11 Commits

Author SHA1 Message Date
jlink be2a52ab3d Texture igloo und iceblocks + iceblocks mit funktion und pingu anzeige 2026-01-25 12:58:20 +01:00
jlink 2a86b6211d Beartimer anzeige und Pingu "death" 2026-01-25 12:10:21 +01:00
jlink 7d6579dce7 Pingu Art und Bear mechanic 2026-01-24 18:01:20 +01:00
jlink a6c4d0ba5b penguin implementierung 2026-01-24 15:38:05 +01:00
jlink a348f3c6a4 Local Multiplayer 2026-01-24 15:00:22 +01:00
jlink 4a4e3be216 Movement anpassungen (no slide while push) 2026-01-24 13:27:39 +01:00
jlink 3257f23245 Pit more versatile 2026-01-23 19:20:39 +01:00
jlink 9c1ac2c040 s 2026-01-23 18:39:33 +01:00
jlink 2668c0774e sounds 2026-01-23 18:38:33 +01:00
jlink 2d93071bfc Sounds 2026-01-23 18:38:17 +01:00
jlink 521c86dbd4 Slide and Glide 2026-01-23 18:36:25 +01:00
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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class BearAwareness : MonoBehaviour
{
private int awareness;
public Slider awarenessSlider;
public Image SilderColor;
public static event Action<float> HasWokenUp;
public float timeToWakeUp = 2f;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
awareness = 0;
awarenessSlider.value = 0;
Noice.OnMakeNoice += IncreaseAwareness;
StartCoroutine(Decrease(10));
}
private void Update()
{
ChangeSliderColor();
}
void IncreaseAwareness(int noice)
{
awareness += noice;
awarenessSlider.value = awareness;
if (awareness >= awarenessSlider.maxValue)
{
Debug.Log("Bear is awake now!");
HasWokenUp.Invoke(timeToWakeUp);
}
}
IEnumerator Decrease(float delay)
{
while (true)
{
yield return new WaitForSeconds(5);
awarenessSlider.value -= 5;
awareness -= 5;
}
}
void ChangeSliderColor()
{
if (awareness >= (awarenessSlider.maxValue - 10))
{
SilderColor.color = Color.red;
}
else if (awareness >= (awarenessSlider.maxValue / 2))
{
SilderColor.color = Color.orange;
}
else if (awareness <= (awarenessSlider.maxValue / 2) )
{
SilderColor.color = Color.darkGreen;
}
}
}
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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class BearIsAwake : MonoBehaviour
{
public Transform Penguin;
public Image bearTimer;
private float timer = 0f;
private bool wakingUp = false;
public BearAwareness bearAwareness;
public PositionReset penguinReset;
public PositionReset iceBlockReset;
private void Start()
{
BearAwareness.HasWokenUp += IsAwake;
}
private void Update()
{
if (wakingUp)
{
timer += Time.deltaTime;
bearTimer.fillAmount = timer / bearAwareness.timeToWakeUp;
}
}
public void IsAwake(float time)
{
wakingUp = true;
StartCoroutine(SleepIsOver(time));
}
IEnumerator SleepIsOver(float time)
{
yield return new WaitForSeconds(time);
Vector3 direction = Penguin.position - transform.position;
float distance = direction.magnitude;
direction.Normalize(); // Wichtig: Raycast braucht eine normierte Richtung
if (Physics.Raycast(transform.position, direction, out RaycastHit hit, distance))
{
Debug.Log("Getroffen: " + hit.collider.name);
if (hit.collider.name == "StandUpCollider")
{
Debug.Log("Your Dead!");
penguinReset.Reset();
iceBlockReset.Reset();
}
else
{
Debug.Log("What?");
}
}
wakingUp = false;
timer = 0f;
bearTimer.fillAmount = 0;
Debug.DrawLine(transform.position, Penguin.position, Color.red, 10f);
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{
[SerializeField] float contactForce = 2.5f;
private Rigidbody rb;
[SerializeField] private Vector3 StartPos;
private void Start()
{
@@ -35,9 +34,4 @@ public class IceBlockPush : MonoBehaviour
rb.AddForce(directionVector * contactForce, ForceMode.Impulse);
}
public void Reset()
{
this.transform.position = StartPos;
}
}
+14
View File
@@ -0,0 +1,14 @@
using Unity.VisualScripting;
using UnityEngine;
using System;
public class Noice : MonoBehaviour
{
public static event Action<int> OnMakeNoice;
public int noice;
private void OnTriggerEnter(Collider other)
{
if (other.isTrigger) return;
OnMakeNoice.Invoke(noice);
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e7bd60a7c0041e044b3f3b515418222e
+7 -21
View File
@@ -1,30 +1,16 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
public class Pit : MonoBehaviour
{
public PlayerMove player;
public IceBlockPush ice;
//
// // Update is called once per frame
// void Update()
// {
// if (Input.GetKeyDown(KeyCode.Space))
// {
// player.Reset();
// ice.Reset();
// }
// }
public float startmass;
private void OnTriggerEnter(Collider other)
{
if (other.GetComponent<PlayerMove>())
{
player.Reset();
}
else if(other.GetComponent<IceBlockPush>())
{
ice.Reset();
}
if (other.isTrigger) return;
startmass = other.GetComponent<Rigidbody>().mass;
other.GetComponent<Rigidbody>().mass = 100;
other.GetComponent<Rigidbody>().mass = startmass;
other.GetComponent<PositionReset>().Reset();
}
}
+86 -17
View File
@@ -1,55 +1,124 @@
using System;
using System.Collections;
using Unity.VisualScripting;
using UnityEngine;
public class PlayerMove : MonoBehaviour
{
[SerializeField] private float basespeed;
[SerializeField] private float speed;
[SerializeField] private Rigidbody rb;
[SerializeField] private Vector3 StartPos;
[SerializeField] private float speedincrease;
[SerializeField] private float maxspeed;
private Rigidbody rb;
[SerializeField] private float slide;
Vector3 moveDirection;
bool vertical;
bool horizontal;
private bool horizontal;
[SerializeField] StandUpCollider standUp;
[SerializeField] private string inputNameHorizontal;
[SerializeField] private string inputNameVertical;
public Transform player;
private void Start()
{
rb = GetComponent<Rigidbody>();
standUp = GetComponentInChildren<StandUpCollider>();
}
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
float horizontalInput = Input.GetAxis(inputNameHorizontal);
float verticalInput = Input.GetAxis(inputNameVertical);
horizontalInput = Mathf.Round(horizontalInput);
verticalInput = Mathf.Round(verticalInput);
Vector3 moveDirection;
if (horizontalInput != 0 && horizontal == true)
{
if (!standUp.ispushing && horizontalInput == 1)
{
player.rotation = Quaternion.Euler(90f, 90f, 0f);
}
else if (!standUp.ispushing && horizontalInput == -1)
{
player.rotation = Quaternion.Euler(90f, 260f, 0f);
}
else if (horizontalInput == 1)
{
player.rotation = Quaternion.Euler(0f, 90f, 0f);
}
else if (horizontalInput == -1)
{
player.rotation = Quaternion.Euler(0f, 260f, 0f);
}
vertical = false;
moveDirection = new Vector3(horizontalInput,0, 0);
moveDirection.Normalize();
if (!vertical && speed <= maxspeed && !standUp.ispushing)
{
speed += speedincrease;
}
}
else if (verticalInput != 0 && vertical == true)
{
if (!standUp.ispushing && verticalInput == 1)
{
player.rotation = Quaternion.Euler(90f, 0f, 0f);
}
else if (!standUp.ispushing && verticalInput == -1)
{
player.rotation = Quaternion.Euler(90f, 180f, 0f);
}
else if (verticalInput == 1)
{
player.rotation = Quaternion.Euler(0f, 0f, 0f);
}
else if (verticalInput == -1)
{
player.rotation = Quaternion.Euler(0f, 180f, 0f);
}
horizontal = false;
moveDirection = new Vector3(0, 0, verticalInput);
moveDirection.Normalize();
if (!horizontal && speed <= maxspeed && !standUp.ispushing)
{
speed += speedincrease;
}
}
else
{
moveDirection = new Vector3(0, 0, 0);
horizontal = true;
vertical = true;
StartCoroutine(Slide(slide));
if (!standUp.ispushing)
{
player.rotation = Quaternion.Euler(0f, 0f, 0f);
}
}
transform.Translate(moveDirection * speed * Time.deltaTime, Space.World);
}
public void Reset()
IEnumerator Slide(float delay)
{
this.transform.position = StartPos;
yield return new WaitForSeconds(delay);
moveDirection = new Vector3(0, 0, 0);
horizontal = true;
vertical = true;
speed = basespeed;
}
}
+24
View File
@@ -0,0 +1,24 @@
using UnityEngine;
public class StandUpCollider : MonoBehaviour
{
public bool ispushing;
private void OnTriggerEnter(Collider other)
{
IceBlockPush block = other.gameObject.GetComponent<IceBlockPush>();
if (block != null)
{
ispushing = true;
}
}
private void OnTriggerExit(Collider other)
{
IceBlockPush block = other.gameObject.GetComponent<IceBlockPush>();
if (block != null)
{
ispushing = false;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 19aae932aa4446c4788d84deb1116128
+11
View File
@@ -0,0 +1,11 @@
using UnityEngine;
public class PositionReset : MonoBehaviour
{
[SerializeField] private Vector3 StartPos;
public void Reset()
{
this.transform.position = StartPos;
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8fc662358fbf8394d804207b2a8c9868
+71 -6
View File
@@ -6,11 +6,11 @@ InputManager:
serializedVersion: 2
m_Axes:
- serializedVersion: 3
m_Name: Horizontal
m_Name: Horizontal 1
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
negativeButton:
positiveButton:
altNegativeButton: a
altPositiveButton: d
gravity: 3
@@ -22,13 +22,77 @@ InputManager:
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Vertical
m_Name: Horizontal 2
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
altNegativeButton:
altPositiveButton:
gravity: 3
dead: 0.001
sensitivity: 3
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Horizontal 3
descriptiveName:
descriptiveNegativeName:
negativeButton: h
positiveButton: k
altNegativeButton:
altPositiveButton:
gravity: 3
dead: 0.001
sensitivity: 3
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Vertical 1
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton:
altNegativeButton: s
altPositiveButton: w
gravity: 3
dead: 0.001
sensitivity: 3
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Vertical 2
descriptiveName:
descriptiveNegativeName:
negativeButton: down
positiveButton: up
altNegativeButton: s
altPositiveButton: w
altNegativeButton:
altPositiveButton:
gravity: 3
dead: 0.001
sensitivity: 3
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Vertical 3
descriptiveName:
descriptiveNegativeName:
negativeButton: j
positiveButton: u
altNegativeButton:
altPositiveButton:
gravity: 3
dead: 0.001
sensitivity: 3
@@ -485,3 +549,4 @@ InputManager:
type: 2
axis: 5
joyNum: 0
m_UsePhysicalKeys: 1
+1 -1
View File
@@ -12,7 +12,7 @@ TagManager:
-
- Water
- UI
-
- Player
-
-
-