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
private float defaultRotationTime = 2.0f;
private float defaultRotationSpeed = 1f;
private bool keepRotating = true;
private void Awake()
{
initialRotationY = transform.localEulerAngles.y;
......@@ -100,15 +102,25 @@ public class ObstacleCircle : MonoBehaviour
MakeNextLevel();
GameEvents.instance.onNextLevelEvent += NextLevel;
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
time += Time.deltaTime;
if (time > rotationTimes[currentLevelIndex()])
time = 0f;
transform.localEulerAngles += new Vector3(0f, rotationSpeedCurve[currentLevelIndex()].Evaluate(time / rotationTimes[currentLevelIndex()]) * rotationSpeedMultiplier * Time.deltaTime, 0f);
if (keepRotating)
{
time += Time.deltaTime;
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()
......@@ -175,8 +187,23 @@ public class ObstacleCircle : MonoBehaviour
MakeNextLevel();
}
private int currentLevelIndex()
private int CurrentLevelIndex()
{
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
void Start()
{
GameEvents.instance.onHitEvent += Descend;
GameEvents.instance.onGameLostEvent += FreezeYPosition;
GameEvents.instance.onGameRestartEvent += UnfreezeYPosition;
}
void FixedUpdate()
......@@ -30,6 +32,8 @@ public class StackNode : MonoBehaviour
private void OnDestroy()
{
GameEvents.instance.onHitEvent -= Descend;
GameEvents.instance.onGameLostEvent -= FreezeYPosition;
GameEvents.instance.onGameRestartEvent -= UnfreezeYPosition;
}
public float GetNodeHeight()
......@@ -46,4 +50,14 @@ public class StackNode : MonoBehaviour
{
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;
}
}
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......@@ -17,11 +17,12 @@ PhysicsManager:
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m_ClothInterCollisionStiffness: 0
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m_ClothGravity: {x: 0, y: -9.81, z: 0}
m_ContactPairsMode: 0
m_BroadphaseType: 0
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......@@ -31,4 +32,5 @@ PhysicsManager:
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m_SolverType: 0
m_DefaultMaxAngularSpeed: 7
......@@ -3,7 +3,8 @@
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TagManager:
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tags: []
tags:
- Cannonball
layers:
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- TransparentFX
......@@ -13,8 +14,8 @@ TagManager:
- UI
-
-
-
-
- Stack Node
- Obstacle
-
-
-
......
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