Commit ae0d2844 authored by Parsa Rahmaty's avatar Parsa Rahmaty

Added sea sound and Sun

parent 95011ed1
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This diff is collapsed.
...@@ -23,6 +23,8 @@ public class ObstacleCircle : MonoBehaviour ...@@ -23,6 +23,8 @@ public class ObstacleCircle : MonoBehaviour
private float defaultRotationTime = 2.0f; private float defaultRotationTime = 2.0f;
private float defaultRotationSpeed = 1f; private float defaultRotationSpeed = 1f;
private bool keepRotating = true;
private void Awake() private void Awake()
{ {
initialRotationY = transform.localEulerAngles.y; initialRotationY = transform.localEulerAngles.y;
...@@ -100,15 +102,25 @@ public class ObstacleCircle : MonoBehaviour ...@@ -100,15 +102,25 @@ public class ObstacleCircle : MonoBehaviour
MakeNextLevel(); MakeNextLevel();
GameEvents.instance.onNextLevelEvent += NextLevel; GameEvents.instance.onNextLevelEvent += NextLevel;
GameEvents.instance.onGameRestartEvent += Restart; GameEvents.instance.onGameRestartEvent += Restart;
GameEvents.instance.onGameLostEvent += StopRotating;
GameEvents.instance.onGameRestartEvent += ContinueRotating;
GameEvents.instance.onGameRestartEvent += ResetTime;
} }
private void Update() private void FixedUpdate()
{ {
// Rotate the obstacles based on the animation curve in rotationTime of that level // Rotate the obstacles based on the animation curve in rotationTime of that level
time += Time.deltaTime; if (keepRotating)
if (time > rotationTimes[currentLevelIndex()]) {
time = 0f; time += Time.deltaTime;
transform.localEulerAngles += new Vector3(0f, rotationSpeedCurve[currentLevelIndex()].Evaluate(time / rotationTimes[currentLevelIndex()]) * rotationSpeedMultiplier * Time.deltaTime, 0f); if (time > rotationTimes[CurrentLevelIndex()])
time = 0f;
transform.localEulerAngles += new Vector3(0f, rotationSpeedCurve[CurrentLevelIndex()].Evaluate(time / rotationTimes[CurrentLevelIndex()]) * rotationSpeedMultiplier * Time.deltaTime, 0f);
}
else
{
transform.localEulerAngles += new Vector3(0f, rotationSpeedMultiplier / 2 * Time.deltaTime, 0f);
}
} }
private void MakeNextLevel() private void MakeNextLevel()
...@@ -175,8 +187,23 @@ public class ObstacleCircle : MonoBehaviour ...@@ -175,8 +187,23 @@ public class ObstacleCircle : MonoBehaviour
MakeNextLevel(); MakeNextLevel();
} }
private int currentLevelIndex() private int CurrentLevelIndex()
{ {
return (nextLevelIndex - 1 < 0) ? (levelEditor.Length - 1) : (nextLevelIndex - 1); return (nextLevelIndex - 1 < 0) ? (levelEditor.Length - 1) : (nextLevelIndex - 1);
} }
private void ResetTime()
{
time = 0f;
}
private void StopRotating()
{
keepRotating = false;
}
private void ContinueRotating()
{
keepRotating = true;
}
} }
...@@ -20,6 +20,8 @@ public class StackNode : MonoBehaviour ...@@ -20,6 +20,8 @@ public class StackNode : MonoBehaviour
void Start() void Start()
{ {
GameEvents.instance.onHitEvent += Descend; GameEvents.instance.onHitEvent += Descend;
GameEvents.instance.onGameLostEvent += FreezeYPosition;
GameEvents.instance.onGameRestartEvent += UnfreezeYPosition;
} }
void FixedUpdate() void FixedUpdate()
...@@ -30,6 +32,8 @@ public class StackNode : MonoBehaviour ...@@ -30,6 +32,8 @@ public class StackNode : MonoBehaviour
private void OnDestroy() private void OnDestroy()
{ {
GameEvents.instance.onHitEvent -= Descend; GameEvents.instance.onHitEvent -= Descend;
GameEvents.instance.onGameLostEvent -= FreezeYPosition;
GameEvents.instance.onGameRestartEvent -= UnfreezeYPosition;
} }
public float GetNodeHeight() public float GetNodeHeight()
...@@ -46,4 +50,14 @@ public class StackNode : MonoBehaviour ...@@ -46,4 +50,14 @@ public class StackNode : MonoBehaviour
{ {
movable.SetDestination(new Vector3(transform.position.x, movable.targetPosition.y - (nodeHeight + nodeHeightDistance), transform.position.z), descendTime); movable.SetDestination(new Vector3(transform.position.x, movable.targetPosition.y - (nodeHeight + nodeHeightDistance), transform.position.z), descendTime);
} }
private void FreezeYPosition()
{
GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
}
private void UnfreezeYPosition()
{
GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
}
} }
...@@ -3,7 +3,7 @@ ...@@ -3,7 +3,7 @@
--- !u!55 &1 --- !u!55 &1
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m_BounceThreshold: 2 m_BounceThreshold: 2
...@@ -17,11 +17,12 @@ PhysicsManager: ...@@ -17,11 +17,12 @@ PhysicsManager:
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m_ClothInterCollisionStiffness: 0 m_ClothInterCollisionStiffness: 0
m_ContactsGeneration: 1 m_ContactsGeneration: 1
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...@@ -31,4 +32,5 @@ PhysicsManager: ...@@ -31,4 +32,5 @@ PhysicsManager:
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m_EnableEnhancedDeterminism: 0 m_EnableEnhancedDeterminism: 0
m_EnableUnifiedHeightmaps: 1 m_EnableUnifiedHeightmaps: 1
m_DefaultMaxAngluarSpeed: 7 m_SolverType: 0
m_DefaultMaxAngularSpeed: 7
...@@ -3,7 +3,8 @@ ...@@ -3,7 +3,8 @@
--- !u!78 &1 --- !u!78 &1
TagManager: TagManager:
serializedVersion: 2 serializedVersion: 2
tags: [] tags:
- Cannonball
layers: layers:
- Default - Default
- TransparentFX - TransparentFX
...@@ -13,8 +14,8 @@ TagManager: ...@@ -13,8 +14,8 @@ TagManager:
- UI - UI
- -
- -
- - Stack Node
- - Obstacle
- -
- -
- -
......
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