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diff --git a/JAPA/Assets/Scripts/Globals/levelManager.cs b/JAPA/Assets/Scripts/Globals/levelManager.cs new file mode 100644 index 0000000000000000000000000000000000000000..f1171c2b33c47516ef15fb1617629212e24ef33a --- /dev/null +++ b/JAPA/Assets/Scripts/Globals/levelManager.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class levelManager : MonoBehaviour { + + public void ChangeScene(string sceneName) + { + SceneManager.LoadScene(sceneName); + } +} diff --git a/JAPA/Assets/Scripts/Globals/levelManager.cs.meta b/JAPA/Assets/Scripts/Globals/levelManager.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..5142f3a6f5bc448353a5ecebbe56234bde16208d --- /dev/null +++ b/JAPA/Assets/Scripts/Globals/levelManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 99bec719d86654132b34db9759e08e61 +timeCreated: 1509539809 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel.meta b/JAPA/Assets/Scripts/MaskLevel.meta new file mode 100644 index 0000000000000000000000000000000000000000..8d9b502bfb218943b072fbea4d65194d1a945ebb --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9fdcbb0987d77456b9920f6cb6dc53de +folderAsset: yes +timeCreated: 1487764034 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/ButtonHandler.cs b/JAPA/Assets/Scripts/MaskLevel/ButtonHandler.cs new file mode 100644 index 0000000000000000000000000000000000000000..37a34fff223e093953e3597cce3f0012dadc22b1 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/ButtonHandler.cs @@ -0,0 +1,45 @@ +/**************************************************/ +/* Script porco desenvolvido pela porca da Letícia +/* com ajuda do não-porco do Leandro +/* Feito para uso do PET Computação +/* para o projeto JAPA +/* Esse script tem como função principal cuidar +/* dos eventos que acontecem ao se apertar um botão +/**************************************************/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class ButtonHandler : MonoBehaviour { + + private GameObject mons; + private GameObject mask; + private GameObject masterBH; + private MonsterHandler scrMons; + private MaskHandler scrMask; + private MasterButtonHandler scrMBH; + private GameObject button; + [SerializeField] private int idButton; + + public void Click () + { + // basicamente temos que pegar o GameObject para conseguir o Script correspondente, para então conseguir pegar a função que queremos + mons = GameObject.Find("MonsterHandler/Monster"); + mask = GameObject.Find("MaskHandler/Mask"); + masterBH = GameObject.Find("MasterButtonHandler"); + scrMons = mons.GetComponent<MonsterHandler>(); + scrMask = mask.GetComponent<MaskHandler>(); + scrMBH = masterBH.GetComponent<MasterButtonHandler>(); + + // só vai trocar a máscara e o monstro se acertou o botão com a máscara + if (idButton == scrMask.idMask) + { + scrMons.Change(); + scrMask.Change(); + } + // os botões vão trocar de lugar independentemente se acertou ou não + scrMBH.Shuffle(); + } +} diff --git a/JAPA/Assets/Scripts/MaskLevel/ButtonHandler.cs.meta b/JAPA/Assets/Scripts/MaskLevel/ButtonHandler.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..8e1eab1e99c1373c1959b30ebfdada0f38b19863 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/ButtonHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 23fad73b34d5d407abab57015e3cb549 +timeCreated: 1508333815 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/MaskHandler.cs b/JAPA/Assets/Scripts/MaskLevel/MaskHandler.cs new file mode 100644 index 0000000000000000000000000000000000000000..de39f949f6d0996cd621c0bb54aed9561e10aac0 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/MaskHandler.cs @@ -0,0 +1,51 @@ +/**************************************************/ +/* Script porco desenvolvido pela porca da Letícia +/* com ajuda do não-porco do Leandro +/* Feito para uso do PET Computação +/* para o projeto JAPA +/* Esse script tem como função principal cuidar +/* da renderização da máscara +/* Aqui também são contabilizados os pontos +/* por motivos de higiene +/**************************************************/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class MaskHandler : MonoBehaviour { + private int last; + private int curr; + private SpriteRenderer rend; + [SerializeField] private Sprite[] spritesMask; + public int idMask; // para fazer a comparação no script do botão, para ver se clicou no botão correspondente + public int score; + private int randRange; + // Use this for initialization + // inicia com uma máscara aleatória + void Start () { + if (PlayerPrefs.GetInt("dificuldade") == 3) + randRange = 6; + else + randRange = 4; + score = 0; + last = Random.Range(0, randRange); + curr = last; + idMask = curr; + rend = gameObject.GetComponent<SpriteRenderer>(); + rend.sprite = spritesMask[last]; + } + + // função para mudar a máscara atual não permitindo a repetição da máscara atual + public void Change () + { + // só muda a máscara quando acertamos, então sem problemas de ver os pontos + score += 10; + while (curr == last) + curr = Random.Range(0, randRange); + last = curr; + idMask = curr; + rend.sprite = spritesMask[curr]; + } +} diff --git a/JAPA/Assets/Scripts/MaskLevel/MaskHandler.cs.meta b/JAPA/Assets/Scripts/MaskLevel/MaskHandler.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..c7e4049b319c413d2b752a4e1fd45c631884d593 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/MaskHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5d341dd8ee7324085b494ca283a2e6d2 +timeCreated: 1508332490 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/MasterButtonHandler.cs b/JAPA/Assets/Scripts/MaskLevel/MasterButtonHandler.cs new file mode 100644 index 0000000000000000000000000000000000000000..791f97e8eca36df68af0cfb641c451fd293895b1 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/MasterButtonHandler.cs @@ -0,0 +1,85 @@ +/**************************************************/ +/* Script porco desenvolvido pela porca da Letícia +/* com ajuda do não-porco do Leandro +/* Feito para uso do PET Computação +/* para o projeto JAPA +/* Esse script tem como função principal cuidar +/* da renderização dos botões +/**************************************************/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MasterButtonHandler : MonoBehaviour { + + [SerializeField] private GameObject[] buttons; + [SerializeField] private RectTransform[] transfButtons; // armazenar o objeto posiçaõ de cada botão + [SerializeField] private Vector3[] posButtons; // armazenar as possíveis posições de botões + private Vector3 auxV3; // valor para auxiliar o shuffle + private int randRange; + + // Use this for initialization + // No start aproveitamos para pegar as posições dos botões (mantendo a responsividade) + // Inicia também o gameObject pra conseguirmos no shuffle mudar de posição + void Start () { + if (PlayerPrefs.GetInt("dificuldade") == 3) + randRange = 6; + else + randRange = 4; + // botão alegria + buttons[0] = transform.Find("Alegria").gameObject; + transfButtons[0] = buttons[0].GetComponent<RectTransform>(); + posButtons[0] = transfButtons[0].anchoredPosition; + + // botão medo + buttons[1] = transform.Find("Medo").gameObject; + transfButtons[1] = buttons[1].GetComponent<RectTransform>(); + posButtons[1] = transfButtons[1].anchoredPosition; + + // botão tristeza + buttons[2] = transform.Find("Tristeza").gameObject; + transfButtons[2] = buttons[2].GetComponent<RectTransform>(); + posButtons[2] = transfButtons[2].anchoredPosition; + + // botão raiva + buttons[3] = transform.Find("Raiva").gameObject; + transfButtons[3] = buttons[3].GetComponent<RectTransform>(); + posButtons[3] = transfButtons[3].anchoredPosition; + + // botão surpresa + buttons[4] = transform.Find("Surpresa").gameObject; + transfButtons[4] = buttons[4].GetComponent<RectTransform>(); + posButtons[4] = transfButtons[4].anchoredPosition; + // se não estamos jogando no difícil não queremos esse botão + if (PlayerPrefs.GetInt("dificuldade") != 3) + buttons[4].SetActive(false); + + // botão nojo + buttons[5] = transform.Find("Nojo").gameObject; + transfButtons[5] = buttons[5].GetComponent<RectTransform>(); + posButtons[5] = transfButtons[5].anchoredPosition; + // se não estamos jogando no difícil não queremos esse botão + if (PlayerPrefs.GetInt("dificuldade") != 3) + buttons[5].SetActive(false); + + + Shuffle(); + } + + // função para trocar a posição dos vetores, a aleatorização é com repetição de posição + // essa função eu basicamente tirei do stack overflow, mas funciona que é uma beleza :D + public void Shuffle () + { + int i; + for (i = 0; i < randRange; i++) + { + int rnd = Random.Range(0, randRange); + auxV3 = posButtons[rnd]; + posButtons[rnd] = posButtons[i]; + posButtons[i] = auxV3; + } + for (i = 0; i < randRange; i++) + transfButtons[i].anchoredPosition = posButtons[i]; + } +} diff --git a/JAPA/Assets/Scripts/MaskLevel/MasterButtonHandler.cs.meta b/JAPA/Assets/Scripts/MaskLevel/MasterButtonHandler.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..800322c06bfa38c8323b65ee01cd691c31fa218e --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/MasterButtonHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ce62b3084cfcf4862b35e4ef04f1a5c1 +timeCreated: 1509364972 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/MonsterHandler.cs b/JAPA/Assets/Scripts/MaskLevel/MonsterHandler.cs new file mode 100644 index 0000000000000000000000000000000000000000..bb61dcf08c500ef8705934e0043e027f0b50c462 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/MonsterHandler.cs @@ -0,0 +1,39 @@ +/**************************************************/ +/* Script porco desenvolvido pela porca da Letícia +/* com ajuda do não-porco do Leandro +/* Feito para uso do PET Computação +/* para o projeto JAPA +/* Esse script tem como função principal cuidar +/* da renderização do monstro +/**************************************************/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class MonsterHandler : MonoBehaviour { + + private int last; + private int curr; + private SpriteRenderer rend; + [SerializeField] private Sprite[] spritesMons; + + // Use this for initialization + void Start () { + last = Random.Range(0, 5); + curr = last; + rend = gameObject.GetComponent<SpriteRenderer>(); + rend.sprite = spritesMons[last]; + } + + + // função para mudar o sprite, não permite a repetição de monstros + public void Change () + { + while (curr == last) + curr = Random.Range(0, 5); + last = curr; + rend.sprite = spritesMons[curr]; + } +} diff --git a/JAPA/Assets/Scripts/MaskLevel/MonsterHandler.cs.meta b/JAPA/Assets/Scripts/MaskLevel/MonsterHandler.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..8a8680115a6572eca21fbbc3e22eb8ea2b61bcc7 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/MonsterHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 05b1cd631f30b4d09a3434932a475303 +timeCreated: 1508330116 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/TextScoreHandler.cs b/JAPA/Assets/Scripts/MaskLevel/TextScoreHandler.cs new file mode 100644 index 0000000000000000000000000000000000000000..42c121d2c40bc7921bde1565b7d46ae6e22ccda2 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/TextScoreHandler.cs @@ -0,0 +1,23 @@ +/**************************************************/ +/* Script porco desenvolvido pela porca da Letícia +/* Feito para uso do PET Computação +/* para o projeto JAPA +/* Esse script tem como função principal cuidar +/* da renderização do score +/**************************************************/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class TextScoreHandler : MonoBehaviour { + private UnityEngine.UI.Text textScore; + + void Start () + { + textScore = this.GetComponent<UnityEngine.UI.Text>(); + // Pegamos das preferências (??) do usuário o score e tals + textScore.text = "PONTUAÇÃO: " + PlayerPrefs.GetInt("ScoreMasks"); + } +} diff --git a/JAPA/Assets/Scripts/MaskLevel/TextScoreHandler.cs.meta b/JAPA/Assets/Scripts/MaskLevel/TextScoreHandler.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..fb025cbb785c05ce83318e457f8ecb535ef53455 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/TextScoreHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 64b807aeeefb94d6e9fea3ff7a3adcc8 +timeCreated: 1509381419 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/Timer.cs b/JAPA/Assets/Scripts/MaskLevel/Timer.cs new file mode 100644 index 0000000000000000000000000000000000000000..b7fcaf0944f05ad93e69f6064cc42998d11e2b63 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/Timer.cs @@ -0,0 +1,51 @@ +/**************************************************/ +/* Script porco desenvolvido pela porca da Letícia +/* Feito para uso do PET Computação +/* para o projeto JAPA +/* Esse script tem como função principal cuidar +/* da renderização e controle do tempo restante +/**************************************************/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; + +public class Timer : MonoBehaviour { + + private float timeLeft; // TEMPO EM SEGUNDOS!!! + private UnityEngine.UI.Text textTimer; + [SerializeField] private string sceneName; + private GameObject mask; + private MaskHandler scrMask; + + // Use this for initialization + void Start () { + // somente na dificuldade média que temos menos tempo, no difícil temos mais tempo e mais sentimentos + if (PlayerPrefs.GetInt("dificuldade") == 2) + timeLeft = 40; + else + timeLeft = 60; + // pegar o nosso componente de texto para conseguir alterar + textTimer = this.GetComponent<UnityEngine.UI.Text>(); + } + + // Update is called once per frame + void Update () { + // Aqui ele vai decrementando o tempo (quanto tempo passou entre os frames) + timeLeft -= Time.deltaTime; + // Aqui ele converte nosso tempo em texto, esse parâmetro "0" indica que não queremos casas decimais + textTimer.text = timeLeft.ToString("0"); + if ( timeLeft < 0 ) + { + // pegar o script pra settar a nossa "variável global" de score + mask = GameObject.Find("MaskHandler/Mask"); + scrMask = mask.GetComponent<MaskHandler>(); + // Temos que colocar como se fosse uma variável mais global, mexendo com o playerPrefs + PlayerPrefs.SetInt("ScoreMasks",scrMask.score); + // Temos que carregar a nova cena duh + SceneManager.LoadScene(sceneName); + } + } +} diff --git a/JAPA/Assets/Scripts/MaskLevel/Timer.cs.meta b/JAPA/Assets/Scripts/MaskLevel/Timer.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..922c5cd36e3a278e86482aac72b2b1216e4bbb0e --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/Timer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7321985de66cf4fa8b3fceb1288a113d +timeCreated: 1509371981 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/textHandler.cs b/JAPA/Assets/Scripts/MaskLevel/textHandler.cs new file mode 100644 index 0000000000000000000000000000000000000000..67acb56132ab58bfa96040d9b2a99080f035fcc6 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/textHandler.cs @@ -0,0 +1,26 @@ +/**************************************************/ +/* Script porco desenvolvido pela porca da Letícia +/* Feito para uso do PET Computação +/* para o projeto JAPA +/* Esse script tem como função principal cuidar +/* da renderização do textp (vitória/perda) +/**************************************************/ + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class textHandler : MonoBehaviour { +private UnityEngine.UI.Text textT; + + // Use this for initialization + void Start () { + textT = this.GetComponent<UnityEngine.UI.Text>(); + if (PlayerPrefs.GetInt("ScoreMasks") < 100) + { + textT.text = ("Que pena!! Tente novamente!!"); + } + + } + +} diff --git a/JAPA/Assets/Scripts/MaskLevel/textHandler.cs.meta b/JAPA/Assets/Scripts/MaskLevel/textHandler.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..bbd3df7ed8045625771c25af0a1c50c7a22ac617 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/textHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e5c493f81a482459daf19d1be96abc8a +timeCreated: 1509541531 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/MaskLevel/textInitHandler.cs b/JAPA/Assets/Scripts/MaskLevel/textInitHandler.cs new file mode 100644 index 0000000000000000000000000000000000000000..bf3b795cdc8f86171fd5d69966d0aea83d104268 --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/textInitHandler.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class textInitHandler : MonoBehaviour { + + private bool clicado; + private UnityEngine.UI.Text textT; + private GameObject texto; + + + // Use this for initialization + void Start () { + clicado = false; + } + + // Update is called once per frame + public void Click (string sceneName) { + if (!clicado) + { + clicado = true; + texto = GameObject.Find("Canvas/Vampirao/Discurso"); + textT = texto.GetComponent<UnityEngine.UI.Text>(); + textT.text = ("Clique no nome da emoção que combina com a máscara que o meu convidado está usando. Para vencer esse desafio, você precisa fazer 100 pontos dentro do tempo que vai diminuindo no topo da tela. Se você ganhar, te darei um pouco do ouro do Capitão Habacuque!"); + texto = GameObject.Find("Canvas/Jogar/Text"); + textT = texto.GetComponent<UnityEngine.UI.Text>(); + textT.text = ("Jogar"); + } + else + { + SceneManager.LoadScene(sceneName); + } + } +} diff --git a/JAPA/Assets/Scripts/MaskLevel/textInitHandler.cs.meta b/JAPA/Assets/Scripts/MaskLevel/textInitHandler.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..a75aa54aa18740d9b0790b4f56d1a36b5d5815ee --- /dev/null +++ b/JAPA/Assets/Scripts/MaskLevel/textInitHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e76f93ea12a674ba6a5d2f6b51d424a0 +timeCreated: 1510573936 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Menu.meta b/JAPA/Assets/Scripts/Menu.meta new file mode 100644 index 0000000000000000000000000000000000000000..2e0f44e21844cf7af457caa3e025e615fef06fba --- /dev/null +++ b/JAPA/Assets/Scripts/Menu.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 659c84a89792c4472a578576e82a001e +folderAsset: yes +timeCreated: 1510579606 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Menu/SairJogo.cs b/JAPA/Assets/Scripts/Menu/SairJogo.cs new file mode 100644 index 0000000000000000000000000000000000000000..22ccd3197daed5b9997c8e7e1695ac18edc59794 --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/SairJogo.cs @@ -0,0 +1,10 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SairJogo : MonoBehaviour { + public void QuitGame() + { + Application.Quit(); + } +} diff --git a/JAPA/Assets/Scripts/Menu/SairJogo.cs.meta b/JAPA/Assets/Scripts/Menu/SairJogo.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..ea717d4c2ad000fd98cb7287c552fd92b7825a39 --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/SairJogo.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c828c62542e0941da837618254a26150 +timeCreated: 1506524423 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Menu/config.cs b/JAPA/Assets/Scripts/Menu/config.cs new file mode 100644 index 0000000000000000000000000000000000000000..03b5bddbe188013d6c3fe4421d3689e39c969028 --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/config.cs @@ -0,0 +1,46 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class config : MonoBehaviour { + + private GameObject canv; + [SerializeField] private Text[] texts; + // Use this for initialization + void Start () { + // pegando a referência das placas iniciais para fazer o controle de sumir/aparecer + canv = GameObject.Find("Canvas"); + // Dificuldade 1 = fácil, 2 = médio, 3 = difícil + // Se não existe Dificuldade ainda, nós a definiremos aqui e botaremos como padrão a dificuldade como fácil + if (PlayerPrefs.GetInt("dificuldade") != 1 && PlayerPrefs.GetInt("dificuldade") != 2 && PlayerPrefs.GetInt("dificuldade") != 3) + { + PlayerPrefs.SetInt("dificuldade", 1); + } + // temos que mudar a cor inicial da dificuldade para amarelo, para a pessoa saber em que dificuldade estamos + texts[PlayerPrefs.GetInt("dificuldade")-1].color = new Color(0.9F, 0.79F, 0.31F, 1.0F); // amarelo + // sumimos com a placa de config + gameObject.SetActive(false); + } + + // no click de voltar, fazemos com que o canvas apareça e com que essa placa suma + public void Click () { + canv.SetActive(true); + gameObject.SetActive(false); + } + + // no click de abrir configurações, fazemos com que essa placa apareça e que o canvas com as placas sumam + public void OpenConfig () + { + gameObject.SetActive(true); + canv.SetActive(false); +} + + // quando clicamos para mudar a dificuldade, fazemos com que a cor do botão anterior fique branca, com que a clicada fique amarela e mudamos a playerpref de dificuldade + public void ChangeDiff (int dif) + { + texts[PlayerPrefs.GetInt("dificuldade")-1].color = new Color (1, 1, 1, 1); + texts[dif-1].color = new Color (0.9F, 0.79F, 0.31F, 1.0F); + PlayerPrefs.SetInt("dificuldade", dif); + } +} diff --git a/JAPA/Assets/Scripts/Menu/config.cs.meta b/JAPA/Assets/Scripts/Menu/config.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..3a884605d654e523b4590dd0d9fae94e9cf11e4c --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/config.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1588552c1362d44c88517a9df7c8a026 +timeCreated: 1510317615 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Menu/helpScript.cs b/JAPA/Assets/Scripts/Menu/helpScript.cs new file mode 100644 index 0000000000000000000000000000000000000000..0c4428797959300c905a608a1a738a298ad72eb6 --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/helpScript.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class helpScript : MonoBehaviour { + + private bool cont; + private UnityEngine.UI.Text textT; + private GameObject texto; + // Use this for initialization + void Start () { + if (PlayerPrefs.GetInt("Help") == 1) + { + gameObject.SetActive(false); + } + cont = false; + + } + + public void Continue () + { + if (cont) + { + PlayerPrefs.SetInt("Help", 1); + gameObject.SetActive(false); + } + else + { + texto = GameObject.Find("Help/Texto"); + textT = texto.GetComponent<UnityEngine.UI.Text>(); + textT.text = ("Mas para receber o meu tesouro, você terá que se provar merecedor dele e fazer o desafio corretamente. Assim, aos poucos, juntaremos de novo o nosso tesouro, quer dizer, MEU tesouro. \n\n" + + "Nesse mapa temos todas as ilhas que escondi o meu tesouro, se você clicar em uma das ilhas, você poderá jogar o desafio e se ganha-lo, receberá um pouco do meu ouro."); + cont = true; + } + } +} diff --git a/JAPA/Assets/Scripts/Menu/helpScript.cs.meta b/JAPA/Assets/Scripts/Menu/helpScript.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..b29c18dfc9332fbfed8edb187bde95d06b7722a7 --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/helpScript.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bbd683fc25b414ff5b3f58f7f7f320fe +timeCreated: 1509976864 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Menu/ilha.cs b/JAPA/Assets/Scripts/Menu/ilha.cs new file mode 100644 index 0000000000000000000000000000000000000000..d3f9a2399bb8ba21c4b7ddbbde9627e72b62699f --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/ilha.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class ilha : MonoBehaviour { + + private GameObject barc; + private moveBarco scrBarco; + [SerializeField] private string sceneName; + + public void OnClickIsland () + { + Vector3 pos = transform.position; + barc = GameObject.Find("Barco"); + scrBarco = barc.GetComponent<moveBarco>(); + scrBarco.MoveTo(pos); + } + + + void OnCollisionEnter2D () + { + SceneManager.LoadScene(sceneName); + } +} diff --git a/JAPA/Assets/Scripts/Menu/ilha.cs.meta b/JAPA/Assets/Scripts/Menu/ilha.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..400b887ea6507cd91ab56c8d69a0f8ba0517c110 --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/ilha.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 361986133664449faa3437727dfb5d71 +timeCreated: 1510156567 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Menu/moveBarco.cs b/JAPA/Assets/Scripts/Menu/moveBarco.cs new file mode 100644 index 0000000000000000000000000000000000000000..1bb452c896d3a1b07bd8a9e83bf5c833210693b7 --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/moveBarco.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +public class moveBarco : MonoBehaviour { + + public float speed = 5000; + private Vector3 target; + private Animator barco; + private bool moving; + + public void MoveTo (Vector3 pos) + { + target = pos; + moving = true; + barco.SetBool("andando", true); + } + + + void Start () { + target = transform.position; + barco = GetComponent<Animator>(); + //barco.SetBool("andando", true); + moving = false; + + } + + void Update () { + if (moving) { + // target = Camera.main.ScreenToWorldPoint(Input.mousePosition); + target.z = transform.position.z; + //barco.SetBool("andando", true); + transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime); + } + } + +} diff --git a/JAPA/Assets/Scripts/Menu/moveBarco.cs.meta b/JAPA/Assets/Scripts/Menu/moveBarco.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..2b3e6562aacf06bcd808b9e67a26029a9867231c --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/moveBarco.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8ede12f6ece6c4516aa8b290d8ad46d9 +timeCreated: 1495459081 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/JAPA/Assets/Scripts/Menu/onda.cs b/JAPA/Assets/Scripts/Menu/onda.cs new file mode 100644 index 0000000000000000000000000000000000000000..f84336618d52f35384ddbe443526eb2d031f51fa --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/onda.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class onda : MonoBehaviour { + public int lim, speed; + int cont1, cont2; + // Use this for initialization + void Start () { + cont1 = 0; + cont2 = 0; + } + + // Update is called once per frame + void Update () { + Vector3 pos = transform.position; + if (cont1 < lim) + { + pos.x += speed; + cont1++; + } + else + { + pos.x -= speed; + cont2++; + if (cont2 >= lim) + { + cont1 = 0; + cont2 = 0; + } + } + transform.position = pos; + } +} diff --git a/JAPA/Assets/Scripts/Menu/onda.cs.meta b/JAPA/Assets/Scripts/Menu/onda.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..a78150a1746b109d02d292d58ab0d4502252220a --- /dev/null +++ b/JAPA/Assets/Scripts/Menu/onda.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 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spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/README.md b/README.md index 81ff10c9ee9f5b8de21eb3339393d8ee6c91ea66..a57baaa5573b0f9b28f0bd7f6bf65673585da881 100644 --- a/README.md +++ b/README.md @@ -6,14 +6,17 @@ Esta branch serve para juntar as fases que já têm dificuldade arrumada e que a ### Menu O menu já está aqui funcionando, somente com a configuração de dificuldade, sendo que de configuração temos: + - Fácil: int 1 - Médio: int 2 - Difícil: int 3 ### Fase das máscaras A fase das máscaras já está com dificuldade arrumada, sendo: + - Fácil: 4 sentimentos e 60 segundos - Médio: 4 sentimentos e 40 segundos - Difícil: 6 sentimentos e 60 segundos + O jogador deve fazer 100 pontos para vitória