浏览代码

Added Key and Chest Individual Behaviors

/AdsTesting
Arturo Nereu 4 年前
当前提交
9a585101
共有 18 个文件被更改,包括 371 次插入51 次删除
  1. 48
      Assets/Animation/Chest.controller
  2. 12
      Assets/Animation/DinoAnimatorController.controller
  3. 2
      Assets/Animation/GoalDoor_Open.anim
  4. 46
      Assets/Animation/Goal_Door.controller
  5. 7
      Assets/Models/Dino.fbx.meta
  6. 4
      Assets/Prefabs/Player.prefab
  7. 195
      Assets/Scenes/Level_00.unity
  8. 4
      Assets/Scenes/Store.unity
  9. 5
      Assets/Scripts/GameplayUI.cs
  10. 10
      Assets/Scripts/PlayerController.cs
  11. 1
      Assets/Scripts/Store.cs
  12. 16
      UserSettings/EditorUserSettings.asset
  13. 8
      Assets/Scripts/Gameplay.meta
  14. 22
      Assets/Scripts/Gameplay/Chest.cs
  15. 11
      Assets/Scripts/Gameplay/Chest.cs.meta
  16. 20
      Assets/Scripts/Gameplay/Door.cs
  17. 11
      Assets/Scripts/Gameplay/Door.cs.meta

48
Assets/Animation/Chest.controller


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Assets/Scenes/Store.unity


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Assets/Scripts/GameplayUI.cs


{
m_ExitButton.onClick.RemoveListener(m_GameManager.ExitGameplay);
}
public void KeyCollected()
{
m_KeyIndicator.color = Color.white;
}
}

10
Assets/Scripts/PlayerController.cs


private void KeyCollected()
{
m_HasKey = true;
//TODO: Put this outside of the PlayerController
GameObject.FindObjectOfType<GameplayUI>().KeyCollected();
}
private void OnTriggerEnter(Collider other)

{
// TODO: Maybe cache the getcomponent read, although it is only read once
other.gameObject.GetComponent<Chest>().Open();
KeyCollected();
}

{
Debug.Log("Opened the door");
m_GameManager.LevelCompleted();
other.gameObject.GetComponent<Door>().Open();
//m_GameManager.LevelCompleted();
}
}
}

1
Assets/Scripts/Store.cs


public void NextHat()
{
}
public void PreviousHat()

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22
Assets/Scripts/Gameplay/Chest.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chest : MonoBehaviour
{
[SerializeField]
private Animator m_Animator;
// Start is called before the first frame update
void Start()
{
m_Animator = GetComponent<Animator>();
}
public void Open()
{
// TODO: cache the string as a hash
m_Animator.SetTrigger("Open");
}
}

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20
Assets/Scripts/Gameplay/Door.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Door : MonoBehaviour
{
[SerializeField]
private Animator m_Animator;
// Start is called before the first frame update
void Start()
{
m_Animator = GetComponent<Animator>();
}
public void Open()
{
m_Animator.SetTrigger("Open");
}
}

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