Draw the foreground image
GUI.backgroundColor = new Color(0, 0, 0, 0.0f);
GUI.Box(new Rect(0, 0, 620, 400), fgImage);
GUI.Box(new Rect(0, 0, 207, 82), fgImage);
// End both Groups

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@ -6,19 +6,27 @@ using System;
public class Enemy : Controller{
public bool isAir;
private state currentState;
private Animator mAnimator;
public LayerMask enemyMask;
public bool rightdirection;
public float[] time = new float[10];
public bool idle;
public bool wander;
// Use this for initialization
void Start ()
{
time [0] = 2.0f;
time [1] = 4.0f;
print("start");
mAnimator = GetComponent<Animator> ();
changestate(new idle());
}
// Update is called once per frame
void Update ()
{
mAnimator.SetFloat ("Speed", GetComponent<Rigidbody2D> ().velocity.magnitude);
//mAnimator.SetFloat ("Player Health", GameObject.FindWithTag ("Scene_Object").GetComponent<Rigidbody2D>());
currentState.Execute();
}
public void changestate(state newstate)

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@ -8,7 +8,7 @@ public class hover : MonoBehaviour
public float speed = 1;
public bool flyPattern; // false is x-axis, true is y axis YOU HAPPY???? good
public float maxFlightDistance = 0; // if flight distance is 0, fly foreva, probably should never do.. lol
float distanceFlown;
float distanceFlown = 0;
Rigidbody2D myBody;
Transform myTrans;
BoxCollider2D hitBox;
@ -74,6 +74,7 @@ public class hover : MonoBehaviour
Vector3 currentRot = myTrans.eulerAngles;
currentRot.y += 180;
myTrans.eulerAngles = currentRot;
//print("DUMB ");
distanceFlown = 0;
}

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@ -16,15 +16,22 @@ public class idle : state
}
public void Enter(Enemy enemy)
{
time = 0;
Debug.Log("idle");
this.enemy = enemy;
enemy.idle = true;
enemy.wander = false;
}
public void Exit(){}
public void onTriggerEnter(Collider2D other){}
public void Idle()
{
time += Time.deltaTime;
if (time >= enemy.time[0])
enemy.changestate(new wander());
if (time >= enemy.time [0]) {
time = 0;
enemy.idle = false;
enemy.wander = true;
enemy.changestate (new wander ());
}
}
}

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@ -25,8 +25,12 @@ public class wander : state
public void Execute()
{
time += Time.deltaTime;
if (time >= enemy.time[1])
enemy.changestate(new idle());
if (time >= enemy.time [1]) {
time = 0;
enemy.idle = true;
enemy.wander = false;
enemy.changestate (new idle ());
}
seeplayer();
if (enemy.isAir)
{
@ -41,6 +45,9 @@ public class wander : state
}
public void Enter(Enemy enemy)
{
time = 0;
enemy.wander = true;
enemy.idle = false;
Debug.Log("Wander");
this.enemy = enemy;
this.enemyMask = enemy.enemyMask;

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@ -29,13 +29,13 @@ public class MovingPlatform : MonoBehaviour
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.tag == "Player")
if (other.gameObject.tag == "Scene_Object")
other.transform.parent = transform;
}
void OnTriggerExit2D(Collider2D other)
{
if (other.gameObject.tag == "Player")
if (other.gameObject.tag == "Scene_Object")
other.transform.parent = null;
}
}

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@ -18,7 +18,7 @@ public class Platform : MonoBehaviour
//Updates all of the children's SpriteRender sprites
foreach (SpriteRenderer i in GetComponentsInChildren<SpriteRenderer>())
{
if (i.tag != "Player")
if (i.tag != "Scene_Object")
{
i.transform.localScale = new Vector3(scaleFactor, scaleFactor);
i.sprite = sprite;

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