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}, + { + "lang": [ + "Settings", + "Setări" + ] + }, + { + "lang": [ + "Puzzle Mode", + "Modul Puzzle" + ] + }, + { + "lang": [ + "Maze Mode", + "Modul Labirint" + ] + }, + { + "lang": [ + "Level Creator", + "Creator Nivele" + ] + }, + { + "lang": [ + "Go Back", + "Inapoi" + ] + }, + { + "lang": [ + "Volume: ", + "Volum: " + ] + }, + { + "lang": [ + "Language: ", + "Limba: " + ] + }, + { + "lang": [ + "Instructions", + "Instructiuni" + ] + }, + { + "lang": [ + "Get to the end of the maze as soon as you can!\nPress ESC to pause the game.", + "Gaseste iesirea din labirint in cat mai putin timp!\nApasa ESC pentru a pune pauza." + ] + }, + { + "lang": [ + "Collect coins to increase your score :)", + "Strange monede pentru a-ti creste scorul :)" + ] + }, + { + "lang": [ + "Let's go!", + "Ok!" + ] + }, + { + "lang": [ + "Congratulations!", + "Felicitari!" + ] + }, + { + "lang": [ + "You have completed the maze in ", + "Ai terminat labirintul in " + ] + }, + { + "lang": [ + "seconds!\nYour final score is:", + "secunde!\nScorul tau final este:" + ] + }, + { + "lang": [ + "Continue", + "Continua" + ] + }, + { + "lang": [ + "Time: ", + "Timp: " + ] + }, + { + "lang": [ + "Score: ", + "Scor: " + ] + }, + { + "lang": [ + "Level Creator", + "Creator Nivele" + ] + }, + { + "lang": [ + "Welcome! Here you can create your own levels,\nor load an existing level to play it.\n Press ESC when playing the level \nto go back to the level editor.", + "Bine ai venit! Aici poti crea nivele noi\nsau sa incarci nivele deja create.\nApasa ESC in timpul jocului\n pentru a te intoarce la editor." + ] + }, + { + "lang": [ + "Got it!", + "Ok!" + ] + }, + { + "lang": [ + "\nNew High Score!", + "\nNou record!" + ] + }, + { + "lang": [ + "Mute Sound", + "Opreste Sunetul" + ] + }, + { + "lang": [ + "Back to Main Menu", + "Inapoi la meniu" + ] + }, + { + "lang": [ + "Paused", + "Pauza" + ] + }, + { + "lang": [ + "Unmute Sound", + "Porneste Sunetul" + ] + }, + { + "lang": [ + "Complete the puzzles as quickly as you can!\nAll coins must be collected for the exit to open.\nAvoid spike traps!", + "Termina puzzle-urile in cat mai putin timp!\nColecteaza monedele pentru a deschide iesirea..\nEvita capcanele!" + ] + }, + { + "lang": [ + "Coins: ", + "Monede: " + ] + }, + { + "lang": [ + "You have completed Puzzle Mode in ", + "Ai terminat Modul Puzzle in " + ] + }, + { + "lang": [ + " seconds.\n In total, you have died ", + " secunde.\n In total, ai murit de " + ] + 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+timeCreated: 1497695715 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelCreator.meta b/Assets/Scripts/LevelCreator.meta new file mode 100644 index 0000000..e4b5873 --- /dev/null +++ b/Assets/Scripts/LevelCreator.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cfb32c30ea643164594f43bb79b8b7ad +folderAsset: yes +timeCreated: 1500404895 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelCreator/CreatorUI.cs b/Assets/Scripts/LevelCreator/CreatorUI.cs new file mode 100644 index 0000000..d349b5f --- /dev/null +++ b/Assets/Scripts/LevelCreator/CreatorUI.cs @@ -0,0 +1,463 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.IO; +using System.Linq; +using UnityEngine.SceneManagement; + +public class CreatorUI : MonoBehaviour { + + + public bool ShowToolbox = true; + public Rect[] toolboxRects; + public Rect[] toolboxBtns; + public GUISkin skin; + LevelCreator lc; + bool ShowPropWindow=false, ShowInstructionsWindow = true,showNamingWindow=false, showLoadlevelWindow=false; + public bool deleteMode=false, rotateMode=false,playMode=false; + public static string wallWidth="",wallHeight="",levelName=""; + private int intWidth, intHeight; + public Vector3 editModePos; + public Vector3 viewModePos = new Vector3 (8, 12, -12); + Quaternion viewModeRot = Quaternion.Euler (54, -34, 0); + int wallCount=0; + public Vector3 playerInitialPos; + public GameObject player; + string rotateModeString="Rotate\nMode",deleteModeString="Delete\nMode"; + public static bool editMode = false; + int selectedLevelId; + //LangTemplate lang; + string languagePath="Assets/Language/Language.json"; + string[] loadLevels; + Vector2 loadLevelBoxVector; + int languageCode; + string RotateModeStyle="LcRotateModeBtn", DeleteModeStyle="LcDeleteModeBtn"; + + + public LangTemplate lang; + + // Use this for initialization + void Start () { + //savedCameraRot = this.gameObject.transform.rotation; + lc = GetComponent (); + editModePos = new Vector3 (0, 30, 0); + + string languageData = System.IO.File.ReadAllText (languagePath); + + lang = new LangTemplate (26); + lang = JsonUtility.FromJson (languageData); + + languageCode = (OptionsManager.language == true) ? 1 : 0; + +// //0 eng 1 romana +// int lineCount=31; +// lang = new LangTemplate (lineCount); +// for(int i=0;i ().SetPositionAndRotation (playerInitialPos, Quaternion.identity); + + player.GetComponent ().constraints = RigidbodyConstraints.None | RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation; + + + } + } + + void OnGUI() { + + GUI.skin = skin; + //windows + if (ShowToolbox == true) { + + //add obj toolbox + toolboxRects[0].height=Screen.height; + toolboxRects [0] = GUI.Window (0, toolboxRects [0], Windows, "", skin.GetStyle ("LcToolbox")); + + + + //level controls toolbox + toolboxRects[3]=new Rect(Screen.width-160, 0,160,40); + toolboxRects [3] = GUI.Window (3, toolboxRects[3], Windows, "", skin.GetStyle ("LcToolbox")); + + + + if (ShowPropWindow == true) { + toolboxRects[1] = GUI.Window(1,toolboxRects[1],Windows,"",skin.GetStyle("MMInstructionsWindow")); + + } + } + + + if (ShowInstructionsWindow == true) { + + toolboxRects [2] = CenterRect (400, 400); + toolboxRects [2] = GUI.Window (2, toolboxRects [2], Windows, "Level Creator", skin.GetStyle ("MMInstructionsWindow")); + } + + if (showNamingWindow == true) { + + toolboxRects [4] = CenterRect (220, 100); + toolboxRects [4] = GUI.Window(4,toolboxRects[4],Windows,"",skin.GetStyle("MMInstructionsWindow")); + + } + + if (showLoadlevelWindow == true) { + + toolboxRects [5] = CenterRect (250, 400); + toolboxRects [5] = GUI.Window(5,toolboxRects[5],Windows,"Load Level",skin.GetStyle("MMInstructionsWindow")); + + } + + } + + + void Windows(int windowId) { + + //TOOLBOX:level editor + if (windowId == 0) { + + //trecut din edit mode in view mode + if (editMode == false) + if (GUI.Button (toolboxBtns [0], "", skin.GetStyle("LcEditBtn"))) { + + //salvez coord curente ale camerei ca sa pot sa le resetez cand se iese din edit mode + setEditMode (true); + + } + + if (editMode == true) { + + if (GUI.Button (toolboxBtns [0],"", skin.GetStyle("LcViewBtn"))) { + + setEditMode (false); + + + + } + + } + //Object type : 0 wall 1 player 2 goal 3 coin 4 trap + + //butoanele si functionalitatea lor + if (GUI.Button (toolboxBtns [1], "",skin.FindStyle("LcAddWallBtn"))) { + ShowPropWindow = !ShowPropWindow; + } + + if (GUI.Button (toolboxBtns [2], "",skin.FindStyle("LcAddGoalBtn"))) { + + lc.spawnObject (2); + } + if (GUI.Button (toolboxBtns [3], "",skin.FindStyle("LcAddPlayerBtn"))) { + + lc.spawnObject (1); + } + if (GUI.Button (toolboxBtns [4], "",skin.FindStyle("LcAddCoinBtn"))) { + + lc.spawnObject (3); + } + + + + + if (GUI.Button (toolboxBtns [5],"",skin.GetStyle(RotateModeStyle))) { + + rotateMode = !rotateMode; + RotateModeStyle = (rotateMode == false) ? "LcRotateModeBtn" : "LcCrossedRotateBtn"; + + + } + + + if (GUI.Button (toolboxBtns [6],"",skin.GetStyle(DeleteModeStyle))) { + + deleteMode = !deleteMode; + DeleteModeStyle = (deleteMode == false) ? "LcDeleteModeBtn" : "LcCrossedDeleteBtn"; + + } + + + } + + + + + //TOOLBOX:optiuni dimensiuni pt creare wallpiece + if (windowId == 1) { + GUI.Label (new Rect (20, 20, 0, 0), "W:", skin.GetStyle ("MMCenteredText")); + wallWidth = GUI.TextField (new Rect (40, 10, 30, 30), wallWidth, 2); + + GUI.Label (new Rect (85, 20, 0, 0), "H:", skin.GetStyle ("MMCenteredText")); + wallHeight = GUI.TextField (new Rect (105, 10, 30, 30), wallHeight, 2); + + if (GUI.Button (new Rect (50, 50, 50, 30), "Create")) { + + if (int.TryParse (wallWidth, out intWidth) && int.TryParse (wallHeight, out intHeight)) { + lc.createWall (intWidth, intHeight); + ShowPropWindow = false; + } + } + + } + + + + + + + + + //fereastra instructiuni + if (windowId == 2) { + + GUI.Label (new Rect (0, 100, 400, 100),lang.text [19].lang[languageCode], skin.GetStyle ("MMCenteredText")); + + if (GUI.Button (new Rect (175, 330, 50, 40), lang.text[20].lang[languageCode])) { + ShowInstructionsWindow = false; + } + } + + + + + + + + + + //TOOLBOX:fereastra load/save prefabs + + if (windowId == 3) { + + + //buton start playing + if (LcPlayer.shouldMove == false) + if (GUI.Button (toolboxBtns [10], "",skin.GetStyle("LcPlayBtn"))) { + + if (GameObject.Find ("MazePlayer") && GameObject.Find ("MazeGoal")) { + playMode = true; + + playerInitialPos = GameObject.Find("MazePlayer").GetComponent().position; + print (playerInitialPos.ToString()); + + // &= -> AND pe biti. ~ -> negated mask + player.GetComponent ().constraints = RigidbodyConstraints.FreezeRotation; + + setEditMode (false); + LcPlayer.shouldMove = true; + ShowToolbox = false; + } + + } + + + + + + if (GUI.Button (toolboxBtns [7],"",skin.GetStyle("LcSaveBtn"))) { + + + showNamingWindow = !showNamingWindow; + + } + if (GUI.Button (toolboxBtns [8],"Load",skin.GetStyle("LcLoadBtn"))) { + + showLoadlevelWindow = !showLoadlevelWindow; + } + if (GUI.Button (toolboxBtns [9], "",skin.GetStyle("LcQuitBtn"))) { + + SceneManager.LoadScene ("Menu"); + } + + + } + + //save level window + if (windowId == 4) { + + + GUI.Label (new Rect (30, 20, 0, 0), "Name:", skin.GetStyle ("MMCenteredText")); + levelName = GUI.TextField (new Rect (65, 10, 140, 30), levelName, 50); + + + if (GUI.Button (new Rect (85, 50, 50, 30), "Save")) { + + lc.saveLevel (levelName); + showNamingWindow = false; + } + + + } + + //load level window + if (windowId == 5) { + + string[] levelList = Directory.GetFiles ("Assets/CustomLevels").Where (lvName => lvName.EndsWith (".json")).ToArray(); + + + for (int i = 0; i < levelList.Length; i++) { + levelList [i] = Path.GetFileNameWithoutExtension (levelList[i]); + } + + loadLevelBoxVector = GUI.BeginScrollView(new Rect (15, 70, 220, 280),loadLevelBoxVector, new Rect (0, 0, 200, levelList.Length*50)); + + selectedLevelId = GUI.SelectionGrid (new Rect (0, 0, 220,levelList.Length*50), selectedLevelId, levelList, 1); + GUI.EndScrollView (); + + if (GUI.Button (new Rect (100, 340, 50, 30), "Load")) { + lc.clearLevel (); + lc.loadLevel (levelList[selectedLevelId]); + showLoadlevelWindow = false; + } + } +} + + //centreaza fereastra de instructiuni la resize ecran + Rect CenterRect(float windowWidth, float windowHeight) { + + float centeredX, centeredY; + + centeredX = (Screen.width - windowWidth) / 2; + centeredY = (Screen.height - windowHeight) / 2; + + return new Rect (centeredX, centeredY, windowWidth, windowHeight); + } + + public void setEditMode(bool status) { + + editMode = status; + if (status == true) { + + Camera.main.transform.SetPositionAndRotation (editModePos, Quaternion.Euler (new Vector3 (90, 0, 0))); + Camera.main.fieldOfView = 40; + + + } else { + Camera.main.fieldOfView = 61.9F; + + Camera.main.transform.SetPositionAndRotation(new Vector3 (8, 12, -12),viewModeRot); + + } + } +} diff --git a/Assets/Scripts/LevelCreator/CreatorUI.cs.meta b/Assets/Scripts/LevelCreator/CreatorUI.cs.meta new file mode 100644 index 0000000..8287cbd --- /dev/null +++ b/Assets/Scripts/LevelCreator/CreatorUI.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 06f3dd65f1edb104d83f57edc8af3a53 +timeCreated: 1500405006 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelCreator/DraggableObj.cs b/Assets/Scripts/LevelCreator/DraggableObj.cs new file mode 100644 index 0000000..4c52c62 --- /dev/null +++ b/Assets/Scripts/LevelCreator/DraggableObj.cs @@ -0,0 +1,63 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DraggableObj : MonoBehaviour { + + CreatorUI creatorui; + + Vector3 point,mousePos; + void Start() { + + creatorui = GameObject.Find ("CreatorManager").GetComponent (); + if (creatorui == null) + this.enabled = false; + + } + + + void OnMouseDrag() { + + + + if (CreatorUI.editMode == true) { + + + + mousePos = Input.mousePosition; + mousePos.z = Vector3.Distance (Camera.main.transform.position, GameObject.Find ("Floor").transform.position); + point = Camera.main.ScreenToWorldPoint (mousePos); + //print (point.ToString ()); + transform.position = new Vector3 (point.x, transform.position.y, point.z); + } + + } + void OnMouseUp() { + + + //snap to grid, pt aliniere mai usoara a nivelelor + + // "*2/2" -> rotunjeste la 0.5 + transform.position = new Vector3 (Mathf.Round(transform.position.x*2)/2, transform.position.y, Mathf.Round(transform.position.z*2)/2); + } + + void OnMouseDown() { + + if (creatorui.deleteMode == true) + Destroy (this.gameObject); + + if (creatorui.rotateMode == true) { + + //gameObject.transform.Rotate (0, 90, 0); + + //schimba dimensiunile in loc de rotire -> astfel la salvare exista un parametru mai putin + transform.localScale = new Vector3(transform.localScale.z,transform.localScale.y,transform.localScale.x); + } + } + + void Update() { + + } + + +} diff --git a/Assets/Scripts/LevelCreator/DraggableObj.cs.meta b/Assets/Scripts/LevelCreator/DraggableObj.cs.meta new file mode 100644 index 0000000..3b80cdf --- /dev/null +++ b/Assets/Scripts/LevelCreator/DraggableObj.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c6baf3da0ebd657429a28be7e01856f6 +timeCreated: 1500409501 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelCreator/LangTemplate.cs b/Assets/Scripts/LevelCreator/LangTemplate.cs new file mode 100644 index 0000000..7c3f4a3 --- /dev/null +++ b/Assets/Scripts/LevelCreator/LangTemplate.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class LangTemplate { + + + + + public LanguageBlock[] text; + + + public LangTemplate(int length) { + text = new LanguageBlock[length]; + } + +} + +[System.Serializable] +public class LanguageBlock { + + public string[] lang; + public LanguageBlock() { + + lang = new string[2]; + + } + + + +} \ No newline at end of file diff --git a/Assets/Scripts/LevelCreator/LangTemplate.cs.meta b/Assets/Scripts/LevelCreator/LangTemplate.cs.meta new file mode 100644 index 0000000..45bc906 --- /dev/null +++ b/Assets/Scripts/LevelCreator/LangTemplate.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 42703029fb0af9e4ea275ab94aeab301 +timeCreated: 1500917520 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelCreator/LcPlayer.cs b/Assets/Scripts/LevelCreator/LcPlayer.cs new file mode 100644 index 0000000..24e297b --- /dev/null +++ b/Assets/Scripts/LevelCreator/LcPlayer.cs @@ -0,0 +1,88 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LcPlayer : MonoBehaviour { + + public float moveSpeed; + public float maxSpeed=5F; + private Vector3 input; + Rigidbody rb; + public static bool shouldMove; + int level; + Vector3 currentPos, newPos,startPos; + CharacterController cc; + + CreatorUI creatorui; + void Start () { + rb = GetComponent(); + shouldMove = false; + rb.constraints |= RigidbodyConstraints.FreezePositionY; + creatorui = GameObject.Find("CreatorManager").GetComponent (); + + } + + void FixedUpdate () { + + if (shouldMove == true) { + + input = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")); + if (rb.velocity.magnitude < maxSpeed) + rb.AddForce (input * moveSpeed); + + if (Input.GetKeyUp (KeyCode.Escape)) { + rb.velocity = Vector3.zero; + transform.position = creatorui.playerInitialPos; + + } + } + + //adaugat forta doar cand viteza scade sub o limita ->snappier movement :D + + + + } + + + + + void OnTriggerEnter(Collider other) + { + //verificat terminat nivel.. trecerea la niv urmator se face in gamemanager + + + + if (other.transform.tag == "Goal") + { + creatorui.setEditMode (true); + creatorui.ShowToolbox = true; + creatorui.playMode = true; + shouldMove = false; + rb.velocity = Vector3.zero; + + transform.position = creatorui.playerInitialPos; + + } + + if (other.transform.tag == "Coin") { + + if (shouldMove) { + + Timer.score += 200; + Destroy (other.gameObject); + } + + } + } + void toggleMovement(bool shouldmove) + { + + rb.useGravity = shouldmove; + GetComponent ().enabled = shouldmove; + if (shouldmove == false) + rb.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ; + else + rb.constraints = RigidbodyConstraints.None | RigidbodyConstraints.FreezeRotation; + + } +} diff --git a/Assets/Scripts/LevelCreator/LcPlayer.cs.meta b/Assets/Scripts/LevelCreator/LcPlayer.cs.meta new file mode 100644 index 0000000..511bd76 --- /dev/null +++ b/Assets/Scripts/LevelCreator/LcPlayer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ef8dcdac303be1d4f88c63248d37d114 +timeCreated: 1500498863 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelCreator/LevelCreator.cs b/Assets/Scripts/LevelCreator/LevelCreator.cs new file mode 100644 index 0000000..0cb1e6a --- /dev/null +++ b/Assets/Scripts/LevelCreator/LevelCreator.cs @@ -0,0 +1,180 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.IO; + + +public class LevelCreator : MonoBehaviour { + + public GameObject wallPrefab; + public GameObject[] spawnableObjects; + private Vector3 mousePoint, offset; + string path; + public GameObject created_level, objectInstance; + bool shouldSpawnObject; + string[] objectNames = { "Wall", "MazePlayer", "MazeGoal","Coin" }; + + + + public GameObject instancedObj; + // Use this for initialization + + void Start () { + } + + // Update is called once per frame + void Update () { + + + } + + //wall creation + public void createWall (int width, int height) { + + objectInstance = Instantiate (wallPrefab,new Vector3(14,0,-3), Quaternion.identity); + + objectInstance.GetComponent ().localScale = new Vector3 (width, 1, height); + + } + + + //Object type : 0 wall 1 player 2 goal 3 coin 4 trap + public void spawnObject(int objectId){ + + shouldSpawnObject = true; + if (objectId == 2 || objectId == 1) + if (GameObject.Find (objectNames [objectId]) == true) + shouldSpawnObject = false; + + if (shouldSpawnObject) { + + objectInstance = Instantiate (spawnableObjects [objectId], new Vector3 (14, 0, -3), Quaternion.identity); + objectInstance.name = objectNames [objectId]; + + + } + } + + public void spawnObject(int objectId, Vector3 scale, Vector3 position){ + + objectInstance = Instantiate (spawnableObjects [objectId], position, Quaternion.identity); + objectInstance.transform.localScale = scale; + objectInstance.name = objectNames [objectId]; + + + } + + + Rect CenterRect(float windowWidth, float windowHeight) { + + float centeredX, centeredY; + + centeredX = (Screen.width - windowWidth) / 2; + centeredY = (Screen.height - windowHeight) / 2; + + return new Rect (centeredX, centeredY, windowWidth, windowHeight); + } + + + public void saveLevel(string levelName) { + + GameObject[] walls = GameObject.FindGameObjectsWithTag ("Wall"); + GameObject[] coins = GameObject.FindGameObjectsWithTag ("Coin"); + + + foreach (GameObject wall in walls) { + + wall.transform.parent = created_level.transform; + } + + foreach (GameObject coin in coins) { + + coin.transform.parent = created_level.transform; + } + GameObject.Find ("MazePlayer").transform.parent = created_level.transform; + GameObject.Find ("MazeGoal").transform.parent = created_level.transform; + + + + + //nr ziduri + nr monede + player + goal + NewLevelTemplate newlevel = new NewLevelTemplate (walls.Length + coins.Length + 2); + + + //Object type : 0 wall 1 player 2 goal 3 coin 4 trap + + for (int i = 0; i < walls.Length; i++) { + + newlevel.coords [i] = walls [i].transform.position; + newlevel.scale [i] = walls [i].transform.localScale; + newlevel.objectType [i] = 0; + } + for (int i = walls.Length; i < coins.Length; i++) { + + newlevel.coords [i] = coins [i].transform.position; + newlevel.scale [i] = Vector3.one; + newlevel.objectType [i] = 3; + } + + int tempLength = walls.Length + coins.Length; + + + //player,goal(unice per harta) + newlevel.coords [tempLength] = GameObject.Find ("MazePlayer").transform.position; + newlevel.scale [tempLength] = Vector3.one; + newlevel.objectType [tempLength] = 1; + + tempLength++; + newlevel.coords [tempLength] = GameObject.Find ("MazeGoal").transform.position; + newlevel.scale [tempLength] = Vector3.one; + newlevel.objectType [tempLength] = 2; + + string newlevelJson = JsonUtility.ToJson (newlevel); + + string path = "Assets/CustomLevels/" + levelName + ".json"; + + File.WriteAllText (path, newlevelJson); + + print ("Done!"); + + + + } + + + public void loadLevel(string levelName) { + + string levelData = System.IO.File.ReadAllText ("Assets/CustomLevels/" + levelName + ".json"); + print (levelData); + NewLevelTemplate level = JsonUtility.FromJson (levelData); + for (int i = 0; i < level.objectType.Length; i++) { + + spawnObject (level.objectType [i], level.scale [i], level.coords [i]); + + } + //loading now! :D + + } + + + public void clearLevel() { + + GameObject[] objs; + + objs = GameObject.FindGameObjectsWithTag ("Wall"); + + foreach (GameObject obj in objs){ + Destroy (obj); + } + + objs = GameObject.FindGameObjectsWithTag ("Coin"); + + foreach (GameObject obj in objs){ + Destroy (obj); + } + + Destroy(GameObject.FindGameObjectWithTag("Player")); + Destroy(GameObject.FindGameObjectWithTag("Goal")); + + } +} \ No newline at end of file diff --git a/Assets/Scripts/LevelCreator/LevelCreator.cs.meta b/Assets/Scripts/LevelCreator/LevelCreator.cs.meta new file mode 100644 index 0000000..f2baeb2 --- /dev/null +++ b/Assets/Scripts/LevelCreator/LevelCreator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a2b13005a6346cf42b72a955dd456a1e +timeCreated: 1500404999 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelCreator/NewLevelTemplate.cs b/Assets/Scripts/LevelCreator/NewLevelTemplate.cs new file mode 100644 index 0000000..2fec364 --- /dev/null +++ b/Assets/Scripts/LevelCreator/NewLevelTemplate.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class NewLevelTemplate { + + // Use this for initialization + + //TEMPLATE PT NIVEL NOU + //Object type : 0 wall 1 player 2 goal 3 coin 4 trap + + public Vector3[] coords; + public Vector3[] scale; + public int[] objectType; + + public NewLevelTemplate(int length) { + + coords = new Vector3[length]; + scale = new Vector3[length]; + objectType = new int[length]; + + } + +} diff --git a/Assets/Scripts/LevelCreator/NewLevelTemplate.cs.meta b/Assets/Scripts/LevelCreator/NewLevelTemplate.cs.meta new file mode 100644 index 0000000..ee48b89 --- /dev/null +++ b/Assets/Scripts/LevelCreator/NewLevelTemplate.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fe292242c18f5a34db75a6d70b2a25d7 +timeCreated: 1500657225 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MazeMode.meta b/Assets/Scripts/MazeMode.meta new file mode 100644 index 0000000..c0e3066 --- /dev/null +++ b/Assets/Scripts/MazeMode.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c9ead95754d20174cb4c11354786ba1a +folderAsset: yes +timeCreated: 1499961575 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MazeMode/CoinRotate.cs b/Assets/Scripts/MazeMode/CoinRotate.cs new file mode 100644 index 0000000..ec0c2c6 --- /dev/null +++ b/Assets/Scripts/MazeMode/CoinRotate.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CoinRotate : MonoBehaviour { + + + AudioClip sound; + void Start () { + + gameObject.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y +0.5F, gameObject.transform.position.z); + + } + void Update () { + + transform.Rotate(new Vector3(0,0,90)*Time.deltaTime); + } + + void OnTriggerEnter(Collider other) { + if (other.tag == "Player") { + + if(PlayerPrefs.GetInt("Muted")==0) + gameObject.GetComponent().PlayOneShot (gameObject.GetComponent ().clip); + gameObject.GetComponent ().enabled = false; + gameObject.GetComponent ().enabled = false; + + } + + } +} diff --git a/Assets/Scripts/MazeMode/CoinRotate.cs.meta b/Assets/Scripts/MazeMode/CoinRotate.cs.meta new file mode 100644 index 0000000..0d476f2 --- /dev/null +++ b/Assets/Scripts/MazeMode/CoinRotate.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0de81670759c20648945be0e9123da8b +timeCreated: 1500318889 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MazeMode/MazeGUI.cs b/Assets/Scripts/MazeMode/MazeGUI.cs new file mode 100644 index 0000000..c163820 --- /dev/null +++ b/Assets/Scripts/MazeMode/MazeGUI.cs @@ -0,0 +1,150 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class MazeGUI : MonoBehaviour { + + + + public Rect windowRect,buttonRect,arrowkeysRect,scoreWindowRect; + public GUISkin skin; + public float width, height; + public Texture arrowkeysTexture; + Timer timer; + int totalScore; + public static bool shouldShowInstructionsWindow=true, + shouldShowVictoryWindow=false, + showPausedWindow=false; + public bool paused=false; + string soundMuteText; + AudioSource audiosource; + private string victoryMessage; + public LanguageManager languagemanager; + public int languageCode; + void Start () { + setStaticVariables (); + languagemanager = GetComponent (); + timer = this.gameObject.GetComponent(); + print (PlayerPrefs.GetInt ("highscore",0).ToString ()); + audiosource = gameObject.GetComponent (); + languageCode = (OptionsManager.language == true) ? 1 : 0; + soundMuteText= languagemanager.lang.text [22].lang[languageCode]; + + } + + void OnGUI() { + + GUI.skin = skin; + + windowRect = CenterRect (400, 400); + scoreWindowRect = CenterRect (400, 250); + if (shouldShowInstructionsWindow == true) + windowRect = GUI.Window (0, scoreWindowRect, Windows, languagemanager.lang.text [8].lang[languageCode],skin.GetStyle("MMInstructionsWindow")); + + if (shouldShowVictoryWindow == true) + windowRect = GUI.Window (1, scoreWindowRect, Windows, languagemanager.lang.text [12].lang[languageCode],skin.GetStyle("MMInstructionsWindow")); + if (showPausedWindow == true) + windowRect = GUI.Window (2, new Rect ((Screen.width / 2) - 75, (Screen.height / 2) - 125, 150, 250), Windows, languagemanager.lang.text [24].lang[languageCode], skin.GetStyle ("MMInstructionsWindow")); + + } + + void Update() { + + checkForPausing (); + } + + + void Windows(int windowId) { + + + if(windowId==0) { + //instructions + GUI.Label (new Rect (0, 60, 400, 50), languagemanager.lang.text [9].lang[languageCode],skin.GetStyle("MMCenteredText")); + GUI.Label (new Rect (0, 120, 400, 50), languagemanager.lang.text [10].lang[languageCode],skin.GetStyle("MMCenteredText")); + + + + + //start timer and hide window + if (GUI.Button (new Rect (150, 185, 100, 35), languagemanager.lang.text [11].lang[languageCode])) { + + Timer.shouldRun = true; + shouldShowInstructionsWindow = false; + MazePlayerMovement.shouldMove = true; + } + } + + if (windowId == 1) { + + float timeScore = 1 / timer.startTime * 10000; + totalScore = (int)timeScore + Timer.score; + + if (totalScore > PlayerPrefs.GetInt ("highscore", 0)) { + + victoryMessage += languagemanager.lang.text [21].lang[languageCode]; + PlayerPrefs.SetInt ("highscore", totalScore); + PlayerPrefs.Save (); + } + + victoryMessage = languagemanager.lang.text [13].lang[languageCode] + timer.currentTime + languagemanager.lang.text [14].lang[languageCode] + totalScore; + + GUI.Label (new Rect (0, 60, 400, 50), victoryMessage, skin.GetStyle ("MMCenteredText")); + //GUI.Label (new Rect (0, 250, 400, 50), "Your score is: " + totalScore, skin.GetStyle ("MMCenteredText")); + + if (GUI.Button (new Rect (150, 185, 100, 35), languagemanager.lang.text [15].lang[languageCode])) { + + //tba fancy fade effect? + SceneManager.LoadScene ("Menu"); + } + } + //pause window! + if (windowId == 2) { + soundMuteText = (audiosource.mute == true) ? languagemanager.lang.text [25].lang[languageCode] : languagemanager.lang.text [22].lang[languageCode]; + + //mute sound + if (GUI.Button (new Rect (15, 130, 120, 30), soundMuteText)) { + + audiosource.mute = !audiosource.mute; + PlayerPrefs.SetInt ("Muted", (audiosource.mute == true) ? 1 : 0); + + } + //back to menu + if (GUI.Button (new Rect(15,170,120,30), languagemanager.lang.text [23].lang[languageCode])) { + + SceneManager.UnloadSceneAsync ("MazeMode"); + SceneManager.LoadScene ("Menu"); + } + + + } + } + + + Rect CenterRect(float windowWidth, float windowHeight) { + + float centeredX, centeredY; + + centeredX = (Screen.width - windowWidth) / 2; + centeredY = (Screen.height - windowHeight) / 2; + + return new Rect (centeredX, centeredY, windowWidth, windowHeight); + } + + void checkForPausing() { + + if (Input.GetKeyUp (KeyCode.Escape)) { + + paused = !paused; + showPausedWindow = !showPausedWindow; + } + } + + void setStaticVariables() { + + shouldShowInstructionsWindow = true; + shouldShowVictoryWindow=false; + showPausedWindow=false; + paused=false; + } +} diff --git a/Assets/Scripts/MazeMode/MazeGUI.cs.meta b/Assets/Scripts/MazeMode/MazeGUI.cs.meta new file mode 100644 index 0000000..7fb170d --- /dev/null +++ b/Assets/Scripts/MazeMode/MazeGUI.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9d9ddd97703d93e40b2c56ece5672ee4 +timeCreated: 1500136544 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MazeMode/MazeGenerator.cs b/Assets/Scripts/MazeMode/MazeGenerator.cs new file mode 100644 index 0000000..e56f45e --- /dev/null +++ b/Assets/Scripts/MazeMode/MazeGenerator.cs @@ -0,0 +1,216 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MazeGenerator : MonoBehaviour { + + int rows; + int cols; + + public GameObject wall; + public GameObject player; + public GameObject exit; + public Vector3 offset; + public GameObject flashlight; + public GameObject coin; + int[,] board; + int [] xy; + void Start () { + offset = new Vector3 (8F, 18F, -11F); + + prepBoard (10, 10); + makeMaze (); + xy = getRandomEmptyPosition (); + player = Instantiate(player,new Vector3(xy[0]-11,0.5F,xy[1]-11),Quaternion.identity); + Camera.main.transform.position = player.transform.position + offset; + Camera.main.transform.SetParent (player.transform); + + for (int i = 1; i <= Random.Range (7, 10); i++) { + + xy = getRandomEmptyPosition (); + coin = Instantiate (coin, new Vector3 (xy [0] - 11.5F, 0F, xy [1] - 11), Quaternion.Euler(new Vector3(90,0,0))); + + } + + flashlight = Instantiate(flashlight,new Vector3(0,0,0),Quaternion.identity); + + flashlight.transform.position = player.transform.position + new Vector3 (0, 1.8F, -0.2F); + flashlight.transform.SetParent (player.transform); + + int entrance_row = Random.Range(0,8) * 2 +1; + if(!(xy[1]<=11)) + { + board[entrance_row,0] = 4; + + } + else + { + board[entrance_row,getCols()-1] = 4; + + } + + drawMaze (10,10); + } + + // Update is called once per frame + void Update () { + + } + + + public void prepBoard(int row,int col) + { + + //row,col = nr randuri care pot fi parcurse + // row*2+1 nr de randuri necesare in matrice pt a avea un lavirint cu row culoare + rows = row*2+1; + cols = col*2+1; + + //crearea matricei si bordarea ei cu pereti + board = new int[rows*3,cols*3]; + for(int i=0; i 2 && height > 2){ + + if(width > height) + divideVertical(l, r, t, b); + + else if(height > width) + divideHorizontal(l, r, t, b); + + else if(height == width){ + int pickOne = Random.Range(0,1); + + if(pickOne==1) + divideVertical(l, r, t, b); + else + divideHorizontal(l, r, t, b); + } + }else if(width > 2 && height <=2){ + divideVertical(l, r, t, b); + }else if(width <=2 && height > 2){ + divideHorizontal(l, r, t, b); + } + } + + + private void divideVertical(int l, int r, int t, int b) + { + //impartire pe verticala + + //alege coloana. zidurile se vor genera doar pe pozitii pare + + int divide = l + 2 + Random.Range(0,(r-l-3)); + + if (divide % 2 == 1) + divide++; + //genereaza zid de sus pana jos la coloana divide + for(int i=t; i(); + shouldMove = false; + mazegui = GameObject.Find("MazeManager").GetComponent (); + } + + void FixedUpdate () { + + if (shouldMove == true && mazegui.paused ==false) { + + input = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")); + if (rb.velocity.magnitude < maxSpeed) + rb.AddForce (input * moveSpeed); + + + + } + + //adaugat forta doar cand viteza scade sub o limita ->snappier movement :D + + + + } + + + + + void OnTriggerEnter(Collider other) + { + //verificat terminat nivel.. trecerea la niv urmator se face in gamemanager + + + + if (other.transform.tag == "Goal") + { + Timer.shouldRun = false; + shouldMove = false; + MazeGUI.shouldShowVictoryWindow = true; + + + } + + if (other.transform.tag == "Coin") { + + Timer.score += 200; + //Destroy (other.gameObject); + } + } + void toggleMovement(bool shouldMove) + { + print ("toggled movement: " + shouldMove.ToString()); + rb.useGravity = shouldMove; + GetComponent ().enabled = shouldMove; + if (shouldMove == false) + rb.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ; + else + rb.constraints = RigidbodyConstraints.None | RigidbodyConstraints.FreezeRotation; + + } + +} diff --git a/Assets/Scripts/MazeMode/MazePlayerMovement.cs.meta b/Assets/Scripts/MazeMode/MazePlayerMovement.cs.meta new file mode 100644 index 0000000..93821b2 --- /dev/null +++ b/Assets/Scripts/MazeMode/MazePlayerMovement.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 746c0064d5a39124f9cdf552d4104961 +timeCreated: 1497697939 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MazeMode/Timer.cs b/Assets/Scripts/MazeMode/Timer.cs new file mode 100644 index 0000000..8d35d84 --- /dev/null +++ b/Assets/Scripts/MazeMode/Timer.cs @@ -0,0 +1,68 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class Timer : MonoBehaviour { + + public float startTime; + public string currentTime; + public static bool shouldRun; + public static int score; + public Rect timerRect; + public Rect scoreRect; + MazeGUI mazegui; + public GUISkin skin; + bool showScore=false; + public string coinScoreText; + LevelManager levelmanager; + Scene scene; + void Start () { + + shouldRun = false; + score = 0; + mazegui = GetComponent (); + levelmanager = GetComponent (); + scene = SceneManager.GetActiveScene (); + + if (scene.name == "MazeMode") + showScore = true; + + } + + void Update () { + + + if (shouldRun == true) + if((scene.name=="MazeMode" && mazegui.paused == false) || (scene.name=="StoryMode" && levelmanager.paused==false)) { + startTime += Time.deltaTime; + currentTime = string.Format ("{0:0.0}", startTime); + } + + } + + void OnGUI() { + + scoreRect = positionScoreRect (); + GUI.skin = skin; + GUI.Label (timerRect, currentTime,skin.GetStyle("Timer")); + + if (shouldRun) { + + if (showScore == true) + GUI.Label (scoreRect, mazegui.languagemanager.lang.text [17].lang [mazegui.languageCode] + score, skin.GetStyle ("Timer")); + else { + GUI.Label (scoreRect, coinScoreText, skin.GetStyle ("Timer")); + + } + + } + + + } + + Rect positionScoreRect(){ + + return new Rect (new Vector2 (Screen.width - 100, 25), new Vector2 (500, 500)); + } +} diff --git a/Assets/Scripts/MazeMode/Timer.cs.meta b/Assets/Scripts/MazeMode/Timer.cs.meta new file mode 100644 index 0000000..0ad13cd --- /dev/null +++ b/Assets/Scripts/MazeMode/Timer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 04af53b64d92cdc40ae432d01e28fdb5 +timeCreated: 1500129259 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Menu.meta b/Assets/Scripts/Menu.meta new file mode 100644 index 0000000..45be038 --- /dev/null +++ b/Assets/Scripts/Menu.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 2373a3f99a652104c862cf8f762a073d +folderAsset: yes +timeCreated: 1500037633 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Menu/AnimateBtns.cs b/Assets/Scripts/Menu/AnimateBtns.cs new file mode 100644 index 0000000..e2a40c5 --- /dev/null +++ b/Assets/Scripts/Menu/AnimateBtns.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AnimateBtns : MonoBehaviour { + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } + + +} diff --git a/Assets/Scripts/Menu/AnimateBtns.cs.meta b/Assets/Scripts/Menu/AnimateBtns.cs.meta new file mode 100644 index 0000000..588ed93 --- /dev/null +++ b/Assets/Scripts/Menu/AnimateBtns.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6b9ed529a507c7d48b8493e14947ce2c +timeCreated: 1501363179 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Menu/MenuManager.cs b/Assets/Scripts/Menu/MenuManager.cs new file mode 100644 index 0000000..3c6ae6d --- /dev/null +++ b/Assets/Scripts/Menu/MenuManager.cs @@ -0,0 +1,95 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class MenuManager : MonoBehaviour { + + public GameObject mainMenuButtons; + public GameObject playMenuButtons; + public Button[] buttons; + public Button socialButton, exitButton; + public Text[] labels; + LanguageManager lang; + int languageCode; + public LanguageManager languagemanager; + public Toggle ro, en; + + Animator animator; + + public AnimationClip anim; + void Start() { + + languagemanager = GetComponent (); + + animator = Camera.main.GetComponent (); + + + + } + void Update() { + + for(int i=0;i ().text = languagemanager.lang.text [i].lang [languageCode]; + } + buttons [6].GetComponentInChildren ().text = languagemanager.lang.text [5].lang [languageCode]; + + labels[0].text = languagemanager.lang.text [6].lang [languageCode]; + labels[1].text = languagemanager.lang.text [7].lang [languageCode]; + + ro.isOn = OptionsManager.language; + + languageCode = (OptionsManager.language == true) ? 1 : 0; + + + } + public void onToggleButtonClick(){ + + toggleMenus (); + } + + void toggleMenus() { + + mainMenuButtons.SetActive (!mainMenuButtons.activeInHierarchy); + + mainMenuButtons.GetComponent ().Play("ButtonSlideUp"); + playMenuButtons.SetActive (!mainMenuButtons.activeInHierarchy); + playMenuButtons.GetComponent ().Play("ButtonSlideUp"); + + + } + + //main menu buttons + + public void onOptionsButtonClick() { + + animator.SetFloat ("Animate", 1F); + } + + public void onExitButtonClick() { + + Application.Quit (); + } + + + //play menu buttons + + public void switchToScene(string name) { + + SceneManager.LoadScene(name); + } + + + //options menu buttons + public void onGoBackBtnClick() { + + if(OptionsManager.language==true) + PlayerPrefs.SetInt ("language", 1); + else + PlayerPrefs.SetInt ("language", 0); + PlayerPrefs.Save (); + animator.SetFloat ("Animate", 0F); + } +} diff --git a/Assets/Scripts/Menu/MenuManager.cs.meta b/Assets/Scripts/Menu/MenuManager.cs.meta new file mode 100644 index 0000000..47d77e2 --- /dev/null +++ b/Assets/Scripts/Menu/MenuManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4f01834418867ed41907fbca5edc5166 +timeCreated: 1500037640 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Menu/OptionsManager.cs b/Assets/Scripts/Menu/OptionsManager.cs new file mode 100644 index 0000000..4eb8361 --- /dev/null +++ b/Assets/Scripts/Menu/OptionsManager.cs @@ -0,0 +1,47 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +public class OptionsManager : MonoBehaviour { + + + public Slider volumeSlider; + + //false engleza, true romana + public static bool language=false; + public static KeyCode[] controls; + public Toggle RoToggle; + public Event e; + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } + + public void onSliderMoved() { + + AudioListener.volume = volumeSlider.value; + + if (volumeSlider.value == 0) + PlayerPrefs.SetInt ("Muted", 1); + else + PlayerPrefs.SetInt ("Muted", 0); + } + + public void onValueChanged(bool value) { + + + language = value; + print (language.ToString ()); + } + + public void onSocialBtnClick() { + + Application.OpenURL ("https://www.facebook.com/profile.php?id=100009351881540"); + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Menu/OptionsManager.cs.meta b/Assets/Scripts/Menu/OptionsManager.cs.meta new file mode 100644 index 0000000..9e994c5 --- /dev/null +++ b/Assets/Scripts/Menu/OptionsManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7c9fa3be118d1274abd601dc01109716 +timeCreated: 1500334209 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Menu/clouds.anim b/Assets/Scripts/Menu/clouds.anim new file mode 100644 index 0000000..998f10b Binary files /dev/null and b/Assets/Scripts/Menu/clouds.anim differ diff --git a/Assets/Scripts/Menu/clouds.anim.meta b/Assets/Scripts/Menu/clouds.anim.meta new file mode 100644 index 0000000..ee284ea --- /dev/null +++ b/Assets/Scripts/Menu/clouds.anim.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e866211b0b96bc74db669992f45da925 +timeCreated: 1501187966 +licenseType: Free +NativeFormatImporter: + mainObjectFileID: 7400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Menu/menu_bkg.controller b/Assets/Scripts/Menu/menu_bkg.controller new file mode 100644 index 0000000..c8de2a6 Binary files /dev/null and b/Assets/Scripts/Menu/menu_bkg.controller differ diff --git a/Assets/Scripts/Menu/menu_bkg.controller.meta b/Assets/Scripts/Menu/menu_bkg.controller.meta new file mode 100644 index 0000000..a713f7a --- /dev/null +++ b/Assets/Scripts/Menu/menu_bkg.controller.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 031cd31a660a32b45a08f3061b4aff09 +timeCreated: 1501188570 +licenseType: Free +NativeFormatImporter: + mainObjectFileID: 9100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode.meta b/Assets/Scripts/StoryMode.meta new file mode 100644 index 0000000..9b6a27b --- /dev/null +++ b/Assets/Scripts/StoryMode.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 86588cab917379449889fee450cb2a0c +folderAsset: yes +timeCreated: 1499961549 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/BlockingCube.cs b/Assets/Scripts/StoryMode/BlockingCube.cs new file mode 100644 index 0000000..b30421d --- /dev/null +++ b/Assets/Scripts/StoryMode/BlockingCube.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class BlockingCube : MonoBehaviour { + + + + PlayerMovement coinmanager; + public LanguageManager languagemanager; + Renderer rend; + BoxCollider coll; + // Use this for initialization + void Start () { + + coinmanager = GameObject.Find ("Player").GetComponent (); + rend = GetComponent (); + coll = GetComponent < BoxCollider >(); + + + } + + // Update is called once per frame + void Update () { + if (coinmanager.coinCount == coinmanager.totalCoinsPerLevel && gameObject.GetComponent ().enabled==true) { + + rend.enabled = false; + coll.enabled = false; + } + } + + +} diff --git a/Assets/Scripts/StoryMode/BlockingCube.cs.meta b/Assets/Scripts/StoryMode/BlockingCube.cs.meta new file mode 100644 index 0000000..d5be0b4 --- /dev/null +++ b/Assets/Scripts/StoryMode/BlockingCube.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cbd5a26b5f6cc3a4d9b5a98f308db49c +timeCreated: 1501000733 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/CameraControl.cs b/Assets/Scripts/StoryMode/CameraControl.cs new file mode 100644 index 0000000..b8d6eed --- /dev/null +++ b/Assets/Scripts/StoryMode/CameraControl.cs @@ -0,0 +1,19 @@ +using UnityEngine; + +public class CameraControl : MonoBehaviour { + + public Transform player; + public Vector3 offset; + + + void Start() + { + offset = new Vector3 (8F, 18F, -11F); + } + void Update () { + + + transform.position = player.position + offset; + } + +} diff --git a/Assets/Scripts/StoryMode/CameraControl.cs.meta b/Assets/Scripts/StoryMode/CameraControl.cs.meta new file mode 100644 index 0000000..fab1a6a --- /dev/null +++ b/Assets/Scripts/StoryMode/CameraControl.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8b27f98f2b06e6a4b9cbb100d1be27f2 +timeCreated: 1497877506 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/CoordinateManager.cs b/Assets/Scripts/StoryMode/CoordinateManager.cs new file mode 100644 index 0000000..e37562a --- /dev/null +++ b/Assets/Scripts/StoryMode/CoordinateManager.cs @@ -0,0 +1,21 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CoordinateManager : MonoBehaviour { + + public Vector3[] LevelPositions = { new Vector3 { x = -4F, y = 0, z = -5F }, + new Vector3 { x = -4F, y = 0, z = -3.5F}, + new Vector3 { x = -5F, y = 0, z = 1.5F}, + new Vector3 { x = -3.5F, y = 0, z = -1}}; + + public Vector3[] PlayerSpawnPoints; + public CoordinateManager() + { + PlayerSpawnPoints = new Vector3[] { new Vector3 { x = -4.5F, y = 0, z = 0 }, + new Vector3 { x = -2F, y = 0, z = -3.5F}, + new Vector3 { x = -3F, y = 0, z = -5.5F}, + new Vector3 { x = -1.5F, y = 0, z = -6.5F} }; + } + +} diff --git a/Assets/Scripts/StoryMode/CoordinateManager.cs.meta b/Assets/Scripts/StoryMode/CoordinateManager.cs.meta new file mode 100644 index 0000000..6c44f32 --- /dev/null +++ b/Assets/Scripts/StoryMode/CoordinateManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cb3c52647454b9d489d3d046874dfb6f +timeCreated: 1499955075 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/FloorFalling.cs b/Assets/Scripts/StoryMode/FloorFalling.cs new file mode 100644 index 0000000..baeb31a --- /dev/null +++ b/Assets/Scripts/StoryMode/FloorFalling.cs @@ -0,0 +1,62 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class FloorFalling : MonoBehaviour { + + public bool isFalling = true; + float currentHeight, previousHeight, distance; + string nameCheck; + Vector3 finalPos; + + float startTime,finalTime,timeSinceStart,percentageFallen; + // Use this for initialization + void Start () { + byte r = (byte) (Random.Range(220F,240F)); + byte g = (byte) (Random.Range (191F, 202F)); + byte b = (byte) (Random.Range (115F, 150F)); + + Renderer rend = GetComponent(); + rend.material.SetColor ("_Color", new Color32(r,g,b,255)); + string[] splitName = gameObject.name.Split (); + nameCheck = splitName [0] + " " + (int.Parse(splitName [1]) - 1).ToString (); + print (nameCheck); + finalPos = new Vector3 (transform.position.x, transform.position.y-3.5F, transform.position.z); + startTime = Time.time; + finalTime = startTime + 5F; + + } + + // Update is called once per frame + void FixedUpdate () { + //updateFalling (); + if(isFalling==true){ + timeSinceStart = Time.time - startTime; + percentageFallen = timeSinceStart / finalTime; + transform.position= Vector3.Lerp(transform.position,finalPos,percentageFallen); + + + } + + if (transform.position.y-finalPos.y <0.5F) { + isFalling = false; + GetComponent ().constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation; + } + } + + void updateFalling() + { + + + } + + void OnCollisionEnter(Collision other) { + + + } + + public bool getFalling() + { + return isFalling; + } +} \ No newline at end of file diff --git a/Assets/Scripts/StoryMode/FloorFalling.cs.meta b/Assets/Scripts/StoryMode/FloorFalling.cs.meta new file mode 100644 index 0000000..f1f49da --- /dev/null +++ b/Assets/Scripts/StoryMode/FloorFalling.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 324a85e26c895ef4eac444375451b634 +timeCreated: 1498229793 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/LevelManager.cs b/Assets/Scripts/StoryMode/LevelManager.cs new file mode 100644 index 0000000..7da61e8 --- /dev/null +++ b/Assets/Scripts/StoryMode/LevelManager.cs @@ -0,0 +1,202 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class LevelManager : MonoBehaviour { + + int currentLevel; + public GameObject[] levels; + public GameObject floor; + float previousY; + public CoordinateManager cm; + AudioSource audiosource; + public bool showPausedWindow=false,paused = false; + string soundMuteText; + public GUISkin skin; + public GameObject player; + public bool shouldShowInstructionsWindow=true,shouldShowVictoryWindow=false; + public Rect windowRect,scoreWindowRect,buttonRect; + public Timer timer; + public LanguageManager languagemanager; + public int languageCode; + public PlayerMovement playermovement; + + void Start () { + languagemanager = GetComponent (); + + currentLevel = 0; + cm = GameObject.Find("GameManager").GetComponent (); + audiosource = gameObject.GetComponent (); + + audiosource.mute = (PlayerPrefs.GetInt ("Muted") == 1) ? true : false; + levels[currentLevel] = Instantiate(levels[0],new Vector3(-4,0,-5), Quaternion.identity) as GameObject; + player = GameObject.Find ("Player"); + languageCode = (OptionsManager.language == true) ? 1 : 0; + timer = GetComponent (); + playermovement = player.GetComponent (); + + } + + // Update is called once per frame + void Update () { + + checkForPausing(); + + } + + + void OnGUI() { + scoreWindowRect = CenterRect (400, 250); + windowRect = CenterRect (400, 400); + GUI.skin = skin; + if (shouldShowInstructionsWindow == true) + GUI.Window (0, scoreWindowRect, Windows, languagemanager.lang.text [8].lang[languageCode] ,skin.GetStyle("MMInstructionsWindow")); + if (showPausedWindow == true) + GUI.Window (1, new Rect ((Screen.width / 2) - 75, (Screen.height / 2) - 125, 150, 250), Windows, "Paused", skin.GetStyle ("MMInstructionsWindow")); + timer.coinScoreText = languagemanager.lang.text [27].lang [languageCode] + playermovement.coinCount + "/" + playermovement.totalCoinsPerLevel; + + if (shouldShowVictoryWindow == true) + windowRect = GUI.Window (2, scoreWindowRect, Windows, languagemanager.lang.text [12].lang[languageCode],skin.GetStyle("MMInstructionsWindow")); + } + + void Windows(int windowId) { + + + if (windowId == 0) { + //instructions + GUI.Label (new Rect (0, 80, 400, 50), languagemanager.lang.text [26].lang [languageCode], skin.GetStyle ("MMCenteredText")); + GUI.Label (new Rect (0, 250, 400, 50), "S", skin.GetStyle ("MMCenteredText")); + + if (GUI.Button (new Rect (150, 185, 100, 35), languagemanager.lang.text [11].lang [languageCode])) { + Timer.shouldRun = true; + shouldShowInstructionsWindow = false; + + } + } + + + if (windowId == 1) { + soundMuteText = (audiosource.mute == true) ? languagemanager.lang.text [25].lang [languageCode] : languagemanager.lang.text [22].lang [languageCode]; + + if (GUI.Button (new Rect (15, 90, 120, 30), "Reset Level")) { + resetLevel (); + showPausedWindow = false; + paused = false; + } + + if (GUI.Button (new Rect (15, 130, 120, 30), soundMuteText)) { + + audiosource.mute = !audiosource.mute; + PlayerPrefs.SetInt ("Muted", (audiosource.mute == true) ? 1 : 0); + + } + if (GUI.Button (new Rect (15, 170, 120, 30), "Back to Main Menu")) { + + SceneManager.UnloadSceneAsync ("StoryMode"); + SceneManager.LoadScene ("Menu"); + } + + + } + + if (windowId == 2) { + + string victoryMessage = languagemanager.lang.text [28].lang[languageCode] + timer.currentTime + languagemanager.lang.text [29].lang[languageCode] + playermovement.deaths + languagemanager.lang.text [30].lang[languageCode]; + + PlayerPrefs.SetInt ("PMDeaths", playermovement.deaths); + + float result; + float.TryParse (timer.currentTime, out result); + + if ( result < PlayerPrefs.GetFloat ("PMBestTime", float.MaxValue)) { + + + PlayerPrefs.SetFloat ("PMBestTime", result); + PlayerPrefs.Save (); + } + + GUI.Label (new Rect (0, 60, 400, 50), victoryMessage, skin.GetStyle ("MMCenteredText")); + + + if (GUI.Button (new Rect (150, 185, 100, 35), languagemanager.lang.text [15].lang[languageCode])) { + + //tba fancy fade effect? + SceneManager.LoadScene ("Menu"); + } + } + } + + + public void nextLevel() + { + levels [currentLevel].transform.parent = null; + previousY = levels [currentLevel].transform.position.y; + Destroy (levels [currentLevel]); + + currentLevel++; + floor = Instantiate (floor, new Vector3 (0, previousY + 4, 0), Quaternion.identity) as GameObject; + floor.name = "FloorNo " + currentLevel.ToString (); + print (cm.PlayerSpawnPoints [currentLevel].x.ToString() + ' ' + cm.PlayerSpawnPoints [currentLevel].y.ToString() + ' ' + cm.PlayerSpawnPoints[currentLevel].z.ToString() + ' '); + + cm.LevelPositions [currentLevel].y = previousY +cm.LevelPositions [currentLevel].y+4.5F; + + playermovement.maxSpeed = 5; + levels[currentLevel] = Instantiate(levels[currentLevel],cm.LevelPositions[currentLevel], Quaternion.identity) as GameObject; + + levels [currentLevel].transform.SetParent (floor.transform); + + } + + public void resetLevel() { + + GameObject[] obj = GameObject.FindGameObjectsWithTag ("Coin"); + foreach (GameObject coin in obj) { + + coin.GetComponent ().enabled = true; + coin.GetComponent ().enabled = true; + } + + obj = GameObject.FindGameObjectsWithTag ("SlidingBlock"); + foreach (GameObject block in obj) { + block.GetComponent ().setInitialPos (); + + } + obj = GameObject.FindGameObjectsWithTag ("BlockingCube"); + + foreach (GameObject block in obj) { + block.GetComponent ().enabled = true; + block.GetComponent ().enabled = true; + + } + player.GetComponent().coinCount=0; + + player.transform.position = new Vector3 (cm.PlayerSpawnPoints [currentLevel].x, player.transform.position.y, cm.PlayerSpawnPoints [currentLevel].z); + + } + public int getCurrentLevel() + { + return currentLevel; + } + + void checkForPausing() { + + if (Input.GetKeyUp (KeyCode.Escape)) { + + paused = !paused; + showPausedWindow = !showPausedWindow; + } + } + + Rect CenterRect(float windowWidth, float windowHeight) { + + float centeredX, centeredY; + + centeredX = (Screen.width - windowWidth) / 2; + centeredY = (Screen.height - windowHeight) / 2; + + return new Rect (centeredX, centeredY, windowWidth, windowHeight); + } + + +} \ No newline at end of file diff --git a/Assets/Scripts/StoryMode/LevelManager.cs.meta b/Assets/Scripts/StoryMode/LevelManager.cs.meta new file mode 100644 index 0000000..0b38495 --- /dev/null +++ b/Assets/Scripts/StoryMode/LevelManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b170a9b664414b742bb483b6ee29768a +timeCreated: 1498224696 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/MainMenu.cs b/Assets/Scripts/StoryMode/MainMenu.cs new file mode 100644 index 0000000..3045353 --- /dev/null +++ b/Assets/Scripts/StoryMode/MainMenu.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MainMenu : MonoBehaviour { + + public GUISkin skin; + void OnGUI() + { + GUI.skin = skin; + GUI.Label (new Rect(10,10,400,45),"Pancake Tower! Test Build"); + if (GUI.Button (new Rect (10, 150, 45, 45), "Play")) + Application.LoadLevel (0); + if (GUI.Button (new Rect (10, 205, 45, 45), "Quit")) + Application.Quit (); + } +} diff --git a/Assets/Scripts/StoryMode/MainMenu.cs.meta b/Assets/Scripts/StoryMode/MainMenu.cs.meta new file mode 100644 index 0000000..fed7e68 --- /dev/null +++ b/Assets/Scripts/StoryMode/MainMenu.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 38bf252e76ae6b549821f3a46405f8f9 +timeCreated: 1497820415 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/PlaySoundOnTouch.cs b/Assets/Scripts/StoryMode/PlaySoundOnTouch.cs new file mode 100644 index 0000000..03a0818 --- /dev/null +++ b/Assets/Scripts/StoryMode/PlaySoundOnTouch.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlaySoundOnTouch : MonoBehaviour { + + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } + + void OnTriggerEnter(Collider other) { + + + if(PlayerPrefs.GetInt("Muted")==0) + gameObject.GetComponent().PlayOneShot (gameObject.GetComponent ().clip); + +} +} diff --git a/Assets/Scripts/StoryMode/PlaySoundOnTouch.cs.meta b/Assets/Scripts/StoryMode/PlaySoundOnTouch.cs.meta new file mode 100644 index 0000000..4679aad --- /dev/null +++ b/Assets/Scripts/StoryMode/PlaySoundOnTouch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e7800e285c0f01b4da790468f8fd9167 +timeCreated: 1501371383 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/PlayerMovement.cs b/Assets/Scripts/StoryMode/PlayerMovement.cs new file mode 100644 index 0000000..db69e16 --- /dev/null +++ b/Assets/Scripts/StoryMode/PlayerMovement.cs @@ -0,0 +1,181 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlayerMovement : MonoBehaviour { + + public float moveSpeed; + public float maxSpeed=5F; + private Vector3 spawnPoint,finalPos; + private Vector3 input; + public GameObject particles; + public LevelManager manager; + bool hasSwitchedLevel=false; + GameObject floor; + Rigidbody rb; + public CoordinateManager cm; + int level; + bool shouldLerp=false; + int collisionNr; + public int coinCount,totalCoinsPerLevel,deaths; + + + void Start () { + rb = GetComponent(); + manager = manager.GetComponent(); + cm = GameObject.Find("GameManager").GetComponent (); + + transform.position = new Vector3 (-4.5F, 0, 0); + spawnPoint = transform.position; + InvokeRepeating ("CheckForFalling", 0f, 1F); + totalCoinsPerLevel = 4; + + + } + + void Update () { + + + + if (collisionNr == 0) { + rb.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation; + + + } + if (collisionNr > 0) { + rb.constraints = RigidbodyConstraints.FreezeRotation; + + + } + } + void FixedUpdate() { + + //adaugat forta doar cand viteza scade sub o limita ->snappier movement :D + if (manager.paused == false) { + input = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical")); + if (rb.velocity.magnitude < maxSpeed) + rb.AddForce (input * moveSpeed); + } + } + + + void CheckForFalling() + { +; + + if (manager.getCurrentLevel () > 0) + + if (GameObject.Find ("FloorNo " + manager.getCurrentLevel ().ToString ()).GetComponent ().isFalling == false && hasSwitchedLevel == true) { + toggleMovement (true); + hasSwitchedLevel = false; + + + + + + } + } + + + + void OnCollisionEnter(Collision other) + { + collisionNr++; + + + } + + void OnCollisionExit(Collision other) + { + collisionNr--; + } + void PlayerDeath() + { + //animatii fancy pt moarte + mutat la spawn + GameObject explosion = GameObject.Instantiate(particles, transform.position, Quaternion.identity) as GameObject; + gameObject.GetComponent().PlayOneShot (gameObject.GetComponent ().clip); + + transform.position = new Vector3(spawnPoint.x,transform.position.y,spawnPoint.z); + deaths++; + Destroy (explosion, 2.0f); + } + + void OnTriggerEnter(Collider other) + { + //verificat terminat nivel.. trecerea la niv urmator se face in gamemanager + + + if (other.transform.tag == "Enemy") + PlayerDeath (); + if (other.transform.tag == "SpeedPad") + maxSpeed = 10; + + if (other.transform.tag == "Coin") { + coinCount++; + + + } + + if (other.transform.tag == "Goal") + { + + + hasSwitchedLevel = true; + toggleMovement (false); + + print ("current level:" + manager.getCurrentLevel ()); + finalPos = cm.PlayerSpawnPoints [manager.getCurrentLevel () + 1]; + finalPos.y = transform.position.y + 6.5F; + transform.position = finalPos; + + + + + + level = manager.getCurrentLevel () + 1; + transform.position = new Vector3 (cm.PlayerSpawnPoints [level].x, + transform.position.y, + cm.PlayerSpawnPoints [level].z); + + + coinCount = 0; + manager.nextLevel (); + + int newcoins = GameObject.FindGameObjectsWithTag ("Coin").Length; + totalCoinsPerLevel = newcoins - totalCoinsPerLevel; + + floor = GameObject.Find ("FloorNo " + manager.getCurrentLevel ().ToString ()); + spawnPoint = transform.position; + spawnPoint.y += 1; + } + + if (other.transform.tag == "PMFinish") { + + + manager.paused = true; + toggleMovement (false); + manager.shouldShowVictoryWindow = true; + } + + + + + + + + + } + void toggleMovement(bool shouldMove) + { + if (shouldMove == false) + rb.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ; + else + rb.constraints = RigidbodyConstraints.None | RigidbodyConstraints.FreezeRotation; + + + rb.useGravity = shouldMove; + GetComponent ().isTrigger = !shouldMove; + + } + +} diff --git a/Assets/Scripts/StoryMode/PlayerMovement.cs.meta b/Assets/Scripts/StoryMode/PlayerMovement.cs.meta new file mode 100644 index 0000000..97d9d6d --- /dev/null +++ b/Assets/Scripts/StoryMode/PlayerMovement.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d3f272278442ca643a010b806c76da85 +timeCreated: 1497697939 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/StoryMode/SlidingBlock.cs b/Assets/Scripts/StoryMode/SlidingBlock.cs new file mode 100644 index 0000000..ac9e47a --- /dev/null +++ b/Assets/Scripts/StoryMode/SlidingBlock.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SlidingBlock : MonoBehaviour { + + Rigidbody rb; + Transform tr; + Vector3 initialPos; + // Use this for initialization + void Start () { + rb = gameObject.GetComponent (); + rb.constraints = RigidbodyConstraints.FreezeAll; + tr = gameObject.GetComponent (); + initialPos = tr.localPosition; + print (initialPos.ToString ()); + } + + //only move when player touches! + void OnCollisionEnter(Collision other) { + + if (other.gameObject.tag == "Player") + rb.constraints = RigidbodyConstraints.FreezeRotation; + } + void OnCollisionExit(Collision other) { + + if (other.gameObject.tag == "Player") + rb.constraints = RigidbodyConstraints.FreezeAll; + } + + + public void setInitialPos() { + + + tr.localPosition= new Vector3(initialPos.x, tr.localPosition.y, initialPos.z); + + } + // Update is called once per frame + void Update () { + + } +} diff --git a/Assets/Scripts/StoryMode/SlidingBlock.cs.meta b/Assets/Scripts/StoryMode/SlidingBlock.cs.meta new file mode 100644 index 0000000..9feb96d --- /dev/null +++ b/Assets/Scripts/StoryMode/SlidingBlock.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 277b4752ba40d2d4a9e65647aefa26db +timeCreated: 1501005488 +licenseType: Free +MonoImporter: + serializedVersion: 2 + 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Pancake Tower

+

A puzzle game with level creation support

+ +## What is Pancake Tower? +**Pancake Tower** is a puzzle game, where the player has to perform different tasks, depending on the chosen gamemode. There are two gamemodes in Pancake Tower: + +### Puzzle Mode +* Complete the given puzzle, while avoiding death by spikes +* Interact with puzzle elements, and touch speed pads that increase your movement speed +* Puzzles keep increasing in size and difficulty, 10 different puzzle levels + +

+ +### Maze Mode +* Find the exit to the maze in as little time as you can! +* Collect coins to increase your score +* Mazes randomly generated using a recursive division algorithm + +

+ + +Besides the gameplay modes, the game also features level creation support, in an in-game built level creator. + +### Level Creator +* Easy to use, drag'n'drop interface +* Can play levels immediately after creating them +* Saving/loading level features + +

+ + + +### Technical description + +Pancake Tower was developed using Unity 5.6.1. Scripting was done in C#. The menu assets were done in Photoshop. Theme song courtesy of [Agnet 75](http://jake75gp.wixsite.com/agnet75), who was so kind as to compose it specially for the game. Sound effects created using [Bfxr](http://www.bfxr.net/). + +## How to download Pancake Tower + +If you already have Unity installed, you may clone the entire repository and open it in Unity. This enables you to play the game, as well as look through the source code, if you're curious about how the game works. + +Otherwise, enter the Builds folder in the repo, and download the latest build.