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16 changed files with 1845 additions and 38 deletions

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@ -11,6 +11,10 @@ public class AblaufKleinerStern1 : MonoBehaviour
public GameObject globalLight;
public GameObject sternenhimmel;
public GameObject hintergrund;
private enum Step {GROSSE_AUFREGUNG, AUFTRITT_KLEINER_STERN, AUFTRITT_GROSSER_STERN, ABGANG_GROSSER_STERN, KLEINER_STERN_FAELLT}
private Step nextStep;
@ -19,7 +23,7 @@ public class AblaufKleinerStern1 : MonoBehaviour
public readonly float time;
public readonly Action action;
Task(float time, Action action) {
public Task(float time, Action action) {
this.time = time;
this.action = action;
}
@ -27,12 +31,21 @@ public class AblaufKleinerStern1 : MonoBehaviour
private List<Task> taskList;
private Camera cameraComponent;
private SternBewegung kleinerSternBewegung;
private SternBewegung grosserSternBewegung;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
nextStep = Step.GROSSE_AUFREGUNG;
taskList = new List<Task>();
globalLight.GetComponent<Light2D>().intensity = 0;
cameraComponent = GetComponent<Camera>();
kleinerSternBewegung = kleinerStern.GetComponent<SternBewegung>();
grosserSternBewegung = grosserStern.GetComponent<SternBewegung>();
}
// Update is called once per frame
@ -40,7 +53,7 @@ public class AblaufKleinerStern1 : MonoBehaviour
{
List<Task> doneList = new List<Task>();
foreach (Task t in taskList) {
if (t.time >= Time.time) {
if (Time.time >= t.time) {
doneList.Add(t);
t.action();
}
@ -75,14 +88,47 @@ public class AblaufKleinerStern1 : MonoBehaviour
}
private void GrosseAufregung(){
globalLight.GetComponent<Lichtsteuerung>().FadeToIntensity(1, 1);
globalLight.GetComponent<Lichtsteuerung>().FadeToIntensity(1, 2);
kleinerSternBewegung.GoToPosition(new Vector2(-12, -3.5f), 0f);
grosserSternBewegung.GoToPosition(new Vector2(12, -3.5f), 0f);
}
private void AuftrittKleinerStern(){}
private void AuftrittGrosserStern(){}
private void AbgangGrosserStern(){}
private void KleinerSternFaellt(){}
private void AuftrittKleinerStern(){
kleinerSternBewegung.GoToPosition(new Vector2(-3, -2f), 2f);
}
private void AuftrittGrosserStern(){
kleinerSternBewegung.randomnessIntensity = .01f;
kleinerSternBewegung.wobblingAngle = 2f;
kleinerSternBewegung.wobblingDuration = 1.5f;
grosserSternBewegung.GoToPosition(new Vector2(3, -2f), 2.4f);
}
private void AbgangGrosserStern(){
grosserStern.GetComponent<SpriteRenderer>().flipX = true;
grosserSternBewegung.GoToPosition(new Vector2(12, 0), 2);
kleinerSternBewegung.randomnessIntensity = 1;
kleinerSternBewegung.wobblingAngle = 10;
kleinerSternBewegung.wobblingDuration = .6f;
}
private void KleinerSternFaellt(){
kleinerSternBewegung.angularVelocity = 300;
kleinerSternBewegung.GoToPosition(new Vector2(-4, -6), 1);
kleinerSternBewegung.randomnessIntensity = 0.01f;
doDelayed(1.0f, delegate(){
globalLight.GetComponent<Lichtsteuerung>().FadeToIntensity(0, .5f);
kleinerSternBewegung.GoToPosition(new Vector2(1, 6.5f), 0);
});
doDelayed(1.5f, delegate(){
hintergrund.GetComponent<SpriteRenderer>().color = Color.black;
sternenhimmel.SetActive(false);
globalLight.GetComponent<Lichtsteuerung>().FadeToIntensity(1, 0);
kleinerSternBewegung.GoToPosition(new Vector2(-1, -6.5f), 3);
});
}
private void doDelayed(float delay, Action task) {
taskList.Add(new Task(Time.time + delay, task));
}
}

111
Assets/HaseBewegung.cs Normal file
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@ -0,0 +1,111 @@
using Unity.Mathematics;
using UnityEngine;
public class HaseBewegung : MonoBehaviour
{
const float MAX_HINTERLAUF_ANGLE = 10;
const float HINTERLAUF_TIME = 1;
public float jumpVelocityX;
public float maxJumpVelocityY;
public float waitingTimeBetweenJumps;
public float earRigidity;
public GameObject hinterlauf;
public GameObject loeffel;
public GameObject kopf;
private float xTarget;
private uint collisions;
private float nextJumpTime;
private bool lookingRight;
private float jumpStartTime;
private Rigidbody2D rigidBody;
public void GoToXPosition(float x){
xTarget = x;
}
public void Turn(){
GetComponent<SpriteRenderer>().flipX = lookingRight;
loeffel.GetComponent<SpriteRenderer>().flipX = lookingRight;
hinterlauf.GetComponent<SpriteRenderer>().flipX = lookingRight;
kopf.GetComponent<SpriteRenderer>().flipX = lookingRight;
lookingRight = !lookingRight;
Vector3 v = loeffel.transform.localPosition;
v.x = -v.x;
loeffel.transform.localPosition = v;
v = hinterlauf.transform.localPosition;
v.x = -v.x;
hinterlauf.transform.localPosition = v;
v = kopf.transform.localPosition;
v.x = -v.x;
kopf.transform.localPosition = v;
loeffel.transform.localRotation = Quaternion.Inverse(loeffel.transform.localRotation);
hinterlauf.transform.localRotation = Quaternion.Inverse(hinterlauf.transform.localRotation);
kopf.transform.localRotation = Quaternion.Inverse(kopf.transform.localRotation);
transform.rotation = Quaternion.Inverse(transform.rotation);
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
rigidBody = GetComponent<Rigidbody2D>();
collisions = 0;
lookingRight = true;
nextJumpTime = 0f;
jumpStartTime = 0;
}
// Update is called once per frame
void Update()
{
if (!targetReached()) {
if (collisions > 0){
if (Time.time > nextJumpTime){
StartJump();
nextJumpTime = 0;
} else if (nextJumpTime == 0){
nextJumpTime = Time.time + waitingTimeBetweenJumps;
rigidBody.linearVelocityX = 0;
}
}
} else {
rigidBody.linearVelocityX = 0;
rigidBody.linearVelocityY = math.min(rigidBody.linearVelocityY, 0f);
}
float earAngle = math.acos(earRigidity / rigidBody.linearVelocityX) / math.PIHALF * 50;
loeffel.transform.localRotation = Quaternion.AngleAxis(earAngle, Vector3.forward);
float timeFactor = (Time.time - jumpStartTime) / HINTERLAUF_TIME;
if (timeFactor < .5f){
hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * timeFactor * 2, Vector3.forward);
} else if (timeFactor < 1.0f){
hinterlauf.transform.localRotation = Quaternion.AngleAxis(MAX_HINTERLAUF_ANGLE * (1 - timeFactor) * 2, Vector3.forward);
} else {
hinterlauf.transform.localRotation = Quaternion.identity;
}
}
void OnCollisionEnter2D(Collision2D collision){
if (collision.gameObject.layer == 7){ //That layer is the ground.
if (collisions == 0){
rigidBody.linearVelocityX = 0;
}
collisions++;
}
}
void OnCollisionExit2D(Collision2D collision){
if (collision.gameObject.layer == 7){ //That layer is the ground.
collisions--;
}
}
private void StartJump(){
rigidBody.linearVelocityX = jumpVelocityX;
rigidBody.linearVelocityY = maxJumpVelocityY;
jumpStartTime = Time.time;
}
private bool targetReached(){
return (lookingRight && transform.position.x >= xTarget) || (!lookingRight && transform.position.x <= xTarget);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
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@ -0,0 +1,57 @@
using Unity.VisualScripting;
using UnityEngine;
public class KontraktionBeiZusammenstoss : MonoBehaviour
{
public float hardness;
private Vector2 originalScale;
private float originalArea;
private float originalSizeY;
private float velocity;
private bool ongoingAnimation;
private SpriteRenderer spriteRenderer;
private Rigidbody2D rigidBody;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
ongoingAnimation = false;
velocity = 0;
spriteRenderer = GetComponent<SpriteRenderer>();
rigidBody = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
if (ongoingAnimation){
float indent = (originalScale.y - transform.localScale.y) / originalScale.y * originalSizeY;
if (indent < 0) {
// one period completed, end animation
ongoingAnimation = false;
velocity = 0;
transform.localScale = originalScale;
} else {
float backwardsForce = indent * hardness;
velocity -= backwardsForce * Time.deltaTime;
float yScale = transform.localScale.y - velocity * Time.deltaTime / originalSizeY * originalScale.y;
float xScale = originalArea / yScale;
transform.localScale = new Vector3(xScale, yScale, transform.localScale.z);
transform.position += Vector3.down * velocity * Time.deltaTime;
}
} else {
velocity = - rigidBody.linearVelocityY;
}
}
void OnCollisionEnter2D(Collision2D collision) {
if (!ongoingAnimation){
ContactPoint2D[] contacts = new ContactPoint2D[collision.contactCount];
collision.GetContacts(contacts);
originalScale = transform.localScale;
originalArea = originalScale.x * originalScale.y;
originalSizeY = spriteRenderer.bounds.size.y;
ongoingAnimation = true;
}
}
}

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@ -319,8 +319,9 @@ MonoBehaviour:
randomnessIntensity: 0
randomnessBaseAngle: 0
randomMovementDuration: 100
wobblingAngle: 8
wobblingDuration: 2
wobblingAngle: 5
wobblingDuration: 3
angularVelocity: 0
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@ -359,7 +360,7 @@ Camera:
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@ -475,6 +476,8 @@ MonoBehaviour:
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grosserStern: {fileID: 1314099120}
globalLight: {fileID: 402771298}
sternenhimmel: {fileID: 1741124233}
hintergrund: {fileID: 2123825385}
--- !u!114 &1319994917
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@ -523,6 +526,7 @@ MonoBehaviour:
randomMovementDuration: 0.2
wobblingAngle: 10
wobblingDuration: 0.6
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@ -13,6 +13,8 @@ public class SternBewegung : MonoBehaviour
public float wobblingDuration;
public float angularVelocity;
private Vector2 targetPosition;
private Vector2 startPosition;
@ -27,16 +29,21 @@ public class SternBewegung : MonoBehaviour
private float endOfRandomMovement;
private float strictRotationAngle;
public void GoToPosition(Vector2 position, float duration){
targetPosition = position;
startPosition = transform.position;
startPosition = (Vector2) transform.position - randomStrictDiff;
timeOfArrival = Time.time + duration;
timeOfDeparture = Time.time;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
public void GoToPositionWithVelocity(Vector2 position, float velocity){
float dt = ((Vector2) transform.position - randomStrictDiff - position).magnitude / velocity;
GoToPosition(position, dt);
}
public void Initialize(){
targetPosition = transform.position;
startPosition = transform.position;
timeOfArrival = 0f;
@ -46,12 +53,18 @@ public class SternBewegung : MonoBehaviour
endOfRandomMovement = 0f;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Initialize();
}
// Update is called once per frame
void Update()
{
Vector2 strictPos;
if (Time.time >= timeOfDeparture && Time.time < timeOfArrival) {
strictPos = Vector2.Lerp(startPosition, startPosition, (Time.time - timeOfDeparture)/(timeOfArrival - timeOfDeparture));
strictPos = Vector2.Lerp(startPosition, targetPosition, (Time.time - timeOfDeparture)/(timeOfArrival - timeOfDeparture));
} else {
strictPos = targetPosition;
}
@ -72,12 +85,13 @@ public class SternBewegung : MonoBehaviour
randomStrictDiff += randomMovement * Time.deltaTime;
transform.position = strictPos + randomStrictDiff;
float rotationAngle;
strictRotationAngle += angularVelocity * Time.deltaTime;
float rotationAngle = strictRotationAngle;
float normalizedTime = (Time.time % wobblingDuration) / wobblingDuration;
if (normalizedTime < .5f){
rotationAngle = - wobblingAngle + 4 * wobblingAngle * normalizedTime;
rotationAngle += - wobblingAngle + 4 * wobblingAngle * normalizedTime;
} else {
rotationAngle = wobblingAngle - 4 * wobblingAngle * (normalizedTime - .5f);
rotationAngle += wobblingAngle - 4 * wobblingAngle * (normalizedTime - .5f);
}
transform.rotation = Quaternion.AngleAxis(rotationAngle, Vector3.forward);
}

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