add many items
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.gitignore
vendored
3
.gitignore
vendored
@ -79,3 +79,6 @@ crashlytics-build.properties
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obj
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50
ldjam50/Assets/Scripts/Character.cs
Normal file
50
ldjam50/Assets/Scripts/Character.cs
Normal file
@ -0,0 +1,50 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Character : MonoBehaviour
|
||||
{
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[SerializeField] private float health;
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[SerializeField] private float damage;
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[SerializeField] private float moveSpeed;
|
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private float horInpt;
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private float verInpt;
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public struct StatReturn
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{
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public float Health;
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public float Damage;
|
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public float MoveSpeed;
|
||||
}
|
||||
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||||
// Start is called before the first frame update
|
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void Start()
|
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{
|
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}
|
||||
|
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// Update is called once per frame
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void Update()
|
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{
|
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horInpt = Input.GetAxis("Horizontal");
|
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verInpt = Input.GetAxis("Vertical");
|
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if (-0.1f > horInpt || horInpt > 0.1f)
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{
|
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transform.position += new Vector3(horInpt * moveSpeed,0,0);
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}
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if (-0.1f > verInpt || verInpt > 0.1f)
|
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{
|
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transform.position += new Vector3(0,verInpt * moveSpeed,0);
|
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}
|
||||
}
|
||||
|
||||
public StatReturn GetStats()
|
||||
{
|
||||
var stats = new StatReturn
|
||||
{
|
||||
Health = health,
|
||||
Damage = damage,
|
||||
MoveSpeed = moveSpeed
|
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};
|
||||
return stats;
|
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}
|
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}
|
11
ldjam50/Assets/Scripts/Character.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Character.cs.meta
Normal file
@ -0,0 +1,11 @@
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248
ldjam50/Assets/Scripts/Character_obsolete.cs
Normal file
248
ldjam50/Assets/Scripts/Character_obsolete.cs
Normal file
@ -0,0 +1,248 @@
|
||||
/*
|
||||
* Copyright (c) 2019 Razeware LLC
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, create a derivative work, and/or sell copies of the
|
||||
* Software in any work that is designed, intended, or marketed for pedagogical or
|
||||
* instructional purposes related to programming, coding, application development,
|
||||
* or information technology. Permission for such use, copying, modification,
|
||||
* merger, publication, distribution, sublicensing, creation of derivative works,
|
||||
* or sale is expressly withheld.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace RayWenderlich.Unity.StatePatternInUnity
|
||||
{
|
||||
|
||||
[RequireComponent(typeof(BoxCollider2D))]
|
||||
public class Character : MonoBehaviour
|
||||
{
|
||||
#region Variables
|
||||
|
||||
public StateMachine movementSM;
|
||||
public StandingState standing;
|
||||
public DuckingState ducking;
|
||||
public JumpingState jumping;
|
||||
|
||||
#pragma warning disable 0649
|
||||
[SerializeField]
|
||||
private Transform handTransform;
|
||||
[SerializeField]
|
||||
private Transform sheathTransform;
|
||||
[SerializeField]
|
||||
private Transform shootTransform;
|
||||
[SerializeField]
|
||||
private CharacterData data;
|
||||
[SerializeField]
|
||||
private LayerMask whatIsGround;
|
||||
[SerializeField]
|
||||
private Collider hitBox;
|
||||
[SerializeField]
|
||||
private Animator anim;
|
||||
[SerializeField]
|
||||
private ParticleSystem shockWave;
|
||||
#pragma warning restore 0649
|
||||
[SerializeField]
|
||||
private float meleeRestThreshold = 10f;
|
||||
[SerializeField]
|
||||
private float diveThreshold = 1f;
|
||||
[SerializeField]
|
||||
private float collisionOverlapRadius = 0.1f;
|
||||
|
||||
private GameObject currentWeapon;
|
||||
private Quaternion currentRotation;
|
||||
private int horizonalMoveParam = Animator.StringToHash("H_Speed");
|
||||
private int verticalMoveParam = Animator.StringToHash("V_Speed");
|
||||
private int shootParam = Animator.StringToHash("Shoot");
|
||||
private int hardLanding = Animator.StringToHash("HardLand");
|
||||
#endregion
|
||||
|
||||
#region Properties
|
||||
|
||||
public float NormalColliderHeight => data.normalColliderHeight;
|
||||
public float CrouchColliderHeight => data.crouchColliderHeight;
|
||||
public float DiveForce => data.diveForce;
|
||||
public float JumpForce => data.jumpForce;
|
||||
public float MovementSpeed => data.movementSpeed;
|
||||
public float CrouchSpeed => data.crouchSpeed;
|
||||
public float RotationSpeed => data.rotationSpeed;
|
||||
public float CrouchRotationSpeed => data.crouchRotationSpeed;
|
||||
public GameObject MeleeWeapon => data.meleeWeapon;
|
||||
public GameObject ShootableWeapon => data.staticShootable;
|
||||
public float DiveCooldownTimer => data.diveCooldownTimer;
|
||||
public float CollisionOverlapRadius => collisionOverlapRadius;
|
||||
public float DiveThreshold => diveThreshold;
|
||||
public float MeleeRestThreshold => meleeRestThreshold;
|
||||
public int isMelee => Animator.StringToHash("IsMelee");
|
||||
public int crouchParam => Animator.StringToHash("Crouch");
|
||||
|
||||
public float ColliderSize
|
||||
{
|
||||
get => GetComponent<CapsuleCollider>().height;
|
||||
|
||||
set
|
||||
{
|
||||
GetComponent<CapsuleCollider>().height = value;
|
||||
Vector3 center = GetComponent<CapsuleCollider>().center;
|
||||
center.y = value / 2f;
|
||||
GetComponent<CapsuleCollider>().center = center;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Methods
|
||||
|
||||
public void Move(float speed, float rotationSpeed)
|
||||
{/*
|
||||
Vector3 targetVelocity = speed * transform.forward * Time.deltaTime;
|
||||
targetVelocity.y = GetComponent<Rigidbody>().velocity.y;
|
||||
GetComponent<Rigidbody>().velocity = targetVelocity;
|
||||
|
||||
GetComponent<Rigidbody>().angularVelocity = rotationSpeed * Vector3.up * Time.deltaTime;
|
||||
|
||||
if (targetVelocity.magnitude > 0.01f || GetComponent<Rigidbody>().angularVelocity.magnitude > 0.01f)
|
||||
{
|
||||
SoundManager.Instance.PlayFootSteps(Mathf.Abs(speed));
|
||||
}
|
||||
|
||||
anim.SetFloat(horizonalMoveParam, GetComponent<Rigidbody>().angularVelocity.y);
|
||||
anim.SetFloat(verticalMoveParam, speed * Time.deltaTime);*/
|
||||
print(Input.GetAxis("Horizontal"));
|
||||
print(Input.GetAxis("Vertical"));
|
||||
}
|
||||
|
||||
public void ResetMoveParams()
|
||||
{
|
||||
GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
|
||||
anim.SetFloat(horizonalMoveParam, 0f);
|
||||
anim.SetFloat(verticalMoveParam, 0f);
|
||||
}
|
||||
|
||||
public void ApplyImpulse(Vector3 force)
|
||||
{
|
||||
GetComponent<Rigidbody>().AddForce(force, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
public void SetAnimationBool(int param, bool value)
|
||||
{
|
||||
anim.SetBool(param, value);
|
||||
}
|
||||
|
||||
public void TriggerAnimation(int param)
|
||||
{
|
||||
anim.SetTrigger(param);
|
||||
}
|
||||
|
||||
public void Shoot()
|
||||
{
|
||||
TriggerAnimation(shootParam);
|
||||
GameObject shootable = Instantiate(data.shootableObject, shootTransform.position, shootTransform.rotation);
|
||||
shootable.GetComponent<Rigidbody>().velocity = shootable.transform.forward * data.bulletInitialSpeed;
|
||||
SoundManager.Instance.PlaySound(SoundManager.Instance.shoot, true);
|
||||
}
|
||||
|
||||
public bool CheckCollisionOverlap(Vector3 point)
|
||||
{
|
||||
return Physics.OverlapSphere(point, CollisionOverlapRadius, whatIsGround).Length > 0;
|
||||
}
|
||||
|
||||
public void Equip(GameObject weapon = null)
|
||||
{
|
||||
if (weapon != null)
|
||||
{
|
||||
currentWeapon = Instantiate(weapon, handTransform.position, handTransform.rotation, handTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
ParentCurrentWeapon(handTransform);
|
||||
}
|
||||
}
|
||||
|
||||
public void DiveBomb()
|
||||
{
|
||||
TriggerAnimation(hardLanding);
|
||||
SoundManager.Instance.PlaySound(SoundManager.Instance.hardLanding);
|
||||
shockWave.Play();
|
||||
}
|
||||
|
||||
public void SheathWeapon()
|
||||
{
|
||||
ParentCurrentWeapon(sheathTransform);
|
||||
}
|
||||
|
||||
public void Unequip()
|
||||
{
|
||||
Destroy(currentWeapon);
|
||||
}
|
||||
|
||||
public void ActivateHitBox()
|
||||
{
|
||||
hitBox.enabled = true;
|
||||
}
|
||||
|
||||
public void DeactivateHitBox()
|
||||
{
|
||||
hitBox.enabled = false;
|
||||
}
|
||||
|
||||
private void ParentCurrentWeapon(Transform parent)
|
||||
{
|
||||
if (currentWeapon.transform.parent == parent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
currentWeapon.transform.SetParent(parent);
|
||||
currentWeapon.transform.localPosition = Vector3.zero;
|
||||
currentWeapon.transform.localRotation = Quaternion.identity;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region MonoBehaviour Callbacks
|
||||
|
||||
private void Start()
|
||||
{
|
||||
movementSM = new StateMachine();
|
||||
|
||||
standing = new StandingState(this, movementSM);
|
||||
ducking = new DuckingState(this, movementSM);
|
||||
jumping = new JumpingState(this, movementSM);
|
||||
|
||||
movementSM.Initialize(standing);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
movementSM.CurrentState.HandleInput();
|
||||
|
||||
movementSM.CurrentState.LogicUpdate();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
movementSM.CurrentState.PhysicsUpdate();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/Character_obsolete.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Character_obsolete.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1806a6cdb08623a428a4c40597e024b6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
33
ldjam50/Assets/Scripts/DebugUI.cs
Normal file
33
ldjam50/Assets/Scripts/DebugUI.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class DebugUI : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Text horInpText;
|
||||
[SerializeField] private Text verInpText;
|
||||
|
||||
[SerializeField] private Text characterHealthText;
|
||||
[SerializeField] private Text characterDamageText;
|
||||
|
||||
[SerializeField] private Character character;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var characterStats = character.GetStats();
|
||||
horInpText.text = "horizontal input = " + Input.GetAxis("Horizontal");
|
||||
verInpText.text = "vertical input = " + Input.GetAxis("Vertical");
|
||||
|
||||
characterHealthText.text = "health = " + characterStats.Health;
|
||||
characterDamageText.text = "damage = " + characterStats.Damage;
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/DebugUI.cs.meta
Normal file
11
ldjam50/Assets/Scripts/DebugUI.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fbf76a2b50768bce0a7f8e5042b8541c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
ldjam50/Assets/Scripts/Misc.meta
Normal file
8
ldjam50/Assets/Scripts/Misc.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa224aa173840c04e96897ba4a2dae43
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
49
ldjam50/Assets/Scripts/Misc/CharacterData.cs
Normal file
49
ldjam50/Assets/Scripts/Misc/CharacterData.cs
Normal file
@ -0,0 +1,49 @@
|
||||
/*
|
||||
* Copyright (c) 2019 Razeware LLC
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, create a derivative work, and/or sell copies of the
|
||||
* Software in any work that is designed, intended, or marketed for pedagogical or
|
||||
* instructional purposes related to programming, coding, application development,
|
||||
* or information technology. Permission for such use, copying, modification,
|
||||
* merger, publication, distribution, sublicensing, creation of derivative works,
|
||||
* or sale is expressly withheld.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(fileName = "CharacterData", menuName = "Game Data/Character Data")]
|
||||
public class CharacterData : ScriptableObject
|
||||
{
|
||||
public GameObject shootableObject;
|
||||
public GameObject staticShootable;
|
||||
public GameObject meleeWeapon;
|
||||
public float movementSpeed = 150f;
|
||||
public float crouchSpeed = 50f;
|
||||
public float crouchColliderHeight = 1f;
|
||||
public float normalColliderHeight = 2f;
|
||||
public float rotationSpeed = 60f;
|
||||
public float crouchRotationSpeed = 30f;
|
||||
public float jumpForce = 10f;
|
||||
public float diveForce = 30f;
|
||||
public float bulletInitialSpeed = 10f;
|
||||
public float diveCooldownTimer = 0.25f;
|
||||
}
|
11
ldjam50/Assets/Scripts/Misc/CharacterData.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Misc/CharacterData.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 65ab2b639f4ff314a962ad5a94ab058a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
41
ldjam50/Assets/Scripts/Misc/DestroyAfterAWhile.cs
Normal file
41
ldjam50/Assets/Scripts/Misc/DestroyAfterAWhile.cs
Normal file
@ -0,0 +1,41 @@
|
||||
/*
|
||||
* Copyright (c) 2019 Razeware LLC
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, create a derivative work, and/or sell copies of the
|
||||
* Software in any work that is designed, intended, or marketed for pedagogical or
|
||||
* instructional purposes related to programming, coding, application development,
|
||||
* or information technology. Permission for such use, copying, modification,
|
||||
* merger, publication, distribution, sublicensing, creation of derivative works,
|
||||
* or sale is expressly withheld.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
public class DestroyAfterAWhile : MonoBehaviour
|
||||
{
|
||||
public float lifeTime;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Destroy(gameObject, lifeTime);
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/Misc/DestroyAfterAWhile.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Misc/DestroyAfterAWhile.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e78393cfffe5df4a98be7e66e7d9169
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
41
ldjam50/Assets/Scripts/Misc/HitBox.cs
Normal file
41
ldjam50/Assets/Scripts/Misc/HitBox.cs
Normal file
@ -0,0 +1,41 @@
|
||||
/*
|
||||
* Copyright (c) 2019 Razeware LLC
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, create a derivative work, and/or sell copies of the
|
||||
* Software in any work that is designed, intended, or marketed for pedagogical or
|
||||
* instructional purposes related to programming, coding, application development,
|
||||
* or information technology. Permission for such use, copying, modification,
|
||||
* merger, publication, distribution, sublicensing, creation of derivative works,
|
||||
* or sale is expressly withheld.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace RayWenderlich.Unity.StatePatternInUnity
|
||||
{
|
||||
public class HitBox : MonoBehaviour
|
||||
{
|
||||
public float damage;
|
||||
|
||||
//Do damage
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/Misc/HitBox.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Misc/HitBox.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb64790731f0cae4ca471b5df33675f7
|
||||
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|
||||
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|
||||
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defaultReferences: []
|
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|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
52
ldjam50/Assets/Scripts/Misc/SimpleCamFollow.cs
Normal file
52
ldjam50/Assets/Scripts/Misc/SimpleCamFollow.cs
Normal file
@ -0,0 +1,52 @@
|
||||
/*
|
||||
* Copyright (c) 2019 Razeware LLC
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, create a derivative work, and/or sell copies of the
|
||||
* Software in any work that is designed, intended, or marketed for pedagogical or
|
||||
* instructional purposes related to programming, coding, application development,
|
||||
* or information technology. Permission for such use, copying, modification,
|
||||
* merger, publication, distribution, sublicensing, creation of derivative works,
|
||||
* or sale is expressly withheld.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace RayWenderlich.Unity.StatePatternInUnity
|
||||
{
|
||||
public class SimpleCamFollow : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private Transform target = null;
|
||||
[SerializeField]
|
||||
private float smoothTime = 5f;
|
||||
[SerializeField]
|
||||
private Vector3 offset = Vector3.zero;
|
||||
|
||||
private Vector3 currentVelocity;
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
transform.LookAt(target);
|
||||
transform.position = Vector3.SmoothDamp(transform.position, offset + target.position, ref currentVelocity, smoothTime);
|
||||
}
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/Misc/SimpleCamFollow.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Misc/SimpleCamFollow.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d51810c7a684d16459e06aa54504dd4f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
123
ldjam50/Assets/Scripts/Misc/SoundManager.cs
Normal file
123
ldjam50/Assets/Scripts/Misc/SoundManager.cs
Normal file
@ -0,0 +1,123 @@
|
||||
/*
|
||||
* Copyright (c) 2019 Razeware LLC
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, create a derivative work, and/or sell copies of the
|
||||
* Software in any work that is designed, intended, or marketed for pedagogical or
|
||||
* instructional purposes related to programming, coding, application development,
|
||||
* or information technology. Permission for such use, copying, modification,
|
||||
* merger, publication, distribution, sublicensing, creation of derivative works,
|
||||
* or sale is expressly withheld.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace RayWenderlich.Unity.StatePatternInUnity
|
||||
{
|
||||
public class SoundManager : MonoBehaviour
|
||||
{
|
||||
public AudioClip[] jumpSounds;
|
||||
public AudioClip[] rightFootSteps;
|
||||
public AudioClip[] leftFootSteps;
|
||||
public AudioClip landing;
|
||||
public AudioClip diveBuildup;
|
||||
public AudioClip hardLanding;
|
||||
public AudioClip shootableEquip;
|
||||
public AudioClip shoot;
|
||||
public AudioClip[] meleeSwings;
|
||||
public AudioClip meleeEquip;
|
||||
public AudioClip meleeSheath;
|
||||
public AudioClip click;
|
||||
public AudioClip select;
|
||||
|
||||
public static SoundManager Instance;
|
||||
|
||||
[SerializeField]
|
||||
private AudioSource audioSource = null;
|
||||
[SerializeField]
|
||||
private AudioSource footStepsAudio = null;
|
||||
[SerializeField]
|
||||
private float minPitch = 0f;
|
||||
[SerializeField]
|
||||
private float maxPitch = 1f;
|
||||
[SerializeField]
|
||||
private float maxSpeed = 200f;
|
||||
[SerializeField]
|
||||
private float minVolume = 0.05f;
|
||||
[SerializeField]
|
||||
private float maxFootstepVolume = 0.1f;
|
||||
|
||||
private float defaultPitch;
|
||||
private bool rightStep;
|
||||
private AudioClip footStepSfx;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else if (Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
defaultPitch = audioSource.pitch;
|
||||
}
|
||||
|
||||
public void StopPlaying()
|
||||
{
|
||||
audioSource.Stop();
|
||||
}
|
||||
|
||||
public void PlaySound(AudioClip[] array)
|
||||
{
|
||||
audioSource.PlayOneShot(array[Random.Range(0, array.Length)]);
|
||||
}
|
||||
|
||||
public void PlayFootSteps(float speed)
|
||||
{
|
||||
footStepsAudio.pitch = Mathf.Max(speed / maxSpeed, minPitch);
|
||||
if (footStepsAudio.isPlaying)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (rightStep)
|
||||
{
|
||||
footStepSfx = rightFootSteps[Random.Range(0, rightFootSteps.Length)];
|
||||
rightStep = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
footStepSfx = leftFootSteps[Random.Range(0, leftFootSteps.Length)];
|
||||
rightStep = true;
|
||||
}
|
||||
footStepsAudio.PlayOneShot(footStepSfx, Mathf.Max(maxFootstepVolume * speed / maxSpeed, minVolume));
|
||||
}
|
||||
|
||||
public void PlaySound(AudioClip clip, bool randomPitch = false)
|
||||
{
|
||||
audioSource.pitch = randomPitch ? Random.Range(minPitch, maxPitch) : defaultPitch;
|
||||
audioSource.PlayOneShot(clip);
|
||||
}
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/Misc/SoundManager.cs.meta
Normal file
11
ldjam50/Assets/Scripts/Misc/SoundManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40617ec353f083d469676c31176ecf7e
|
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|
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externalObjects: {}
|
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|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
81
ldjam50/Assets/Scripts/Misc/UIManager.cs
Normal file
81
ldjam50/Assets/Scripts/Misc/UIManager.cs
Normal file
@ -0,0 +1,81 @@
|
||||
/*
|
||||
* Copyright (c) 2019 Razeware LLC
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in
|
||||
* all copies or substantial portions of the Software.
|
||||
*
|
||||
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, create a derivative work, and/or sell copies of the
|
||||
* Software in any work that is designed, intended, or marketed for pedagogical or
|
||||
* instructional purposes related to programming, coding, application development,
|
||||
* or information technology. Permission for such use, copying, modification,
|
||||
* merger, publication, distribution, sublicensing, creation of derivative works,
|
||||
* or sale is expressly withheld.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
* THE SOFTWARE.
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace RayWenderlich.Unity.StatePatternInUnity
|
||||
{
|
||||
public class UIManager : MonoBehaviour
|
||||
{
|
||||
public enum Alignment
|
||||
{
|
||||
Left,
|
||||
Right
|
||||
}
|
||||
|
||||
public static UIManager Instance;
|
||||
|
||||
[SerializeField]
|
||||
private Text leftText = null;
|
||||
[SerializeField]
|
||||
private Text rightText = null;
|
||||
[SerializeField]
|
||||
private string textToTrim = null;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else if (Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void Display(State enteredState, Alignment alignment)
|
||||
{
|
||||
var name = enteredState.ToString();
|
||||
name = name.Remove(name.IndexOf(textToTrim), textToTrim.Length);
|
||||
name = name.Remove(name.IndexOf("State"), 5);
|
||||
|
||||
if (alignment == Alignment.Left)
|
||||
{
|
||||
leftText.text = name;
|
||||
}
|
||||
else
|
||||
{
|
||||
rightText.text = name;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/Misc/UIManager.cs.meta
Normal file
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ldjam50/Assets/Scripts/Misc/UIManager.cs.meta
Normal file
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41
ldjam50/Assets/Scripts/Mob.cs
Normal file
41
ldjam50/Assets/Scripts/Mob.cs
Normal file
@ -0,0 +1,41 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Mob : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private GameObject characterObject;
|
||||
|
||||
[SerializeField] private float moveSpeed;
|
||||
|
||||
[SerializeField] private float minDist;
|
||||
[SerializeField] private float maxDist;
|
||||
//private Character character;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//transform.LookAt(characterObject.transform);
|
||||
|
||||
if (Vector3.Distance(transform.position, characterObject.transform.position) >= minDist)
|
||||
{
|
||||
|
||||
//transform.position += transform.forward * moveSpeed * Time.deltaTime;
|
||||
transform.position += (characterObject.transform.position-transform.position) * moveSpeed * Time.deltaTime;
|
||||
|
||||
|
||||
|
||||
if (Vector3.Distance(transform.position, characterObject.transform.position) <= maxDist)
|
||||
{
|
||||
//Here Call any function U want Like Shoot at here or something
|
||||
//print("badabooom");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/Mob.cs.meta
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8
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8
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ldjam50/Assets/Sprites/temp.meta
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8
ldjam50/Assets/Sprites/temp.meta
Normal file
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ldjam50/Assets/Sprites/temp/Square.png
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3
ldjam50/Assets/Sprites/temp/Square.png
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@ -0,0 +1,3 @@
|
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version https://git-lfs.github.com/spec/v1
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size 2097
|
160
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160
ldjam50/Assets/Sprites/temp/Square.png.meta
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ldjam50/Assets/Sprites/temp/mob.png
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ldjam50/Assets/Sprites/temp/mob.png
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Loading…
Reference in New Issue
Block a user