Commit dadd9846 authored by tmorga18's avatar tmorga18

Merge branch 'character' of git.gmu.edu:gadig/four into character

parents 781857a8 db47e980
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......@@ -18,7 +18,7 @@ public class Actions : MonoBehaviour {
private float waterShieldTimer = 0.0f;
public float waterShieldCooldown = 5.0f;
private Vector3 LastInput;
private Vector3 LastInput = new Vector2(0, -1);
void Start () {
......
using UnityEngine;
using System.Collections;
public class FireballProjectile : MonoBehaviour {
[HideInInspector]
public float speed;
private Rigidbody2D rb;
public Vector2 move;
void Start () {
rb = GetComponent<Rigidbody2D>();
rb.velocity = (move * speed);
}
void OnCollisionEnter2D(Collision2D c){
Destroy (this.gameObject);
}
}
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using UnityEngine;
using System.Collections;
public class MenuActions : MonoBehaviour {
public string levelName = "player_animation_test";
public void NewGame(){
Application.LoadLevel (levelName);
}
public void LoadGame(){
Application.LoadLevel (levelName);
}
public void QuitGame(){
Application.Quit ();
}
}
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......@@ -3,21 +3,48 @@ using System.Collections;
public class WaterShield : MonoBehaviour {
public Transform mainCharacter;
public float durationTimer = 0.0f;
public float durationLength = 2.0f;
private float timerOfShield = 0.0f;
public float durationOfShield = 2.0f;
public GameObject projectilePrefab;
public int projectileSpeed = 5;
public int numberOfProjectiles = 5;
private GameObject player;
[HideInInspector]
public Vector2 playerDirection;
void Update () {
this.transform.position = mainCharacter.position;
player = GameObject.FindGameObjectWithTag("Player");
playerDirection = player.GetComponent<Actions>().GetLastDirection();
this.transform.position = player.transform.position;
timerOfShield += Time.deltaTime;
durationTimer += Time.deltaTime;
if(durationTimer >= durationLength) {
if(timerOfShield >= durationOfShield) {
Explode();
Destroy(this.gameObject);
}
}
void Explode() {
for(int i = 0; i < numberOfProjectiles; i++) {
GameObject waterShieldProjectile = (GameObject)Instantiate(projectilePrefab, transform.position, Quaternion.identity);
waterShieldProjectile.GetComponent<WaterShieldProjectile>().direction = Rotate(playerDirection, 20 - (i * 10));
waterShieldProjectile.GetComponent<WaterShieldProjectile>().speed = projectileSpeed;
}
}
public Vector2 Rotate(Vector2 v, float degrees) {
float sin = Mathf.Sin(degrees * Mathf.Deg2Rad);
float cos = Mathf.Cos(degrees * Mathf.Deg2Rad);
float tx = v.x;
float ty = v.y;
v.x = (cos * tx) - (sin * ty);
v.y = (sin * tx) + (cos * ty);
return v;
}
}
using UnityEngine;
using System.Collections;
public class WaterShieldProjectile : MonoBehaviour {
[HideInInspector]
public float speed;
private Rigidbody2D rb;
[HideInInspector]
public Vector2 direction;
void Start () {
rb = GetComponent<Rigidbody2D>();
rb.velocity = (direction * speed);
}
void OnCollisionEnter2D(Collision2D c){
Destroy (this.gameObject);
}
}
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