Open-sourced some code
This commit is contained in:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AudioController : MonoBehaviour {
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//public structures
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public enum Mode {
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NONE,
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ONCE,
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LOOP,
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JUMP
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}
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public struct AudioContainer {
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public AudioSource source;
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public Mode mode;
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public float jumpStart;
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public float jumpEnd;
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}
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//internals
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Dictionary<string, AudioContainer> audioDictionary = new Dictionary<string, AudioContainer>();
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static bool initialized = false;
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//monobehaviour methods
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void Start() {
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if (initialized) {
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Destroy(gameObject);
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}
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initialized = true;
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DontDestroyOnLoad(gameObject);
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}
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void Update() {
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foreach(KeyValuePair<string, AudioContainer> iter in audioDictionary) {
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//handle the jump points
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if (iter.Value.mode == Mode.JUMP && iter.Value.jumpStart >= 0f && iter.Value.jumpEnd > 0f) {
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if (iter.Value.source.time >= iter.Value.jumpEnd) {
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iter.Value.source.time = iter.Value.jumpStart;
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}
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}
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}
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}
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void OnDestroy() {
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foreach(KeyValuePair<string, AudioContainer> iter in audioDictionary) {
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Resources.UnloadAsset(iter.Value.source.clip);
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Destroy(iter.Value.source);
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}
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}
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//public access members
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public void Load(string name, string filename) {
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AudioContainer container = new AudioContainer();
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container.source = gameObject.AddComponent(typeof(AudioSource)) as AudioSource;
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container.source.clip = Resources.Load<AudioClip>(filename) as AudioClip;
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container.source.volume = 0f;
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container.mode = Mode.NONE;
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audioDictionary[name] = container;
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}
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public bool Unload(string name) {
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if (!audioDictionary.ContainsKey(name)) {
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return false;
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}
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AudioContainer container = audioDictionary[name];
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Resources.UnloadAsset(container.source.clip);
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Destroy(container.source);
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audioDictionary.Remove(name);
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return true;
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}
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//controls
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public void Play(string name, Mode mode = Mode.ONCE, float jumpStart = -1f, float jumpEnd = -1f) {
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AudioContainer container = audioDictionary[name];
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container.source.Play();
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container.source.loop = mode == Mode.LOOP;
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container.source.volume = 1f;
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container.mode = mode;
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container.jumpStart = jumpStart;
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container.jumpEnd = jumpEnd;
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audioDictionary[name] = container;
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}
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public void Pause(string name) {
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AudioContainer container = audioDictionary[name];
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container.source.Pause();
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}
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public void Unpause(string name, Mode mode = Mode.ONCE, float jumpStart = -1f, float jumpEnd = -1f) {
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AudioContainer container = audioDictionary[name];
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if (container.source.isPlaying) {
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container.source.UnPause();
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} else {
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Play(name, mode, jumpStart, jumpEnd);
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}
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}
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public void Stop(string name) {
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AudioContainer container = audioDictionary[name];
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container.source.Stop();
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container.mode = Mode.NONE;
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audioDictionary[name] = container;
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}
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public void StopAll() {
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List<string> names = new List<string>();
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foreach(KeyValuePair<string, AudioContainer> iter in audioDictionary) {
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names.Add(iter.Key);
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}
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foreach(string name in names) {
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Stop(name);
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}
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}
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//fade controls
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public void FadeIn(string name, float seconds) {
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StartCoroutine(FadeInCallback(audioDictionary[name].source, 1f/seconds));
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}
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IEnumerator FadeInCallback(AudioSource source, float amountPerSecond) {
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source.volume = 0;
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while (source.volume < 1f) {
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yield return new WaitForSeconds(0.1f);
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source.volume += amountPerSecond / 10f;
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}
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}
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public void FadeOut(string name, float seconds) {
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StartCoroutine(FadeOutCallback(audioDictionary[name].source, 1f/seconds));
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}
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IEnumerator FadeOutCallback(AudioSource source, float amountPerSecond) {
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while (source.volume > 0f) {
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yield return new WaitForSeconds(0.1f);
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source.volume -= amountPerSecond / 10f;
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}
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}
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//hybrid controls
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public void PlayFadeIn(string name, float seconds, Mode mode = Mode.ONCE, float jumpStart = -1f, float jumpEnd = -1f) {
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FadeIn(name, seconds);
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Play(name, mode, jumpStart, jumpEnd);
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}
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public void PauseFadeOut(string name, float seconds) {
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FadeOut(name, seconds);
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StartCoroutine(PauseFadeOutCallback(name, seconds));
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}
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public void PauseFadeOutAll(float seconds, List<string> exclude = null) {
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foreach(KeyValuePair<string, AudioContainer> iter in audioDictionary) {
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if (exclude != null && exclude.Contains(iter.Key)) {
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continue;
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}
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FadeOut(iter.Key, seconds);
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StartCoroutine(PauseFadeOutCallback(iter.Key, seconds));
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}
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}
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IEnumerator PauseFadeOutCallback(string name, float seconds) {
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yield return new WaitForSeconds(seconds);
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Pause(name);
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}
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public void UnpauseFadeIn(string name, float seconds, Mode mode = Mode.ONCE, float jumpStart = -1f, float jumpEnd = -1f) {
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Unpause(name, mode, jumpStart, jumpEnd);
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FadeIn(name, seconds);
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}
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public void StopFadeOut(string name, float seconds) {
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FadeOut(name, seconds);
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StartCoroutine(StopFadeOutCallback(name, seconds));
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}
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public void StopFadeOutAll(float seconds, List<string> exclude = null) {
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foreach(KeyValuePair<string, AudioContainer> iter in audioDictionary) {
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if (exclude != null && exclude.Contains(iter.Key)) {
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continue;
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}
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FadeOut(iter.Key, seconds);
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StartCoroutine(StopFadeOutCallback(iter.Key, seconds));
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}
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}
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IEnumerator StopFadeOutCallback(string name, float seconds) {
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yield return new WaitForSeconds(seconds);
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Stop(name);
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}
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//status
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public bool GetPlaying(string name) {
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return audioDictionary[name].source.isPlaying;
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}
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public Mode GetMode(string name) {
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return audioDictionary[name].mode;
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}
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}
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@@ -0,0 +1,64 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CameraController : MonoBehaviour {
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//public access members
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public GameObject targetObject;
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public Vector3 offset;
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public float lerpSpeed = 2f;
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Vector2 peek = new Vector2(0, 0);
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//private members
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Vector3 virtualLocation;
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void Start() {
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virtualLocation = transform.position;
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}
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void Update() {
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//only continue if the target has been set
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if (targetObject == null) {
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return;
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}
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//cache the position we want to move to
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Vector3 targetPosition = targetObject.transform.position + offset + new Vector3(peek.x, peek.y, 0f);
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//If the distance is small, short circuit the lerp, so we don't have sudden pops in camera motion.
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if ((targetPosition - virtualLocation).sqrMagnitude > 0.01f) {
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//Interpolate to the target location.
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virtualLocation = Vector3.Lerp(virtualLocation, targetPosition, lerpSpeed * Time.deltaTime);
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//Snap to pixel coordinates
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Vector3 snapped = virtualLocation;
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snapped.x = Mathf.Round(snapped.x * 100) / 100;
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snapped.y = Mathf.Round(snapped.y * 100) / 100;
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snapped.z = transform.position.z; //BUGFIX
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transform.position = snapped;
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}
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}
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public Vector2 GetPeek() {
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return peek;
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}
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public void SetPeek(Vector2 newPeek, float delay = 0.5f) {
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peek = new Vector2(0f, 0f);
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StartCoroutine(SetPeekAfter(delay, newPeek)); //NOTE: a delay to peeking, for smooth gameplay
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}
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IEnumerator SetPeekAfter(float delay, Vector2 addition) {
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yield return new WaitForSeconds(delay);
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peek = addition;
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}
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public void ResetPeek() {
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peek = new Vector2(0, 0);
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}
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}
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@@ -0,0 +1,178 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Creatures {
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public class CockatooController : MonoBehaviour, ICreature {
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//public access members
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public GameObject projectilePrefab;
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//components
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Rigidbody2D rigidBody;
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//gameplay
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const float moveForce = 10f;
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const float maxSpeed = 2.5f;
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int _horizontalMoveDirection;
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public int HorizontalMoveDirection {
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get {
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return _horizontalMoveDirection;
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}
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set {
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_horizontalMoveDirection = value;
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if (_horizontalMoveDirection >= 0) {
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transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x), Mathf.Abs(transform.localScale.y));
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} else {
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transform.localScale = new Vector2(-Mathf.Abs(transform.localScale.x), Mathf.Abs(transform.localScale.y));
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}
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}
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}
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public int VerticalMoveDirection { get; set; }
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public int DamageValue { get; set; }
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int _healthValue;
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public int HealthValue {
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get {
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return _healthValue;
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}
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set {
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_healthValue = value;
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if (_healthValue <= 0) {
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Destroy(gameObject);
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}
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}
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}
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//internals
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float initialPositionY;
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bool detectedPlayer;
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float detectionDistance = 4f;
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float lastDetection = float.NegativeInfinity;
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float detectionDelay = 2f;
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void Awake() {
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rigidBody = GetComponent<Rigidbody2D>();
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HorizontalMoveDirection = -1;
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VerticalMoveDirection = 0;
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HealthValue = 1;
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DamageValue = 1;
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initialPositionY = rigidBody.position.y;
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rigidBody.position = new Vector2(rigidBody.position.x, rigidBody.position.y + 0.5f);
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StartCoroutine(BigFlap(5f));
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}
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void FixedUpdate() {
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HandleDetection();
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HandleVerticalMoveDirection();
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HandleMovement();
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}
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void OnCollisionEnter2D(Collision2D collision) {
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Vector2 normal = collision.GetContact(0).normal;
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if (collision.gameObject.tag == "Monster") {
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//turn around
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if (SameSign(collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection, HorizontalMoveDirection) || collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection == 0) {
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rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
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HorizontalMoveDirection = -HorizontalMoveDirection;
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}
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}
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//collision with the player (when the player is not bouncing)
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if (collision.gameObject.tag == "Player" && normal != Vector2.down) {
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//turn around
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rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
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HorizontalMoveDirection = -HorizontalMoveDirection;
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}
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}
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void HandleDetection() {
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bool detectedPlayer = Physics2D.Linecast(transform.position, transform.position + new Vector3((transform.localScale.x > 0 ? 1 : -1) * detectionDistance, -detectionDistance, 0), 1 << LayerMask.NameToLayer("Player"));
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if (detectedPlayer && Time.time - lastDetection > detectionDelay) {
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lastDetection = Time.time;
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GameObject go = Instantiate(projectilePrefab, transform.position, Quaternion.identity);
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go.GetComponent<CockatooProjectileController>().HorizontalMoveDirection = HorizontalMoveDirection;
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go.GetComponent<CockatooProjectileController>().VerticalMoveDirection = -1;
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go.GetComponent<CockatooProjectileController>().DamageValue = DamageValue;
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}
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}
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void HandleVerticalMoveDirection() {
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if (rigidBody.position.y >= initialPositionY) {
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VerticalMoveDirection = -1;
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} else if (rigidBody.position.y < initialPositionY) {
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VerticalMoveDirection = 1;
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}
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}
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void HandleMovement() {
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//turn around if stopped
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if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
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StartCoroutine(SetDirectionIfNotMovingAfter(-HorizontalMoveDirection, 0.1f));
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}
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//move the entity in this direction, if not at max speed
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if (Mathf.Abs(rigidBody.velocity.x) < maxSpeed) {
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rigidBody.AddForce(Vector2.right * HorizontalMoveDirection * moveForce);
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}
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//move the entity in the correct direction vertically
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if (rigidBody.velocity.y * VerticalMoveDirection < maxSpeed) {
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rigidBody.AddForce(Vector2.up * VerticalMoveDirection * moveForce);
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}
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//slow the entity down when it's travelling too fast
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if (Mathf.Abs (rigidBody.velocity.x) > maxSpeed) {
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rigidBody.velocity = new Vector2 (Mathf.Sign (rigidBody.velocity.x) * maxSpeed, rigidBody.velocity.y);
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}
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if (Mathf.Abs (rigidBody.velocity.y) > maxSpeed) {
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rigidBody.velocity = new Vector2 (rigidBody.velocity.x, Mathf.Sign (rigidBody.velocity.y) * maxSpeed);
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}
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}
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//utilities
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IEnumerator SetDirectionIfNotMovingAfter(int direction, float delay) {
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yield return new WaitForSeconds(delay);
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//turn around if stopped
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if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
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HorizontalMoveDirection = direction;
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}
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}
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//BUGFIX
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IEnumerator BigFlap(float delay) {
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while (true) {
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yield return new WaitForSeconds(delay);
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rigidBody.AddForce(Vector2.up * VerticalMoveDirection * moveForce * 5f);
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}
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}
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void OnDrawGizmos() {
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Gizmos.color = Color.red;
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Gizmos.DrawLine(transform.position, transform.position + new Vector3((transform.localScale.x > 0 ? 1 : -1) * detectionDistance, -detectionDistance, 0));
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}
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bool SameSign(float num1, float num2) {
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if (num1 > 0 && num2 > 0) {
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return true;
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}
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if (num1 < 0 && num2 < 0) {
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return true;
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}
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//if either is zero, return false
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return false;
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}
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}
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}
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@@ -0,0 +1,60 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Creatures {
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public class CockatooProjectileController : MonoBehaviour {
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//public access members
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public int HorizontalMoveDirection { get; set; }
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public int VerticalMoveDirection { get; set; }
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public int DamageValue { get; set; }
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//internal members
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Rigidbody2D rigidBody;
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const float moveForce = 10f;
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const float maxSpeed = 5f;
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DamagerController damagerController;
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void Start() {
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rigidBody = GetComponent<Rigidbody2D>();
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damagerController = GetComponent<DamagerController>();
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damagerController.PushOnTriggerEnter((Collider2D collider) => {
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if (collider.gameObject.tag == "Player") {
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collider.gameObject.GetComponent<PlayerController>().HealthValue -= DamageValue;
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}
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Destroy(gameObject);
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});
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}
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void FixedUpdate() {
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HandleMovement();
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//handle grapphics
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transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x) * HorizontalMoveDirection, transform.localScale.y);
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}
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void HandleMovement() {
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//move the entity in this direction, if not at max speed
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if (Mathf.Abs(rigidBody.velocity.x) < maxSpeed) {
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rigidBody.AddForce(Vector2.right * HorizontalMoveDirection * moveForce);
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}
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if (Mathf.Abs(rigidBody.velocity.y) < maxSpeed) {
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rigidBody.AddForce(Vector2.up * VerticalMoveDirection * moveForce);
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}
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//slow the entity down when it's travelling too fast
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if (Mathf.Abs (rigidBody.velocity.x) > maxSpeed) {
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rigidBody.velocity = new Vector2 (Mathf.Sign (rigidBody.velocity.x) * maxSpeed, rigidBody.velocity.y);
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}
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if (Mathf.Abs (rigidBody.velocity.y) > maxSpeed) {
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rigidBody.velocity = new Vector2 (rigidBody.velocity.x, Mathf.Sign (rigidBody.velocity.y) * maxSpeed);
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}
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}
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}
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}
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@@ -0,0 +1,15 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Creatures {
|
||||
public interface ICreature {
|
||||
//flags used to control other monsters
|
||||
int HorizontalMoveDirection { get; set; }
|
||||
int VerticalMoveDirection { get; set; }
|
||||
|
||||
//used by the combad system
|
||||
int DamageValue { get; set; }
|
||||
int HealthValue { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,127 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Creatures {
|
||||
public class KuriboController : MonoBehaviour, ICreature {
|
||||
//components
|
||||
Rigidbody2D rigidBody;
|
||||
|
||||
//gameplay
|
||||
const float moveForce = 10f;
|
||||
const float maxSpeed = 2.5f;
|
||||
|
||||
public int HorizontalMoveDirection { get; set; }
|
||||
public int VerticalMoveDirection { get; set; }
|
||||
public int DamageValue { get; set; }
|
||||
|
||||
int _healthValue;
|
||||
public int HealthValue {
|
||||
get {
|
||||
return _healthValue;
|
||||
}
|
||||
set {
|
||||
_healthValue = value;
|
||||
if (_healthValue <= 0) {
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//internals
|
||||
DamagerController damagerController;
|
||||
|
||||
void Awake() {
|
||||
rigidBody = GetComponent<Rigidbody2D>();
|
||||
|
||||
HorizontalMoveDirection = -1;
|
||||
VerticalMoveDirection = 0;
|
||||
|
||||
HealthValue = 1;
|
||||
DamageValue = 1;
|
||||
}
|
||||
|
||||
void Start() {
|
||||
damagerController = GetComponentInChildren<DamagerController>();
|
||||
|
||||
damagerController.PushOnTriggerEnter((Collider2D collider) => {
|
||||
if (collider.gameObject.tag == "Player") {
|
||||
//deal damage to the player
|
||||
collider.gameObject.GetComponent<PlayerController>().HealthValue -= DamageValue;
|
||||
|
||||
//NOTE: not every damager will deal damage
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
HandleMovement();
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D collision) {
|
||||
//handle bouncing on a monster
|
||||
Vector2 normal = collision.GetContact(0).normal;
|
||||
|
||||
if (collision.gameObject.tag == "Monster") {
|
||||
if (normal == Vector2.up) {
|
||||
//bounce
|
||||
rigidBody.AddForce(new Vector2(0f, 480f));
|
||||
} else {
|
||||
//turn around
|
||||
if (SameSign(collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection, HorizontalMoveDirection) || collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection == 0) {
|
||||
rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
|
||||
HorizontalMoveDirection = -HorizontalMoveDirection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//collision with the player (when the player is not bouncing)
|
||||
if (collision.gameObject.tag == "Player" && normal != Vector2.down) {
|
||||
//turn around
|
||||
rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
|
||||
HorizontalMoveDirection = -HorizontalMoveDirection;
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMovement() {
|
||||
//turn around if stopped
|
||||
if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
|
||||
StartCoroutine(SetDirectionIfNotMovingAfter(-HorizontalMoveDirection, 0.1f));
|
||||
}
|
||||
|
||||
//move the entity in this direction, if not at max speed
|
||||
if (Mathf.Abs(rigidBody.velocity.x) < maxSpeed) {
|
||||
rigidBody.AddForce(Vector2.right * HorizontalMoveDirection * moveForce);
|
||||
}
|
||||
|
||||
//slow the entity down when it's travelling too fast
|
||||
if (Mathf.Abs (rigidBody.velocity.x) > maxSpeed) {
|
||||
rigidBody.velocity = new Vector2 (Mathf.Sign (rigidBody.velocity.x) * maxSpeed, rigidBody.velocity.y);
|
||||
}
|
||||
|
||||
if (Mathf.Abs (rigidBody.velocity.y) > maxSpeed) {
|
||||
rigidBody.velocity = new Vector2 (rigidBody.velocity.x, Mathf.Sign (rigidBody.velocity.y) * maxSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
//utilities
|
||||
IEnumerator SetDirectionIfNotMovingAfter(int direction, float delay) {
|
||||
yield return new WaitForSeconds(delay);
|
||||
//turn around if stopped
|
||||
if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
|
||||
HorizontalMoveDirection = direction;
|
||||
}
|
||||
}
|
||||
|
||||
bool SameSign(float num1, float num2) {
|
||||
if (num1 > 0 && num2 > 0) {
|
||||
return true;
|
||||
}
|
||||
if (num1 < 0 && num2 < 0) {
|
||||
return true;
|
||||
}
|
||||
//if either is zero, return false
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,173 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Creatures {
|
||||
public class WolfController : MonoBehaviour, ICreature {
|
||||
//components
|
||||
SpriteRenderer spriteRenderer;
|
||||
Rigidbody2D rigidBody;
|
||||
|
||||
//gameplay
|
||||
const float moveForce = 10f;
|
||||
const float walkSpeed = 2.5f;
|
||||
const float runSpeed = 5f;
|
||||
float maxSpeed;
|
||||
|
||||
int _horizontalMoveDirection;
|
||||
public int HorizontalMoveDirection {
|
||||
get {
|
||||
return _horizontalMoveDirection;
|
||||
}
|
||||
set {
|
||||
_horizontalMoveDirection = value;
|
||||
if (_horizontalMoveDirection >= 0) {
|
||||
transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x), Mathf.Abs(transform.localScale.y));
|
||||
} else {
|
||||
transform.localScale = new Vector2(-Mathf.Abs(transform.localScale.x), Mathf.Abs(transform.localScale.y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int VerticalMoveDirection { get; set; }
|
||||
public int DamageValue { get; set; }
|
||||
|
||||
int _healthValue;
|
||||
public int HealthValue {
|
||||
get {
|
||||
return _healthValue;
|
||||
}
|
||||
set { //TODO: flash red
|
||||
_healthValue = value;
|
||||
if (_healthValue <= 0) {
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//internals
|
||||
DamagerController damagerController;
|
||||
|
||||
bool detectedPlayer = false;
|
||||
float detectionDistance = 10f;
|
||||
|
||||
void Awake() {
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
rigidBody = GetComponent<Rigidbody2D>();
|
||||
|
||||
HorizontalMoveDirection = 1;
|
||||
VerticalMoveDirection = 0;
|
||||
|
||||
HealthValue = 1;
|
||||
DamageValue = 1;
|
||||
}
|
||||
|
||||
void Start() {
|
||||
damagerController = GetComponentInChildren<DamagerController>();
|
||||
|
||||
damagerController.PushOnTriggerEnter((Collider2D collider) => {
|
||||
if (collider.gameObject.tag == "Player") {
|
||||
//deal damage to the player
|
||||
collider.gameObject.GetComponent<PlayerController>().HealthValue -= DamageValue;
|
||||
|
||||
//flip direction after a bite
|
||||
HorizontalMoveDirection = -HorizontalMoveDirection;
|
||||
|
||||
//NOTE: not every damager will deal damage
|
||||
}
|
||||
});
|
||||
|
||||
damagerController.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
HandleDetection();
|
||||
HandleMovement();
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D collision) {
|
||||
//handle bouncing on a monster
|
||||
Vector2 normal = collision.GetContact(0).normal;
|
||||
|
||||
if (collision.gameObject.tag == "Monster") {
|
||||
if (normal == Vector2.up) {
|
||||
//bounce
|
||||
rigidBody.AddForce(new Vector2(0f, 480f));
|
||||
} else {
|
||||
//turn around
|
||||
if (SameSign(collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection, HorizontalMoveDirection) || collision.gameObject.GetComponent<ICreature>().HorizontalMoveDirection == 0) {
|
||||
rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
|
||||
HorizontalMoveDirection = -HorizontalMoveDirection;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//collision with the player (when the player is not bouncing)
|
||||
if (collision.gameObject.tag == "Player" && normal != Vector2.down) {
|
||||
//turn around
|
||||
rigidBody.velocity = new Vector2(0f, rigidBody.velocity.y);
|
||||
HorizontalMoveDirection = -HorizontalMoveDirection;
|
||||
}
|
||||
}
|
||||
|
||||
void HandleDetection() {
|
||||
detectedPlayer = Physics2D.Linecast(transform.position, transform.position + new Vector3(transform.localScale.x * detectionDistance, 0, 0), 1 << LayerMask.NameToLayer("Player"));
|
||||
|
||||
if (detectedPlayer) {
|
||||
maxSpeed = runSpeed;
|
||||
spriteRenderer.color = Color.red;
|
||||
damagerController.gameObject.SetActive(true);
|
||||
} else { //no see the play
|
||||
maxSpeed = walkSpeed;
|
||||
spriteRenderer.color = Color.white;
|
||||
damagerController.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMovement() {
|
||||
//turn around if stopped
|
||||
if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
|
||||
StartCoroutine(SetDirectionIfNotMovingAfter(-HorizontalMoveDirection, 0.1f));
|
||||
}
|
||||
|
||||
//move the entity in this direction, if not at max speed
|
||||
if (Mathf.Abs(rigidBody.velocity.x) < maxSpeed) {
|
||||
rigidBody.AddForce(Vector2.right * HorizontalMoveDirection * moveForce);
|
||||
}
|
||||
|
||||
//slow the entity down when it's travelling too fast
|
||||
if (Mathf.Abs (rigidBody.velocity.x) > maxSpeed) {
|
||||
rigidBody.velocity = new Vector2 (Mathf.Sign (rigidBody.velocity.x) * maxSpeed, rigidBody.velocity.y);
|
||||
}
|
||||
|
||||
if (Mathf.Abs (rigidBody.velocity.y) > maxSpeed) {
|
||||
rigidBody.velocity = new Vector2 (rigidBody.velocity.x, Mathf.Sign (rigidBody.velocity.y) * maxSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
//utilities
|
||||
IEnumerator SetDirectionIfNotMovingAfter(int direction, float delay) {
|
||||
yield return new WaitForSeconds(delay);
|
||||
//turn around if stopped
|
||||
if (Mathf.Abs(rigidBody.velocity.x) < 0.1f) {
|
||||
HorizontalMoveDirection = direction;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmos() {
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawLine(transform.position, transform.position + new Vector3(transform.localScale.x * detectionDistance, 0, 0));
|
||||
}
|
||||
|
||||
bool SameSign(float num1, float num2) {
|
||||
if (num1 > 0 && num2 > 0) {
|
||||
return true;
|
||||
}
|
||||
if (num1 < 0 && num2 < 0) {
|
||||
return true;
|
||||
}
|
||||
//if either is zero, return false
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DamagerController : MonoBehaviour {
|
||||
public delegate void CallbackHandler(Collider2D collider);
|
||||
|
||||
List<CallbackHandler> onTriggerEnter = new List<CallbackHandler>();
|
||||
List<CallbackHandler> onTriggerStay= new List<CallbackHandler>();
|
||||
List<CallbackHandler> onTriggerExit = new List<CallbackHandler>();
|
||||
|
||||
//public access members
|
||||
public void PushOnTriggerEnter(CallbackHandler callback) {
|
||||
onTriggerEnter.Add(callback);
|
||||
}
|
||||
|
||||
public void PushOnTriggerStay(CallbackHandler callback) {
|
||||
onTriggerStay.Add(callback);
|
||||
}
|
||||
|
||||
public void PushOnTriggerExit(CallbackHandler callback) {
|
||||
onTriggerExit.Add(callback);
|
||||
}
|
||||
|
||||
public void PurgeLists() {
|
||||
onTriggerEnter.Clear();
|
||||
onTriggerStay.Clear();
|
||||
onTriggerExit.Clear();
|
||||
}
|
||||
|
||||
//monobehaviour members
|
||||
void OnTriggerEnter2D(Collider2D collider) {
|
||||
foreach(CallbackHandler callback in onTriggerEnter) {
|
||||
callback(collider);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerStay2D(Collider2D collider) {
|
||||
foreach(CallbackHandler callback in onTriggerStay) {
|
||||
callback(collider);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D collider) {
|
||||
foreach(CallbackHandler callback in onTriggerExit) {
|
||||
callback(collider);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,715 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using SpriterDotNetUnity;
|
||||
|
||||
public class PlayerController : MonoBehaviour {
|
||||
//internal components
|
||||
GameObject spriteObject;
|
||||
UnityAnimator animator;
|
||||
Rigidbody2D rigidBody;
|
||||
BoxCollider2D currentBoxCollider;
|
||||
|
||||
//constants
|
||||
const float deadZone = 0.25f;
|
||||
|
||||
//gameplay
|
||||
[Header("Movement Settings")]
|
||||
public float moveForce = 10f;
|
||||
public float jumpForce = 400;
|
||||
public float maxSpeed = 3f;
|
||||
public float fallSpeed = 8f;
|
||||
public float dashMultiplier = 2f;
|
||||
public float straightJumpVerticalMultiplier = 1.1f;
|
||||
public float straightJumpHorizontalMultiplier = 0.5f;
|
||||
// public float rollingJumpVerticalMultiplier = 1.0f;
|
||||
// public float rollingJumpHorizontalMultiplier = 1.0f;
|
||||
public float jumpMaxSpeedMultiplier = 1.1f;
|
||||
public float wallJumpMaxSpeedMultiplier = 0.5f;
|
||||
public float wallHuggedMultiplier = 0.5f;
|
||||
|
||||
//basic movement
|
||||
float horizontalInput = 0f;
|
||||
float verticalInput = 0f;
|
||||
bool jumping = false;
|
||||
bool grounded = false;
|
||||
bool wallHugged = false;
|
||||
bool wallJumping = false;
|
||||
const float groundedProjection = 0.08f;
|
||||
|
||||
//dashing movement
|
||||
float dashValue = 0f;
|
||||
float dashTime = float.NegativeInfinity;
|
||||
bool dashLatch = true;
|
||||
|
||||
//movement modifiers
|
||||
float horizontalModifier = 1f;
|
||||
float verticalModifier = 1f;
|
||||
float dashModifier = 1f;
|
||||
float maxSpeedModifier = 1f;
|
||||
|
||||
//combat
|
||||
DamagerController[] damagerControllers;
|
||||
HUDCanvas hud;
|
||||
bool invulnerable = false;
|
||||
|
||||
public int DamageValue { get; set; }
|
||||
public int HealthValue {
|
||||
set {
|
||||
//prevent damage while invulnerable
|
||||
if (value < hud.FlameLevel && invulnerable) {
|
||||
return;
|
||||
}
|
||||
|
||||
//check death
|
||||
if (value < 0) {
|
||||
Debug.Log("YOU DIED");
|
||||
}
|
||||
|
||||
//trigger hitstun if damage taken
|
||||
if (value < hud.FlameLevel) {
|
||||
StartCoroutine(TriggerHitStun(0.8f));
|
||||
}
|
||||
|
||||
//set the graphics
|
||||
hud.FlameLevel = value;
|
||||
}
|
||||
get {
|
||||
return hud.FlameLevel;
|
||||
}
|
||||
}
|
||||
|
||||
//graphical modifiers
|
||||
float prevTimeScale;
|
||||
float prevLocalScaleX;
|
||||
|
||||
//gameplay
|
||||
float friction = 0f;
|
||||
|
||||
void Awake() {
|
||||
rigidBody = GetComponent<Rigidbody2D>();
|
||||
currentBoxCollider = GetComponent<BoxCollider2D>();
|
||||
prevTimeScale = Time.timeScale; //BUGFIX: waking when unpaused
|
||||
prevLocalScaleX = transform.localScale.x;
|
||||
}
|
||||
|
||||
void Start() {
|
||||
//BUGFIX: Set the sprite sorting order
|
||||
GetComponentsInChildren<SpriterDotNetBehaviour>()[0].SortingLayer = "Player";
|
||||
|
||||
//get the HUD
|
||||
hud = Object.FindObjectOfType<HUDCanvas>();
|
||||
|
||||
DamageValue = 1;
|
||||
HealthValue = 4;
|
||||
|
||||
//get and disable the damagers
|
||||
damagerControllers = GetComponentsInChildren<DamagerController>();
|
||||
foreach(DamagerController dmgr in damagerControllers) {
|
||||
dmgr.gameObject.SetActive(false);
|
||||
|
||||
dmgr.PushOnTriggerEnter((Collider2D collider) => {
|
||||
if (collider.gameObject.tag == "Monster" && collider.gameObject.GetComponent<Creatures.ICreature>().HealthValue > 0) {
|
||||
collider.gameObject.GetComponent<Creatures.ICreature>().HealthValue -= DamageValue;
|
||||
hud.SparkLevel++;
|
||||
|
||||
//bounce on attack
|
||||
Vector2 normal = collider.bounds.ClosestPoint(transform.position) - transform.position;
|
||||
normal.Normalize();
|
||||
|
||||
if (normal.y < 0f) {
|
||||
jumping = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (Time.timeScale > 0f && Time.timeScale == prevTimeScale && HandleAnimation()) {
|
||||
HandleInput();
|
||||
}
|
||||
prevTimeScale = Time.timeScale;
|
||||
|
||||
//Debug.LogFormat("{0} {1}", animator.CurrentAnimation.Name, currentBoxCollider.size.y);
|
||||
|
||||
//handle gameplay
|
||||
if (friction >= 1f) {
|
||||
hud.SparkLevel++;
|
||||
friction -= 1f;
|
||||
}
|
||||
|
||||
if (animator.CurrentAnimation.Name != "Run" && animator.CurrentAnimation.Name != "Wall Slide") {
|
||||
friction = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
HandleMovement();
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D collision) {
|
||||
//handle bouncing on a monster
|
||||
Vector2 normal = collision.GetContact(0).normal;
|
||||
|
||||
if (collision.gameObject.tag == "Monster") {
|
||||
if (normal == Vector2.up) {
|
||||
//bounce
|
||||
jumping = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleInput() {
|
||||
//determine if on the ground (using coyote time)
|
||||
bool trueGrounded;
|
||||
trueGrounded = Physics2D.Linecast(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x), -groundedProjection, 0), 1 << LayerMask.NameToLayer("Ground"));
|
||||
trueGrounded |= Physics2D.Linecast(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2.1f), -groundedProjection, 0), 1 << LayerMask.NameToLayer("Ground"));
|
||||
trueGrounded |= Physics2D.Linecast(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x - currentBoxCollider.size.x / 2.1f), -groundedProjection, 0), 1 << LayerMask.NameToLayer("Ground"));
|
||||
|
||||
if (trueGrounded) {
|
||||
grounded = true;
|
||||
} else {
|
||||
StartCoroutine(SetGroundedWithDelay(false, 0.1f)); //coyote physics: 100ms
|
||||
}
|
||||
|
||||
//determine wall hugging
|
||||
wallHugged = Physics2D.Linecast(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2 + groundedProjection), currentBoxCollider.size.y * 0.05f, 0), 1 << LayerMask.NameToLayer("Ground"));
|
||||
wallHugged &= Physics2D.Linecast(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2 + groundedProjection), currentBoxCollider.size.y * 0.5f, 0), 1 << LayerMask.NameToLayer("Ground"));
|
||||
wallHugged &= Physics2D.Linecast(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2 + groundedProjection), currentBoxCollider.size.y * 0.95f, 0), 1 << LayerMask.NameToLayer("Ground"));
|
||||
|
||||
//reset multipliers under regular conditions
|
||||
if (trueGrounded && !jumping) {
|
||||
horizontalModifier = 1f;
|
||||
verticalModifier = 1f;
|
||||
maxSpeedModifier = 1f;
|
||||
}
|
||||
|
||||
//get inputs
|
||||
verticalInput = GamePad.GetAxis(CAxis.LY);
|
||||
horizontalInput = GamePad.GetAxis(CAxis.LX);
|
||||
|
||||
//determine vertical input
|
||||
if (Mathf.Abs(verticalInput) < deadZone) { //no input
|
||||
verticalInput = 0f;
|
||||
|
||||
//handle stop crouching
|
||||
if (animator.CurrentAnimation.Name == "Crouch") {
|
||||
animator.Play("Crouch to Idle");
|
||||
}
|
||||
} else { //yes input
|
||||
if (verticalInput < 0) { //looking up
|
||||
if (grounded && animator.CurrentAnimation.Name == "Idle" && Mathf.Abs(horizontalInput) < deadZone) {
|
||||
animator.Play("Idle to Lookup");
|
||||
}
|
||||
} else { //crouching down
|
||||
//from rolling jump to crouch
|
||||
if (grounded && animator.CurrentAnimation.Name == "Rolling Jump") {
|
||||
animator.Play("Crouch");
|
||||
}
|
||||
else if (grounded && Mathf.Abs(rigidBody.velocity.y) > 0.0001f) { //explicitly don't check for animation here; "Straight Jump Landing" passes through here for some reason
|
||||
animator.Play("Rolling Jump");
|
||||
}
|
||||
//if not already crouching
|
||||
else if (grounded && animator.CurrentAnimation.Name != "Crouch" && animator.CurrentAnimation.Name != "Idle to Crouch") {
|
||||
animator.Play("Idle to Crouch");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//determine if walking
|
||||
if (Mathf.Abs(horizontalInput) < deadZone) { //no input
|
||||
//reset multipliers under regular conditions
|
||||
if (grounded && !jumping) {
|
||||
dashModifier = 1f;
|
||||
if (animator.CurrentAnimation.Name == "Run") {
|
||||
animator.Play("Walk");
|
||||
}
|
||||
}
|
||||
|
||||
if (dashLatch) {
|
||||
//capture the time of last release for dashing
|
||||
dashTime = Time.time;
|
||||
dashLatch = false;
|
||||
}
|
||||
|
||||
//stop walking
|
||||
horizontalInput = 0f;
|
||||
if (animator.CurrentAnimation.Name == "Walk") {
|
||||
//animator.Play("Walk to Idle"); //TODO: enable this
|
||||
animator.Play("Idle"); //TODO: remove this (why?)
|
||||
}
|
||||
} else { //yes input
|
||||
if (animator.CurrentAnimation.Name == "Crouch") {
|
||||
//TODO: slides/rolls
|
||||
|
||||
horizontalInput = horizontalInput > 0 ? 0.0001f : -0.0001f; //TMP
|
||||
} else if (animator.CurrentAnimation.Name == "Lookup") {
|
||||
animator.Play("Lookup to Idle");
|
||||
} else if (wallHugged && !grounded && (animator.CurrentAnimation.Name != "Brace on Wall" && animator.CurrentAnimation.Name != "Wall Slide" && animator.CurrentAnimation.Name != "Wall Kick")) {
|
||||
animator.Play("Brace on Wall");
|
||||
} else {
|
||||
//check if dashing
|
||||
if (Time.time - dashTime < 0.2f && SameSign(horizontalInput, dashValue) && grounded && !dashLatch) {
|
||||
dashModifier = dashMultiplier;
|
||||
horizontalInput = maxSpeed * dashModifier * (horizontalInput > 0 ? 1 : -1);
|
||||
animator.Play("Run");
|
||||
StartCoroutine(BuildingFriction("Run", 0.05f));
|
||||
}
|
||||
|
||||
//capture the value for dashing
|
||||
dashValue = horizontalInput;
|
||||
|
||||
//BUGFIX
|
||||
dashLatch = true;
|
||||
}
|
||||
|
||||
//BUGFIX: landing into a run
|
||||
if (animator.CurrentAnimation.Name == "Idle" && dashModifier != 1f) {
|
||||
animator.Play("Run");
|
||||
StartCoroutine(BuildingFriction("Run", 0.05f));
|
||||
}
|
||||
|
||||
//start walking
|
||||
if (animator.CurrentAnimation.Name == "Idle") {
|
||||
animator.Play("Idle to Walk");
|
||||
}
|
||||
|
||||
//flip direction
|
||||
if (Time.timeScale > 0f) {
|
||||
prevLocalScaleX = transform.localScale.x;
|
||||
transform.localScale = new Vector3(horizontalInput > 0 ? 1 : -1, 1, 1);
|
||||
|
||||
//play turning animations
|
||||
if (prevLocalScaleX != transform.localScale.x) {
|
||||
if (animator.CurrentAnimation.Name == "Idle" || animator.CurrentAnimation.Name == "Idle to Walk" || animator.CurrentAnimation.Name == "Walk" || animator.CurrentAnimation.Name == "Lookup to Idle") {
|
||||
animator.Play("Ground Turn");
|
||||
}
|
||||
|
||||
if (animator.CurrentAnimation.Name == "Straight Jump Rising" || animator.CurrentAnimation.Name == "Straight Jump Crest" || animator.CurrentAnimation.Name == "Straight Jump Falling") {
|
||||
animator.Play("Straight Jump Turn");
|
||||
}
|
||||
|
||||
if (animator.CurrentAnimation.Name == "Rolling Jump") {
|
||||
animator.Play("Rolling Jump Turn");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//determine if jumping
|
||||
if (GamePad.GetState().Pressed(CButton.A) && grounded) {
|
||||
jumping = true;
|
||||
|
||||
maxSpeedModifier = jumpMaxSpeedMultiplier;
|
||||
|
||||
if (animator.CurrentAnimation.Name == "Crouch") {
|
||||
animator.Play("Rolling Jump");
|
||||
}
|
||||
else if (Mathf.Abs(horizontalInput) < deadZone) {
|
||||
animator.Play("Begin Straight Jump");
|
||||
horizontalModifier = straightJumpHorizontalMultiplier;
|
||||
verticalModifier = straightJumpVerticalMultiplier;
|
||||
} else {
|
||||
animator.Play("Begin Rolling Jump");
|
||||
//horizontalModifier = rollingJumpHorizontalMultiplier;
|
||||
//verticalModifier = rollingJumpVerticalMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
if (GamePad.GetState().Pressed(CButton.A) && !grounded && wallHugged && (animator.CurrentAnimation.Name == "Brace on Wall" || animator.CurrentAnimation.Name == "Wall Slide")) {
|
||||
wallJumping = true;
|
||||
|
||||
maxSpeedModifier = jumpMaxSpeedMultiplier;
|
||||
|
||||
animator.Play("Wall Kick");
|
||||
}
|
||||
|
||||
//determine if attacking on the ground
|
||||
if (GamePad.GetState().Pressed(CButton.B) && grounded) {
|
||||
if (verticalInput < -deadZone) { //yes up input
|
||||
if (animator.CurrentAnimation.Name == "Run") {
|
||||
animator.Play("Grounded Upward Slash"); //TODO: replace with "Running Upward Slash"
|
||||
} else {
|
||||
animator.Play("Grounded Upward Slash");
|
||||
}
|
||||
StartCoroutine(EnableDamagerForPeriod(0, 0.3f));
|
||||
} else { //no vertical input
|
||||
if (animator.CurrentAnimation.Name == "Run") {
|
||||
animator.Play("Grounded Forward Slash"); //TODO: replace with "Running Forward Slash"
|
||||
} else {
|
||||
animator.Play("Grounded Forward Slash");
|
||||
}
|
||||
StartCoroutine(EnableDamagerForPeriod(1, 0.3f));
|
||||
}
|
||||
}
|
||||
|
||||
//determine if attacking in the air
|
||||
if (GamePad.GetState().Pressed(CButton.B) && !grounded) {
|
||||
if (verticalInput < -deadZone) { //yes up input
|
||||
animator.Play("Airborn Upward Slash");
|
||||
StartCoroutine(EnableDamagerForPeriod(0, 0.3f));
|
||||
} else if (verticalInput > deadZone) { //yes down input
|
||||
animator.Play("Airborn Downward Slash");
|
||||
StartCoroutine(EnableDamagerForPeriod(2, 0.3f));
|
||||
} else { //no vertical input
|
||||
animator.Play("Airborn Forward Slash");
|
||||
StartCoroutine(EnableDamagerForPeriod(1, 0.3f));
|
||||
}
|
||||
}
|
||||
|
||||
//determine if releasing the attack button
|
||||
if (GamePad.GetState().Released(CButton.B)) {
|
||||
foreach (DamagerController dmgr in damagerControllers) {
|
||||
dmgr.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
//BUGFIX: prevent crouch-gliding and slash-gliding
|
||||
if (grounded && (animator.CurrentAnimation.Name == "Crouch")) {
|
||||
horizontalInput = 0f;
|
||||
dashModifier = 1f;
|
||||
}
|
||||
|
||||
//BUGFIX: falling animations after walking/running off a cliff
|
||||
if (rigidBody.velocity.y < -0.0001f && (animator.CurrentAnimation.Name == "Walk" || animator.CurrentAnimation.Name == "Run")) {
|
||||
animator.Play("Straight Jump Falling");
|
||||
}
|
||||
}
|
||||
|
||||
void HandleMovement() {
|
||||
//stop the player if input in that direction has been removed
|
||||
if (horizontalInput * rigidBody.velocity.x <= 0 && grounded) {
|
||||
rigidBody.velocity = new Vector2 (rigidBody.velocity.x * 0.85f, rigidBody.velocity.y);
|
||||
}
|
||||
|
||||
//move in the inputted direction, if not at max speed
|
||||
if (horizontalInput * rigidBody.velocity.x < maxSpeed * dashModifier * maxSpeedModifier) {
|
||||
rigidBody.AddForce (Vector2.right * horizontalInput * moveForce * horizontalModifier);
|
||||
}
|
||||
|
||||
//slow the player down when it's travelling too fast
|
||||
if (Mathf.Abs (rigidBody.velocity.x) > maxSpeed * dashModifier * maxSpeedModifier) {
|
||||
rigidBody.velocity = new Vector2 (Mathf.Sign (rigidBody.velocity.x) * maxSpeed * dashModifier * maxSpeedModifier, rigidBody.velocity.y);
|
||||
}
|
||||
|
||||
if (rigidBody.velocity.y < -fallSpeed * (wallHugged ? wallHuggedMultiplier : 1f)) {
|
||||
rigidBody.velocity = new Vector2 (rigidBody.velocity.x, Mathf.Sign (rigidBody.velocity.y) * fallSpeed * (wallHugged ? wallHuggedMultiplier : 1f));
|
||||
}
|
||||
|
||||
//jump up
|
||||
if (jumping) {
|
||||
rigidBody.velocity = new Vector2(rigidBody.velocity.x, 0f); //max v-jump speed
|
||||
rigidBody.AddForce (new Vector2 (0f, jumpForce * verticalModifier));
|
||||
jumping = false;
|
||||
}
|
||||
|
||||
if (wallJumping) {
|
||||
rigidBody.velocity = new Vector2(0f, 0f); //wall-jump from zero
|
||||
rigidBody.AddForce (new Vector2 (-transform.localScale.x * maxSpeed * jumpForce, jumpForce * verticalModifier));
|
||||
maxSpeedModifier = wallJumpMaxSpeedMultiplier;
|
||||
wallJumping = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool HandleAnimation() {
|
||||
if (spriteObject == null) {
|
||||
foreach (Transform child in transform) {
|
||||
if (child.name == "Ember") {
|
||||
spriteObject = child.gameObject;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (animator == null && spriteObject != null) {
|
||||
animator = spriteObject.GetComponent<SpriterDotNetBehaviour>().Animator;
|
||||
animator.AnimationFinished += HandleAnimationTransitions;
|
||||
}
|
||||
|
||||
//determine statue state
|
||||
if (!PauseManager.Instance.Paused && animator.CurrentAnimation.Name == "Statue" &&
|
||||
(
|
||||
//NOTE: carbon input really needs an "any key"
|
||||
//any face button
|
||||
GamePad.GetState().Pressed(CButton.A) || GamePad.GetState().Pressed(CButton.B) || GamePad.GetState().Pressed(CButton.X) || GamePad.GetState().Pressed(CButton.Y) || //only pressed this loop
|
||||
//any axis
|
||||
Mathf.Abs(GamePad.GetAxis(CAxis.LX)) >= deadZone || Mathf.Abs(GamePad.GetAxis(CAxis.LY)) >= deadZone || Mathf.Abs(GamePad.GetAxis(CAxis.RX)) >= deadZone || Mathf.Abs(GamePad.GetAxis(CAxis.RY)) >= deadZone
|
||||
)
|
||||
) {
|
||||
animator.Play("Statue to Idle");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (animator.CurrentAnimation.Name == "Statue to Idle") {
|
||||
return false;
|
||||
}
|
||||
|
||||
//switch from regular animations to transition animations
|
||||
if (animator.CurrentAnimation.Name == "Straight Jump Rising" && rigidBody.velocity.y <= 0) {
|
||||
animator.Play("Straight Jump Crest");
|
||||
}
|
||||
|
||||
if (animator.CurrentAnimation.Name == "Straight Jump Falling" && rigidBody.velocity.y >= 0) {
|
||||
animator.Play("Straight Jump Landing");
|
||||
}
|
||||
|
||||
if (animator.CurrentAnimation.Name == "Rolling Jump" && grounded) {
|
||||
animator.Play("Straight Jump Landing"); //deliberately reuse this
|
||||
}
|
||||
|
||||
//start looking up
|
||||
if (animator.CurrentAnimation.Name == "Idle" && verticalInput < 0 && Mathf.Abs(rigidBody.velocity.x) < 0.0001f) {
|
||||
animator.Play("Idle to Lookup");
|
||||
}
|
||||
|
||||
//stop looking up
|
||||
if (animator.CurrentAnimation.Name == "Lookup" && verticalInput >= 0) {
|
||||
animator.Play("Lookup to Idle");
|
||||
}
|
||||
|
||||
//BUGFIX: bouncing off of a wall
|
||||
if (!grounded && !wallHugged && animator.CurrentAnimation.Name == "Wall Slide") {
|
||||
animator.Play("Rolling Jump");
|
||||
}
|
||||
|
||||
//if ever simply falling (or attacking)
|
||||
if (!grounded && !wallHugged && rigidBody.velocity.y < 0 && animator.CurrentAnimation.Name != "Straight Jump Crest" && animator.CurrentAnimation.Name != "Straight Jump Turn" && animator.CurrentAnimation.Name != "Rolling Jump Turn" && animator.CurrentAnimation.Name != "Rolling Jump" && animator.CurrentAnimation.Name != "Airborn Upward Slash" && animator.CurrentAnimation.Name != "Airborn Downward Slash" && animator.CurrentAnimation.Name != "Airborn Forward Slash") {
|
||||
animator.Play("Straight Jump Falling");
|
||||
}
|
||||
|
||||
//hit a wall
|
||||
if (animator.CurrentAnimation.Name != "Brace on Wall" && animator.CurrentAnimation.Name != "Wall Slide" && animator.CurrentAnimation.Name != "Wall Kick" && wallHugged && !grounded) {
|
||||
animator.Play("Brace on Wall");
|
||||
}
|
||||
|
||||
//reach the bottom of a wall-slide (or hit the ground when turning)
|
||||
if ((animator.CurrentAnimation.Name == "Brace on Wall" || animator.CurrentAnimation.Name == "Wall Slide" || animator.CurrentAnimation.Name == "Straight Jump Turn" || animator.CurrentAnimation.Name == "Rolling Jump Turn") && grounded) {
|
||||
animator.Play("Straight Jump Landing");
|
||||
}
|
||||
|
||||
//if bouncing
|
||||
if (animator.CurrentAnimation.Name == "Straight Jump Landing" && !grounded && rigidBody.velocity.y > 0f) {
|
||||
animator.Play("Begin Rolling Jump");
|
||||
}
|
||||
|
||||
//handle bounding box
|
||||
if (
|
||||
animator.CurrentAnimation.Name == "Crouch" ||
|
||||
animator.CurrentAnimation.Name == "Idle to Crouch" ||
|
||||
animator.CurrentAnimation.Name == "Rolling Jump" ||
|
||||
animator.CurrentAnimation.Name == "Begin Rolling Jump" ||
|
||||
(rigidBody.velocity.y > 0 && animator.CurrentAnimation.Name == "Straight Jump Landing") ||
|
||||
animator.CurrentAnimation.Name == "Brace on Wall" ||
|
||||
animator.CurrentAnimation.Name == "Wall Slide" ||
|
||||
animator.CurrentAnimation.Name == "Wall Kick"
|
||||
) {
|
||||
//half box
|
||||
if (currentBoxCollider != GetComponents<BoxCollider2D>()[1]) {
|
||||
currentBoxCollider.enabled = false;
|
||||
currentBoxCollider = GetComponents<BoxCollider2D>()[1];
|
||||
currentBoxCollider.enabled = true;
|
||||
}
|
||||
} else {
|
||||
//full box
|
||||
if (currentBoxCollider != GetComponents<BoxCollider2D>()[0]) {
|
||||
currentBoxCollider.enabled = false;
|
||||
currentBoxCollider = GetComponents<BoxCollider2D>()[0];
|
||||
currentBoxCollider.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
//peek with the camera
|
||||
CameraController camController = Object.FindObjectOfType<CameraController>();
|
||||
if (camController.GetPeek() == Vector2.zero) {
|
||||
if (animator.CurrentAnimation.Name == "Lookup") {
|
||||
camController.SetPeek(new Vector2(0f, 4f));
|
||||
}
|
||||
if (animator.CurrentAnimation.Name == "Crouch") {
|
||||
camController.SetPeek(new Vector2(0f, -4f));
|
||||
}
|
||||
}
|
||||
if (camController.GetPeek() != Vector2.zero) {
|
||||
if (animator.CurrentAnimation.Name != "Lookup" && animator.CurrentAnimation.Name != "Crouch") {
|
||||
camController.ResetPeek();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//internal callbacks
|
||||
void HandleAnimationTransitions(string name) {
|
||||
//NOTE: This handles the end of transitional animations
|
||||
switch(name) {
|
||||
case "Statue to Idle":
|
||||
animator.Play("Idle");
|
||||
break;
|
||||
|
||||
case "Idle to Walk":
|
||||
animator.Play("Walk");
|
||||
break;
|
||||
|
||||
case "Walk to Idle":
|
||||
animator.Play("Idle");
|
||||
break;
|
||||
|
||||
case "Begin Straight Jump":
|
||||
animator.Play("Straight Jump Rising");
|
||||
break;
|
||||
|
||||
case "Straight Jump Crest":
|
||||
animator.Play("Straight Jump Falling");
|
||||
break;
|
||||
|
||||
case "Straight Jump Landing":
|
||||
animator.Play("Idle");
|
||||
break;
|
||||
|
||||
case "Begin Rolling Jump":
|
||||
animator.Play("Rolling Jump");
|
||||
break;
|
||||
|
||||
case "Idle to Crouch":
|
||||
animator.Play("Crouch");
|
||||
break;
|
||||
|
||||
case "Crouch to Idle":
|
||||
animator.Play("Idle");
|
||||
break;
|
||||
|
||||
case "Idle to Lookup":
|
||||
animator.Play("Lookup");
|
||||
break;
|
||||
|
||||
case "Lookup to Idle":
|
||||
animator.Play("Idle");
|
||||
break;
|
||||
|
||||
case "Brace on Wall":
|
||||
animator.Play("Wall Slide");
|
||||
StartCoroutine(BuildingFriction("Wall Slide", 0.1f));
|
||||
break;
|
||||
|
||||
case "Wall Kick":
|
||||
animator.Play("Rolling Jump");
|
||||
break;
|
||||
|
||||
case "Grounded Forward Slash":
|
||||
animator.Play("Idle");
|
||||
break;
|
||||
|
||||
case "Grounded Upward Slash":
|
||||
if (verticalInput < -deadZone && Mathf.Abs(rigidBody.velocity.x) < 0.0001f) {
|
||||
animator.Play("Lookup");
|
||||
} else {
|
||||
if (dashModifier != 1f) {
|
||||
animator.Play("Run");
|
||||
StartCoroutine(BuildingFriction("Run", 0.05f));
|
||||
} else {
|
||||
animator.Play("Idle");
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case "Airborn Upward Slash":
|
||||
case "Airborn Downward Slash":
|
||||
case "Airborn Forward Slash":
|
||||
if (rigidBody.velocity.y > 0f) {
|
||||
animator.Play("Straight Jump Rising");
|
||||
} else {
|
||||
animator.Play("Straight Jump Falling");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Ground Turn":
|
||||
animator.Play("Idle");
|
||||
break;
|
||||
|
||||
case "Straight Jump Turn":
|
||||
if (rigidBody.velocity.y > 0f) {
|
||||
animator.Play("Straight Jump Rising");
|
||||
} else {
|
||||
animator.Play("Straight Jump Falling");
|
||||
}
|
||||
break;
|
||||
|
||||
case "Rolling Jump Turn":
|
||||
animator.Play("Rolling Jump");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//utilities
|
||||
void OnDrawGizmos() {
|
||||
if (currentBoxCollider != null) {
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawLine(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x), -groundedProjection, 0));
|
||||
Gizmos.DrawLine(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2.1f), -groundedProjection, 0));
|
||||
Gizmos.DrawLine(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x - currentBoxCollider.size.x / 2.1f), -groundedProjection, 0));
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawLine(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2 + groundedProjection), currentBoxCollider.size.y * 0.05f, 0));
|
||||
Gizmos.DrawLine(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2 + groundedProjection), currentBoxCollider.size.y * 0.5f, 0));
|
||||
Gizmos.DrawLine(transform.position + new Vector3(currentBoxCollider.offset.x, currentBoxCollider.offset.y, 0), transform.position + new Vector3(transform.localScale.x * (currentBoxCollider.offset.x + currentBoxCollider.size.x / 2 + groundedProjection), currentBoxCollider.size.y * 0.95f, 0));
|
||||
}
|
||||
}
|
||||
|
||||
bool SameSign(float num1, float num2) {
|
||||
if (num1 > 0 && num2 > 0) {
|
||||
return true;
|
||||
}
|
||||
if (num1 < 0 && num2 < 0) {
|
||||
return true;
|
||||
}
|
||||
//if either is zero, return false
|
||||
return false;
|
||||
}
|
||||
|
||||
IEnumerator SetGroundedWithDelay(bool value, float delay) {
|
||||
yield return new WaitForSeconds(delay);
|
||||
grounded = value;
|
||||
}
|
||||
|
||||
IEnumerator EnableDamagerForPeriod(int index, float delay) {
|
||||
damagerControllers[index].gameObject.SetActive(true);
|
||||
yield return new WaitForSeconds(delay);
|
||||
damagerControllers[index].gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
IEnumerator BuildingFriction(string animation, float increment) {
|
||||
while (animator.CurrentAnimation.Name == animation) {
|
||||
friction += increment;
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator TriggerHitStun(float delay) {
|
||||
invulnerable = true;
|
||||
StartCoroutine(TriggerHitStunGraphic(0.1f, delay - 0.1f));
|
||||
yield return new WaitForSeconds(delay);
|
||||
invulnerable = false;
|
||||
}
|
||||
|
||||
IEnumerator TriggerHitStunGraphic(float redDelay, float opacityDelay) {
|
||||
SpriteRenderer[] spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
|
||||
|
||||
//flash red
|
||||
foreach (var renderer in spriteRenderers) {
|
||||
renderer.color = Color.red;
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(redDelay);
|
||||
|
||||
foreach (var renderer in spriteRenderers) {
|
||||
renderer.color = Color.white;
|
||||
renderer.material.color = new Color(1f, 1f, 1f, 0.75f);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(opacityDelay);
|
||||
|
||||
foreach (var renderer in spriteRenderers) {
|
||||
renderer.material.color = Color.white;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ProximitySpawner : MonoBehaviour {
|
||||
//public access members
|
||||
public GameObject prefab;
|
||||
public string targetTag;
|
||||
public float minDistance = 4f;
|
||||
public float maxDistance = 10f;
|
||||
public bool destroyIfTooFar = false;
|
||||
|
||||
//private members
|
||||
Transform targetTransform;
|
||||
GameObject spawnedObject;
|
||||
|
||||
void Start() {
|
||||
targetTransform = GameObject.FindWithTag(targetTag).transform;
|
||||
}
|
||||
|
||||
void Update() {
|
||||
//get the distance
|
||||
float distance = Vector3.Distance(transform.position, targetTransform.position);
|
||||
|
||||
//destroy if the player is too far away
|
||||
if (destroyIfTooFar && distance > maxDistance) {
|
||||
Destroy(spawnedObject);
|
||||
return; //skip out on the next check
|
||||
}
|
||||
|
||||
//check the distance, check the spawned object
|
||||
if (distance > minDistance && distance < maxDistance && spawnedObject == null) {
|
||||
spawnedObject = Instantiate(prefab);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class TimedSpawner : MonoBehaviour {
|
||||
//inspector access elements
|
||||
public GameObject prefab;
|
||||
public float spawnDelay = 10f;
|
||||
public int maxSpawns = 3;
|
||||
|
||||
//private members
|
||||
float lastSpawnTime = float.NegativeInfinity;
|
||||
List<GameObject> spawnList = new List<GameObject>();
|
||||
|
||||
//TODO: maybe all spawners should shut off (and monsters become inactive) when the player is too far away.
|
||||
void Update() {
|
||||
//prune the list
|
||||
spawnList.RemoveAll(spawn => spawn == null);
|
||||
|
||||
//spawn if enough time has passed
|
||||
if (Time.time - lastSpawnTime > spawnDelay && spawnList.Count < maxSpawns) {
|
||||
lastSpawnTime = Time.time;
|
||||
|
||||
spawnList.Add(Instantiate(prefab, transform.position, Quaternion.identity, transform));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Structures {
|
||||
public class HazardController : MonoBehaviour {
|
||||
//internals
|
||||
int DamageValue { get; set; }
|
||||
DamagerController damagerController;
|
||||
|
||||
void Awake() {
|
||||
DamageValue = 1;
|
||||
}
|
||||
|
||||
void Start() {
|
||||
damagerController = GetComponent<DamagerController>();
|
||||
|
||||
damagerController.PushOnTriggerStay((Collider2D collider) => {
|
||||
if (collider.gameObject.tag == "Player") {
|
||||
//deal damage to the player
|
||||
collider.gameObject.GetComponent<PlayerController>().HealthValue -= DamageValue;
|
||||
|
||||
//NOTE: not every damager will deal damage
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Structures {
|
||||
public class Pedestal : MonoBehaviour {
|
||||
public string name;
|
||||
public SaveHandler SaveHandler { set; get; }
|
||||
|
||||
void OnCollisionEnter2D(Collision2D collision) {
|
||||
if (collision.gameObject.tag == "Player") {
|
||||
SaveFileManager.LoadedSaveSlot.currentLocation = name;
|
||||
SaveHandler.saveMenuAvailable = true;
|
||||
}
|
||||
}
|
||||
|
||||
void OnCollisionExit2D(Collision2D collision) {
|
||||
if (collision.gameObject.tag == "Player") {
|
||||
SaveHandler.saveMenuAvailable = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user