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//Color pixelColor = map.GetPixel(x, y); + Color pixelColor = map.GetPixel(x, y); + MapTile tile = null; + + foreach(MapTile foo in tiles) + { + if(foo.color == pixelColor) + { + tile = foo; + } + } + + if (tile == null) + return; + + bool topPosition = (y + 1 < map.height) ? map.GetPixel(x, y + 1) == pixelColor : false; + //bool underPosition = (y - 1 > 0) ? map.GetPixel(x, y - 1) == pixelColor : false; + bool leftPosition = (x - 1 > 0) ? map.GetPixel(x - 1, y) == pixelColor : false; + bool rightPosition = (x + 1 < map.width) ? map.GetPixel(x + 1, y) == pixelColor : false; + + GameObject prefab = null; + + if (topPosition) + { + if (!leftPosition) + { + prefab = tile.leftUnder; + + if (!rightPosition) + prefab = tile.bothUnder; + } + else if (!rightPosition) + { + prefab = tile.rightUnder; + } + else + { + prefab = tile.underPrefeb; + } + } + else if (!leftPosition) + { + prefab = tile.leftPrefab; + + if (!rightPosition) + prefab = tile.bothTop; + } + else if (!rightPosition) + { + prefab = tile.rightPrefab; + } + else + { + prefab = tile.middlePrefab; + } + + Instantiate(prefab, new Vector3(x, y, 0), Quaternion.identity, mapContainer); } } diff --git a/Assets/Script/MapTile.cs b/Assets/Script/MapTile.cs new file mode 100644 index 0000000..8d5c7ae --- /dev/null +++ b/Assets/Script/MapTile.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +[System.Serializable] +public class MapTile +{ + public Color color; + public GameObject leftPrefab; + public GameObject middlePrefab; + public GameObject rightPrefab; + public GameObject underPrefeb; + public GameObject leftUnder; + public GameObject rightUnder; + public GameObject bothUnder; + public GameObject bothTop; +} diff --git a/Assets/Script/MapTile.cs.meta b/Assets/Script/MapTile.cs.meta new file mode 100644 index 0000000..25fc498 --- /dev/null +++ b/Assets/Script/MapTile.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 77e4551656e34f643a2534f5f2b370dc +timeCreated: 1521034821 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/PlayerMovement.cs b/Assets/Script/PlayerMovement.cs index 7fc5264..10d1b78 100644 --- a/Assets/Script/PlayerMovement.cs +++ b/Assets/Script/PlayerMovement.cs @@ -23,6 +23,12 @@ public class PlayerMovement : MonoBehaviour [SerializeField] private int smallJumpPush = 5; [SerializeField] private float pushSpeed = 0.2f; + [Space] + [SerializeField] private float hookRange = 15; + [SerializeField] private GameObject hookObject; + [SerializeField] private float playerHookSpeed = 15; + private GameObject hook; + [Space] [SerializeField] private float dashSpeed = 15; [SerializeField] private GameObject smallProjectile; @@ -78,8 +84,6 @@ public class PlayerMovement : MonoBehaviour private bool IsSliding() { - CapsuleCollider col = GetComponent(); - List raycastHits = Physics.BoxCastAll(rb.position - new Vector3(0, 0.6f, 0), new Vector3(0.55f, 0, 1), Vector3.up, Quaternion.identity, 1.2f).ToList(); List walls = new List(); @@ -191,7 +195,7 @@ public class PlayerMovement : MonoBehaviour movingPlateform = null; //Reload dash - if (isGrounded || isSliding || isPushing) + if (isGrounded || isPushing) canDash = true; if (-1 < velocity && velocity < 1) @@ -215,7 +219,6 @@ public class PlayerMovement : MonoBehaviour if(dashTime > 0) { rb.velocity = dashVelocity; - //dashVelocity.x -= dashVelocity.x / 10; dashVelocity.y -= dashVelocity.y / 10; dashTime--; @@ -281,6 +284,35 @@ public class PlayerMovement : MonoBehaviour rb.AddForce(new Vector3(0, Mathf.Abs(rb.velocity.y) + gravity / 2, 0), ForceMode.Acceleration); } + //Hook + if (Input.GetKeyUp(HookKey)) + { + Destroy(hook); + } + if (Input.GetKeyDown(HookKey)) + { + if (hook != null) + Destroy(hook); + + Vector3 direction = NormaliseMovement(Input.GetAxis(Horizontal), Input.GetAxis(Vertical)); + + RaycastHit hit; + if (Physics.Raycast(rb.position, direction, out hit, hookRange)) + { + hook = Instantiate(hookObject, rb.position, Quaternion.identity); + hook.GetComponent().SetPositions(new Vector3[] { rb.position, hit.point }); + + if (hit.collider.tag == "Player") + { + hit.collider.GetComponent().Hooked(direction, rb.position); + } + } + else + { + print("Mised"); + } + } + //Dash and small attack if (canDash && Input.GetKeyDown(DashKey)) { @@ -301,12 +333,20 @@ public class PlayerMovement : MonoBehaviour Vector3 input = new Vector3(x, y, 0); input.Normalize(); - 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