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tetra-tower
Commits
f09feb42
Commit
f09feb42
authored
Jan 22, 2019
by
18손재민
Browse files
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Merge branch 'master' into tetris
parents
af70e9f8
4bbe3878
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13 changed files
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483 additions
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205 deletions
+483
-205
Player animator.controller
Assets/Animation/Player animator.controller
+69
-169
PlayerGoingDownAnim.anim
Assets/Animation/Player/PlayerGoingDownAnim.anim
+68
-0
PlayerGoingDownAnim.anim.meta
Assets/Animation/Player/PlayerGoingDownAnim.anim.meta
+8
-0
PlayerGoingUpAnim.anim
Assets/Animation/Player/PlayerGoingUpAnim.anim
+68
-0
PlayerGoingUpAnim.anim.meta
Assets/Animation/Player/PlayerGoingUpAnim.anim.meta
+8
-0
Player.prefab
Assets/Prefabs/Characters/Player.prefab
+7
-6
PlayerController.cs
Assets/Scripts/Characters/PlayerController.cs
+45
-30
goingdown.meta
Assets/Sprites/Player/goingdown.meta
+8
-0
jump2.png
Assets/Sprites/Player/goingdown/jump2.png
+0
-0
jump2.png.meta
Assets/Sprites/Player/goingdown/jump2.png.meta
+97
-0
goingup.meta
Assets/Sprites/Player/goingup.meta
+8
-0
jump1.png
Assets/Sprites/Player/goingup/jump1.png
+0
-0
jump1.png.meta
Assets/Sprites/Player/goingup/jump1.png.meta
+97
-0
No files found.
Assets/Animation/Player animator.controller
View file @
f09feb42
This diff is collapsed.
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Assets/Animation/Player/PlayerGoingDownAnim.anim
0 → 100644
View file @
f09feb42
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View file @
f09feb42
...
@@ -59,7 +59,7 @@ Rigidbody2D:
...
@@ -59,7 +59,7 @@ Rigidbody2D:
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:
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m_Mass
:
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m_LinearDrag
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0
m_LinearDrag
:
0
m_AngularDrag
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m_AngularDrag
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fileID
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fileID
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}
m_Interpolate
:
0
m_Interpolate
:
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m_SleepingMode
:
1
m_SleepingMode
:
1
...
@@ -77,7 +77,7 @@ BoxCollider2D:
...
@@ -77,7 +77,7 @@ BoxCollider2D:
m_IsTrigger
:
0
m_IsTrigger
:
0
m_UsedByEffector
:
0
m_UsedByEffector
:
0
m_UsedByComposite
:
0
m_UsedByComposite
:
0
m_Offset
:
{
x
:
0
,
y
:
-0.
1
}
m_Offset
:
{
x
:
0
,
y
:
-0.
09
}
m_SpriteTilingProperty
:
m_SpriteTilingProperty
:
border
:
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y
:
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,
w
:
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}
border
:
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:
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z
:
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,
w
:
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pivot
:
{
x
:
0.5
,
y
:
0.5
}
pivot
:
{
x
:
0.5
,
y
:
0.5
}
...
@@ -88,7 +88,7 @@ BoxCollider2D:
...
@@ -88,7 +88,7 @@ BoxCollider2D:
adaptiveTiling
:
0
adaptiveTiling
:
0
m_AutoTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
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serializedVersion
:
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m_Size
:
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1.
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}
m_Size
:
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}
m_EdgeRadius
:
0
m_EdgeRadius
:
0
---
!u!95
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---
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Animator
:
Animator
:
...
@@ -119,10 +119,11 @@ MonoBehaviour:
...
@@ -119,10 +119,11 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
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,
type
:
3
}
m_Script
:
{
fileID
:
11500000
,
guid
:
f289cad4933d4bf42ae5c82c57bd88e4
,
type
:
3
}
m_Name
:
m_Name
:
m_EditorClassIdentifier
:
m_EditorClassIdentifier
:
maxSpeed
:
5
rbGravityScale
:
3
maxDashSpeed
:
10
maxSpeed
:
3
maxDashSpeed
:
6
accerlation
:
1200
accerlation
:
1200
jumpSpeed
:
1
0
jumpSpeed
:
1
1
ropeSpeed
:
3
ropeSpeed
:
3
doubleJumpSpeed
:
10
doubleJumpSpeed
:
10
dashAccerlation
:
2000
dashAccerlation
:
2000
...
...
Assets/Scripts/Characters/PlayerController.cs
View file @
f09feb42
...
@@ -8,6 +8,8 @@ public class PlayerController : MonoBehaviour
...
@@ -8,6 +8,8 @@ public class PlayerController : MonoBehaviour
private
Rigidbody2D
rb
;
// RigidBody2D of this game object
private
Rigidbody2D
rb
;
// RigidBody2D of this game object
private
Animator
anim
;
private
Animator
anim
;
[
SerializeField
]
private
float
rbGravityScale
;
// Speeds of player
// Speeds of player
[
SerializeField
]
[
SerializeField
]
private
float
maxSpeed
;
private
float
maxSpeed
;
...
@@ -29,7 +31,6 @@ public class PlayerController : MonoBehaviour
...
@@ -29,7 +31,6 @@ public class PlayerController : MonoBehaviour
// Bool values for jump & doublejump
// Bool values for jump & doublejump
private
bool
isGrounded
=
true
;
private
bool
isGrounded
=
true
;
private
bool
isJumpable
=
true
;
// Can player jump or doublejump?
private
bool
isJumpable
=
true
;
// Can player jump or doublejump?
private
bool
isInRope
=
false
;
private
bool
isDownPlatform
=
false
;
private
bool
isDownPlatform
=
false
;
private
bool
ropeEnabled
=
true
;
private
bool
ropeEnabled
=
true
;
// Inputs
// Inputs
...
@@ -56,14 +57,17 @@ public class PlayerController : MonoBehaviour
...
@@ -56,14 +57,17 @@ public class PlayerController : MonoBehaviour
private
float
rayDistance
;
private
float
rayDistance
;
[
SerializeField
]
[
SerializeField
]
private
float
ropeUp
,
ropeDown
;
private
float
ropeUp
,
ropeDown
;
// Use this for initialization
enum
PlayerState
{
Idle
,
Walk
,
Run
,
GoingUp
,
GoingDown
,
Rope
}
PlayerState
playerState
,
previousState
;
void
Start
()
void
Start
()
{
{
rb
=
gameObject
.
GetComponent
<
Rigidbody2D
>();
rb
=
gameObject
.
GetComponent
<
Rigidbody2D
>();
anim
=
GetComponent
<
Animator
>();
anim
=
GetComponent
<
Animator
>();
playerState
=
PlayerState
.
Idle
;
previousState
=
PlayerState
.
Idle
;
}
}
// Update is called once per frame
void
Update
()
void
Update
()
{
{
horizontal
=
Input
.
GetAxis
(
"Horizontal"
);
horizontal
=
Input
.
GetAxis
(
"Horizontal"
);
...
@@ -82,15 +86,6 @@ public class PlayerController : MonoBehaviour
...
@@ -82,15 +86,6 @@ public class PlayerController : MonoBehaviour
if
(
GameManager
.
gameState
==
GameState
.
Ingame
&&
MapManager
.
isDoorClosing
!=
true
)
if
(
GameManager
.
gameState
==
GameState
.
Ingame
&&
MapManager
.
isDoorClosing
!=
true
)
{
{
anim
.
SetBool
(
"rope"
,
isInRope
);
anim
.
SetBool
(
"run"
,
isDashing
);
anim
.
SetBool
(
"ground"
,
isGrounded
);
anim
.
SetFloat
(
"vspeed"
,
rb
.
velocity
.
y
);
anim
.
SetFloat
(
"speed"
,
Mathf
.
Abs
(
rb
.
velocity
.
x
));
if
(
isGrounded
||
isInRope
)
{
anim
.
SetBool
(
"jump"
,
false
);
}
if
(
isGrounded
)
if
(
isGrounded
)
isJumpable
=
true
;
isJumpable
=
true
;
...
@@ -114,12 +109,12 @@ public class PlayerController : MonoBehaviour
...
@@ -114,12 +109,12 @@ public class PlayerController : MonoBehaviour
}
}
if
(
IsInRope
())
if
(
IsInRope
())
{
{
if
(
isIn
Rope
)
if
(
playerState
==
PlayerState
.
Rope
)
{
{
if
(
horizontalRaw
!=
0f
&&
verticalRaw
==
0f
)
if
(
horizontalRaw
!=
0f
&&
verticalRaw
==
0f
)
{
{
isInRope
=
fals
e
;
playerState
=
PlayerState
.
Idl
e
;
rb
.
gravityScale
=
2f
;
rb
.
gravityScale
=
rbGravityScale
;
StartCoroutine
(
RopeDelay
());
StartCoroutine
(
RopeDelay
());
}
}
...
@@ -128,19 +123,20 @@ public class PlayerController : MonoBehaviour
...
@@ -128,19 +123,20 @@ public class PlayerController : MonoBehaviour
}
}
else
if
(
verticalRaw
!=
0
&&
ropeEnabled
&&
horizontalRaw
==
0
)
else
if
(
verticalRaw
!=
0
&&
ropeEnabled
&&
horizontalRaw
==
0
)
{
{
isInRope
=
tru
e
;
playerState
=
PlayerState
.
Rop
e
;
rb
.
gravityScale
=
0f
;
rb
.
gravityScale
=
0f
;
transform
.
position
=
new
Vector2
(
Mathf
.
Round
(
transform
.
position
.
x
-
0.5f
)
+
0.5f
,
transform
.
position
.
y
);
transform
.
position
=
new
Vector2
(
Mathf
.
Round
(
transform
.
position
.
x
-
0.5f
)
+
0.5f
,
transform
.
position
.
y
);
rb
.
velocity
=
new
Vector2
(
0f
,
0f
);
rb
.
velocity
=
new
Vector2
(
0f
,
0f
);
}
}
}
anim
.
SetFloat
(
"ropeUpDown"
,
verticalRaw
);
}
else
else
{
{
isInRope
=
fals
e
;
playerState
=
PlayerState
.
Idl
e
;
rb
.
gravityScale
=
2f
;
rb
.
gravityScale
=
rbGravityScale
;
}
}
if
(
!
isIn
Rope
)
if
(
playerState
!=
PlayerState
.
Rope
)
{
{
float
vertical
=
rb
.
velocity
.
y
;
float
vertical
=
rb
.
velocity
.
y
;
if
(
jump
)
if
(
jump
)
...
@@ -148,20 +144,20 @@ public class PlayerController : MonoBehaviour
...
@@ -148,20 +144,20 @@ public class PlayerController : MonoBehaviour
if
(
isGrounded
)
if
(
isGrounded
)
{
{
vertical
=
jumpSpeed
;
vertical
=
jumpSpeed
;
anim
.
SetBool
(
"jump"
,
true
);
}
}
else
if
(
isJumpable
)
else
if
(
isJumpable
)
{
{
vertical
=
doubleJumpSpeed
;
vertical
=
doubleJumpSpeed
;
anim
.
SetBool
(
"jump"
,
true
);
isJumpable
=
false
;
isJumpable
=
false
;
}
}
}
}
if
(!
isGrounded
)
{
if
(
vertical
>
0
)
playerState
=
PlayerState
.
GoingUp
;
else
playerState
=
PlayerState
.
GoingDown
;
}
//rb.velocity = new Vector2(horizontal * speed * Time.smoothDeltaTime, vertical);
// rb.velocity = new Vector2(rb.velocity.x, vertical);
if
(
horizontalRaw
!=
0
)
if
(
horizontalRaw
!=
0
)
{
{
if
(
horizontal
!=
1
&&
horizontal
!=
-
1
&&
dashStart
==
0
)
if
(
horizontal
!=
1
&&
horizontal
!=
-
1
&&
dashStart
==
0
)
...
@@ -192,6 +188,15 @@ public class PlayerController : MonoBehaviour
...
@@ -192,6 +188,15 @@ public class PlayerController : MonoBehaviour
else
else
rb
.
AddForce
(
horizontalRaw
*
accerlation
*
Time
.
smoothDeltaTime
*
Vector2
.
right
);
rb
.
AddForce
(
horizontalRaw
*
accerlation
*
Time
.
smoothDeltaTime
*
Vector2
.
right
);
if
(
isGrounded
)
{
if
(
horizontalRaw
==
0
)
playerState
=
PlayerState
.
Idle
;
else
{
if
(
isDashing
)
playerState
=
PlayerState
.
Run
;
else
playerState
=
PlayerState
.
Walk
;
}
}
if
(((
horizontalRaw
==
0
)
||
(
rb
.
velocity
.
x
>
0
&&
horizontalRaw
<
0
)
if
(((
horizontalRaw
==
0
)
||
(
rb
.
velocity
.
x
>
0
&&
horizontalRaw
<
0
)
||
(
rb
.
velocity
.
x
<
0
&&
horizontalRaw
>
0
))
&&
(
isGrounded
))
||
(
rb
.
velocity
.
x
<
0
&&
horizontalRaw
>
0
))
&&
(
isGrounded
))
{
{
...
@@ -202,7 +207,17 @@ public class PlayerController : MonoBehaviour
...
@@ -202,7 +207,17 @@ public class PlayerController : MonoBehaviour
else
else
rb
.
velocity
=
new
Vector2
(
Mathf
.
Clamp
(
rb
.
velocity
.
x
,
-
maxSpeed
,
maxSpeed
),
vertical
);
rb
.
velocity
=
new
Vector2
(
Mathf
.
Clamp
(
rb
.
velocity
.
x
,
-
maxSpeed
,
maxSpeed
),
vertical
);
}
}
if
(
previousState
!=
playerState
)
switch
(
playerState
)
{
case
PlayerState
.
Idle
:
anim
.
SetTrigger
(
"idle"
);
break
;
case
PlayerState
.
Walk
:
anim
.
SetTrigger
(
"walk"
);
break
;
case
PlayerState
.
Run
:
anim
.
SetTrigger
(
"run"
);
break
;
case
PlayerState
.
GoingUp
:
anim
.
SetTrigger
(
"upTrigger"
);
break
;
case
PlayerState
.
GoingDown
:
anim
.
SetTrigger
(
"downTrigger"
);
break
;
case
PlayerState
.
Rope
:
anim
.
SetTrigger
(
"rope"
);
break
;
}
previousState
=
playerState
;
}
}
jump
=
false
;
jump
=
false
;
}
}
...
@@ -234,7 +249,7 @@ public class PlayerController : MonoBehaviour
...
@@ -234,7 +249,7 @@ public class PlayerController : MonoBehaviour
{
{
element
.
enabled
=
false
;
element
.
enabled
=
false
;
yield
return
new
WaitForSeconds
(
0.3f
);
yield
return
new
WaitForSeconds
(
0.3f
);
while
(
isIn
Rope
)
yield
return
new
WaitForSeconds
(
0.1f
);
while
(
playerState
==
PlayerState
.
Rope
)
yield
return
new
WaitForSeconds
(
0.1f
);
element
.
enabled
=
true
;
element
.
enabled
=
true
;
isDownPlatform
=
false
;
isDownPlatform
=
false
;
}
}
...
...
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1.81 KB
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folderAsset: yes
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textureShape: 1
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platformSettings:
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buildTarget: DefaultTexturePlatform
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textureFormat: -1
textureCompression: 0
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textureFormat: -1
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compressionQuality: 50
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bones: []
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vertices: []
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weights: []
spritePackingTag:
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