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Author SHA1 Message Date
a481d43724 add ignore list 2023-02-14 11:22:09 +03:00
88 changed files with 1114 additions and 1787 deletions

5
.gitignore vendored
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@ -80,10 +80,7 @@ crashlytics-build.properties
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using System.Collections.Generic;
using UnityEngine;
public class Pistols_obsolete: Ability
public class Pistol: MonoBehaviour
{
[SerializeField] private GameObject bullet;

View File

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ultraviolet : MonoBehaviour
{
[SerializeField] private GameObject beam;
[SerializeField] private float rotationSpeed;
[SerializeField] private float damage;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//beam.transform.rotation.eulerAngles += new Vector3(0, 0 0.2f);
transform.Rotate(new Vector3(0,0,1), rotationSpeed * Time.deltaTime);
}
void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject.CompareTag("Mob"))
{
col.gameObject.GetComponent<Mob>().SendMessage("ApplyDamage", damage);
}
}
}

View File

@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public abstract class Ability : MonoBehaviour
public class Ability : MonoBehaviour
{
}

View File

@ -1,34 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
public class BalanceScriptableObject : MonoBehaviour
{
[CreateAssetMenu(fileName = "Data", menuName = "Game Data/Enemies Balance", order = 1)]
public class SpawnManagerScriptableObject : ScriptableObject
{
public enum EnemyTypeEnum
{
Standart,
Heavy,
Light,
Group
}
[Serializable]
public struct EnemyRow
{
public EnemyTypeEnum enemyTypeEnum;
public int count;
public int health;
public int damage;
public float speed;
public float upgradePoints;
public float floatTimeAfterDeath;
}
[SerializeField] public List<EnemyRow> enemiesList;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Animations;
using UnityEngine;
using UnityEngine.UI;
public class Character : MonoBehaviour
{
[SerializeField] private Gameplay _gameplay;
[SerializeField] private float health;
[SerializeField] private float damage;
[SerializeField] private float moveSpeed;
[SerializeField] private GameObject characterSprite;
[SerializeField] private Animator characterAnimator;
[SerializeField] private GameObject mainCamera;
[SerializeField] private GameObject iconFull;
[SerializeField] private GameObject iconHalf;
[SerializeField] private GameObject iconDeath;
[SerializeField] private GameObject HealthBar;
private float horInpt;
private float verInpt;
public struct StatReturn
{
public float Health;
public float Damage;
public float MoveSpeed;
}
private void Start()
{
characterAnimator = characterSprite.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
if (health > 240)
{
iconFull.SetActive(true);
iconHalf.SetActive(false);
iconDeath.SetActive(false);
}
if (health < 125 && health > 15)
{
iconFull.SetActive(false);
iconHalf.SetActive(true);
iconDeath.SetActive(false);
}
if (health < 15)
{
iconFull.SetActive(false);
iconHalf.SetActive(true);
iconDeath.SetActive(false);
}
print(_gameplay.GetProcentsXP());
// HealthBar.GetComponent<Image>().fillAmount = _gameplay.GetProcentsXP();
horInpt = Input.GetAxis("Horizontal");
verInpt = Input.GetAxis("Vertical");
if (moveSpeed > horInpt || horInpt > moveSpeed)
{
characterAnimator.SetBool("IsRun", true);
transform.position += new Vector3(horInpt * moveSpeed,0,0);
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characterAnimator.SetBool("IsRun", false);
}
if (-0.1f > verInpt || verInpt > 0.1f)
{
characterAnimator.SetBool("IsRun", true);
transform.position += new Vector3(0,verInpt * moveSpeed,0);
}
MoveCamera();
}
private void MoveCamera()
{
mainCamera.transform.position = new Vector3(transform.position.x, transform.position.y,-10);
}
public StatReturn GetStats()
{
var stats = new StatReturn
{
Health = health,
Damage = damage,
MoveSpeed = moveSpeed
};
return stats;
}
public void ApplyDamage(float damage)
{
health -= damage;
}
public float GetHealth()
{
return health;
}
public float GetDamage()
{
return damage;
}
public void SetHealth(float newHealth)
{
health = newHealth;
}
public void SetDamage(float newDamage)
{
damage = newDamage;
}
}

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ultraviolet:
baseDamage: 75
enhancedDamage: 150
rechargeTime: 1
damageSpeed: 2
effectPrefab: {fileID: 0}
pistols:
baseDamage: 50
enhancedDamage: 100
rechargeTime: 1.5
damageSpeed: 1.75
effectPrefab: {fileID: 0}
boomerang:
baseDamage: 25
enhancedDamage: 50
rechargeTime: 2
damageSpeed: 2.5
effectPrefab: {fileID: 0}
flamethrower:
baseDamage: 100
enhancedDamage: 200
rechargeTime: 1
damageSpeed: 2
effectPrefab: {fileID: 0}
radio:
baseDamage: 50
enhancedDamage: 75
rechargeTime: 1
damageSpeed: 2.5
effectPrefab: {fileID: 0}
robot:
baseDamage: 75
enhancedDamage: 150
rechargeTime: 3
damageSpeed: 3
effectPrefab: {fileID: 0}
shotgun:
baseDamage: 100
enhancedDamage: 200
rechargeTime: 2
damageSpeed: 0
effectPrefab: {fileID: 0}
artillery:
baseDamage: 0
enhancedDamage: 0
rechargeTime: 15
damageSpeed: 0
effectPrefab: {fileID: 0}
veryHotSuit:
baseDamage: 0
enhancedDamage: 0
rechargeTime: 0
damageSpeed: 0
effectPrefab: {fileID: 0}
iceRifle:
baseDamage: 10
enhancedDamage: 50
rechargeTime: 2
damageSpeed: 0
effectPrefab: {fileID: 0}
miniRockets:
baseDamage: 50
enhancedDamage: 175
rechargeTime: 1.5
damageSpeed: 0.5
effectPrefab: {fileID: 0}

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@ -1,8 +0,0 @@
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@ -1,45 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public struct AbilityData
{
public float baseDamage;
public float enhancedDamage;
public float rechargeTime;
public float damageSpeed;
public GameObject effectPrefab;
}
[CreateAssetMenu(fileName = "AbilitiesData", menuName = "Game Data/Abilities")]
public class AbilitiesData : ScriptableObject
{
public AbilityData ultraviolet;
public AbilityData pistols;
public AbilityData boomerang;
public AbilityData flamethrower;
public AbilityData radio;
public AbilityData robot;
public AbilityData shotgun;
public AbilityData artillery;
public AbilityData veryHotSuit;
public AbilityData iceRifle;
public AbilityData miniRockets;
}
/*
enum Abilities
{
Ultraviolet,
Pistols,
Boomerang,
Flamethrower,
Radio,
Robot,
Shotgun,
Artillery,
VeryHotSuit,
IceRifle,
MiniRockets
} */

View File

@ -1,28 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Boomerang : Ability
{
[SerializeField]
private GameObject effect;
[SerializeField]
private float circleSpeed = 1f;
[SerializeField]
private float forwardSpeed = -1f;
[SerializeField] // Assuming negative Z is towards the camera
private float circleSize = 0.1f;
[SerializeField]
private float circleGrowSpeed = 0.01f;
private void Update()
{
var xPos = Mathf.Sin(Time.time * circleSpeed) * circleSize;
var yPos = Mathf.Cos(Time.time * circleSpeed) * circleSize;
//var zPos += forwardSpeed * Time.deltaTime;
circleSize += circleGrowSpeed;
effect.transform.position = new Vector3(xPos, yPos, 0);
}
}

View File

@ -1,53 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pistols : Ability
{
[SerializeField] private readonly AbilityData abilityData;
[SerializeField] private GameObject bullet;
private void Start()
{
StartCoroutine(ShotBullet());
}
private IEnumerator ShotBullet()
{
var sideNumb = 0;
var shotVector = new Vector2();
while(true)
{
yield return new WaitForSeconds(.5f);
var newBullet = Instantiate(bullet);
newBullet.SetActive(true);
newBullet.transform.position = this.transform.position;
shotVector = sideNumb switch
{
0 => new Vector2(0, 1),
1 => new Vector2(1, 1),
2 => new Vector2(1, 0),
3 => new Vector2(1, -1),
4 => new Vector2(0, -1),
5 => new Vector2(-1, -1),
6 => new Vector2(-1, 0),
7 => new Vector2(-1, 1),
_ => shotVector
};
shotVector = shotVector / 50;
newBullet.GetComponent<Rigidbody2D>().AddForce(shotVector);
if (sideNumb >= 7)
{
sideNumb = 0;
}
else
{
sideNumb++;
}
}
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 48ea894e952344d99609759531dd0e12
timeCreated: 1655073292

View File

@ -1,26 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ultraviolet : Ability
{
[SerializeField] private readonly AbilityData abilityData;
[SerializeField] private GameObject effect;
[Range(0,200)]
[SerializeField] private float rotationSpeed;
private void Update()
{
effect.transform.Rotate(new Vector3(0,0,1) * Time.deltaTime * rotationSpeed);
}
void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject.CompareTag("Mob"))
{
//col.gameObject.GetComponent<Mob>().SendMessage("ApplyDamage", damage);
}
}
}

View File

@ -1,29 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Character : MonoBehaviour
{
[SerializeField] private CharacterData characterData;
private Rigidbody2D rigidBody;
[SerializeField] private GameObject characterSprite;
private Animator animator;
private static readonly int IsRun = Animator.StringToHash("IsRun");
public void Start()
{
rigidBody = GetComponent<Rigidbody2D>();
animator = characterSprite.GetComponent<Animator>();
}
public void Update()
{
var horInput = Input.GetAxis("Horizontal");
var verInput = Input.GetAxis("Vertical");
rigidBody.velocity = new Vector2(horInput , verInput) * characterData.moveSpeedMultiplier;
characterSprite.transform.localScale = new Vector3(horInput > 0 ? 1 : -1, 1, 1);
animator.SetBool(IsRun, Mathf.Abs(horInput) > 0 || Mathf.Abs(verInput) > 0);
}
}

View File

@ -1,27 +0,0 @@
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m_Name: CharacterData
m_EditorClassIdentifier:
shootableObject: {fileID: 0}
staticShootable: {fileID: 0}
meleeWeapon: {fileID: 0}
moveSpeedMultiplier: 2
crouchSpeed: 50
crouchColliderHeight: 1
normalColliderHeight: 2
rotationSpeed: 60
crouchRotationSpeed: 30
jumpForce: 10
diveForce: 30
bulletInitialSpeed: 10
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@ -1,104 +1,248 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Animations;
/*
* 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;
public class Character_obsolete : MonoBehaviour
namespace RayWenderlich.Unity.StatePatternInUnity
{
//[SerializeField] private Gameplay _gameplay;
[SerializeField] private float health;
[SerializeField] private float damage;
[SerializeField] private float moveSpeed;
[SerializeField] private GameObject characterSprite;
[SerializeField] private Animator characterAnimator;
[SerializeField] private GameObject mainCamera;
[SerializeField] private GameObject iconFull;
[SerializeField] private GameObject iconHalf;
[SerializeField] private GameObject iconDeath;
[SerializeField] private GameObject HealthBar;
[RequireComponent(typeof(BoxCollider2D))]
public class Character : MonoBehaviour
{
#region Variables
private float horInput;
private float verInput;
public StateMachine movementSM;
public StandingState standing;
public DuckingState ducking;
public JumpingState jumping;
public struct StatReturn
{
public float Health;
public float Damage;
public float MoveSpeed;
}
private void Start()
{
characterAnimator = characterSprite.GetComponent<Animator>();
}
// Update is called once per frame
private void Update()
{
horInput = Input.GetAxis("Horizontal");
verInput = Input.GetAxis("Vertical");
if (moveSpeed > horInput || horInput > moveSpeed)
#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
{
characterAnimator.SetBool("IsRun", true);
transform.position += new Vector3(horInput * moveSpeed,0,0);
if (horInput > 0)
get => GetComponent<CapsuleCollider>().height;
set
{
characterSprite.transform.localScale = new Vector3(1, 1, 1);
}
if (horInput < 0)
{
characterSprite.transform.localScale = new Vector3(-1, 1, 1);
GetComponent<CapsuleCollider>().height = value;
Vector3 center = GetComponent<CapsuleCollider>().center;
center.y = value / 2f;
GetComponent<CapsuleCollider>().center = center;
}
}
else
{
characterAnimator.SetBool("IsRun", false);
}
if (-0.1f > verInput || verInput > 0.1f)
{
characterAnimator.SetBool("IsRun", true);
transform.position += new Vector3(0,verInput * moveSpeed,0);
}
#endregion
#region Methods
MoveCamera();
}
private void MoveCamera()
{
mainCamera.transform.position = new Vector3(transform.position.x, transform.position.y,-10);
}
public StatReturn GetStats()
{
var stats = new StatReturn
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()
{
Health = health,
Damage = damage,
MoveSpeed = moveSpeed
};
return stats;
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
}
public void ApplyDamage(float damage)
{
health -= damage;
}
/*
public float GetHealth()
{
return health;
}
public float GetDamage()
{
return damage;
}
public void SetHealth(float newHealth)
{
health = newHealth;
}
public void SetDamage(float newDamage)
{
damage = newDamage;
}*/
}

View File

@ -1,5 +1,5 @@
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View File

@ -25,12 +25,12 @@ void Start()
// Update is called once per frame
void Update()
{
//var characterStats = character.GetStats();
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;
characterHealthText.text = "health = " + characterStats.Health;
characterDamageText.text = "damage = " + characterStats.Damage;
timerText.text = "timer = " + gameplay.GetTimer();

View File

@ -1,8 +0,0 @@
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View File

@ -1,22 +0,0 @@
using UnityEngine;
using static BalanceScriptableObject.SpawnManagerScriptableObject;
namespace Enemies
{
public abstract class BaseEnemy : MonoBehaviour
{
public abstract void SetEnemyData(EnemyRow value);
}
public class Enemy : BaseEnemy
{
private EnemyRow enemyData;
public override void SetEnemyData(EnemyRow value)
{
enemyData = value;
}
}
}

View File

@ -31,7 +31,7 @@ void Start()
_curGameState = GameStates.Game;
_time = timeOnStart;
_characterCharacterClass = character.GetComponent<Character>();
//StartCoroutine(AutoBalance());
StartCoroutine(AutoBalance());
characterNegativeXPToNewLVL = 2;
characterNegativeXPToNewLVLStatic = 2;
}
@ -56,7 +56,7 @@ private IEnumerator AutoBalance()
// Update is called once per frame
void Update()
{
/*if (_time < 0 || _characterCharacterClass.GetHealth() <= 0)
if (_time < 0 || _characterCharacterClass.GetHealth() <= 0)
{
_curGameState = GameStates.GameOver;
}
@ -70,7 +70,7 @@ void Update()
overMind.SetActive(false);
DeathScreen.SetActive(true);
}*/
}
}
public float GetTimer()

View File

@ -29,7 +29,6 @@
*/
using UnityEngine;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "CharacterData", menuName = "Game Data/Character Data")]
public class CharacterData : ScriptableObject
@ -37,8 +36,7 @@ public class CharacterData : ScriptableObject
public GameObject shootableObject;
public GameObject staticShootable;
public GameObject meleeWeapon;
[Range(1f,5f)]
public float moveSpeedMultiplier = 1f;
public float movementSpeed = 150f;
public float crouchSpeed = 50f;
public float crouchColliderHeight = 1f;
public float normalColliderHeight = 2f;

View File

@ -62,7 +62,7 @@ private void Awake()
}
}
/*public void Display(State enteredState, Alignment alignment)
public void Display(State enteredState, Alignment alignment)
{
var name = enteredState.ToString();
name = name.Remove(name.IndexOf(textToTrim), textToTrim.Length);
@ -76,6 +76,6 @@ private void Awake()
{
rightText.text = name;
}
}*/
}
}
}

View File

@ -10,7 +10,7 @@ public class OverMind : MonoBehaviour
[SerializeField] private Gameplay gamePlay;
// [SerializeField] private GameObject mobPull;
[SerializeField] private GameObject activeMobs;
private float balanceScale = 1f;
private List<GameObject> _pullEnemies;
@ -41,9 +41,6 @@ public struct MobParameters
}
[SerializeField] private List<MobParameters> mobs;
private GameObject mobsObject;
private GameObject activeMobs;
// [SerializeField] private MobParameters standartMob;
// [SerializeField] private MobParameters lightMob;
// [SerializeField] private MobParameters heavyMob;
@ -55,15 +52,10 @@ void Start()
print(GenerateSpawnRegions().TopRegion);
generatedSpawnRegions = GenerateSpawnRegions();
mobsObject = Instantiate(new GameObject());
mobsObject.name = "Mobs";
mobsObject.transform.parent = transform;
//activeMobs = new GameObject
}
private static SpawnRegions GenerateSpawnRegions()
public SpawnRegions GenerateSpawnRegions()
{
const float spawnBorder = 2f;
var stageDimensions = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height,0));
@ -130,7 +122,7 @@ private Vector4 PickRandomSpawnBorder()
// }
// }
private Vector3 GenerateRandomSpawnMobPoint()
Vector3 GenerateRandomSpawnMobPoint()
{
var _randomSpawnRegion = PickRandomSpawnBorder();
var spawnPoint = new Vector3(

View File

@ -0,0 +1,74 @@
/*
* 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.
*/
namespace RayWenderlich.Unity.StatePatternInUnity
{
public abstract class State
{
protected Character character;
protected StateMachine stateMachine;
protected State(Character character, StateMachine stateMachine)
{
this.character = character;
this.stateMachine = stateMachine;
}
public virtual void Enter()
{
DisplayOnUI(UIManager.Alignment.Left);
}
public virtual void HandleInput()
{
}
public virtual void LogicUpdate()
{
}
public virtual void PhysicsUpdate()
{
}
public virtual void Exit()
{
}
protected void DisplayOnUI(UIManager.Alignment alignment)
{
UIManager.Instance.Display(this, alignment);
}
}
}

View File

@ -1,5 +1,5 @@
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MonoImporter:
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@ -0,0 +1,51 @@
/*
* 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.
*/
namespace RayWenderlich.Unity.StatePatternInUnity
{
public class StateMachine
{
public State CurrentState { get; private set; }
public void Initialize(State startingState)
{
CurrentState = startingState;
startingState.Enter();
}
public void ChangeState(State newState)
{
CurrentState.Exit();
CurrentState = newState;
newState.Enter();
}
}
}

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/*
* 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 DuckingState : GroundedState
{
private bool belowCeiling;
private bool crouchHeld;
public DuckingState(Character character, StateMachine stateMachine) : base(character, stateMachine)
{
}
public override void Enter()
{
base.Enter();
character.SetAnimationBool(character.crouchParam, true);
speed = character.CrouchSpeed;
rotationSpeed = character.CrouchRotationSpeed;
character.ColliderSize = character.CrouchColliderHeight;
belowCeiling = false;
}
public override void Exit()
{
base.Exit();
character.SetAnimationBool(character.crouchParam, false);
character.ColliderSize = character.NormalColliderHeight;
}
public override void HandleInput()
{
base.HandleInput();
crouchHeld = Input.GetButton("Fire3");
}
public override void LogicUpdate()
{
base.LogicUpdate();
if (!(crouchHeld || belowCeiling))
{
stateMachine.ChangeState(character.standing);
}
}
public override void PhysicsUpdate()
{
base.PhysicsUpdate();
belowCeiling = character.CheckCollisionOverlap(character.transform.position +
Vector3.up * character.NormalColliderHeight);
}
}
}

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/*
* 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 GroundedState : State
{
protected float speed;
protected float rotationSpeed;
private float horizontalInput;
private float verticalInput;
public GroundedState(Character character, StateMachine stateMachine) : base(character, stateMachine)
{
}
public override void Enter()
{
base.Enter();
horizontalInput = verticalInput = 0.0f;
}
public override void Exit()
{
base.Exit();
character.ResetMoveParams();
}
public override void HandleInput()
{
base.HandleInput();
verticalInput = Input.GetAxis("Vertical");
horizontalInput = Input.GetAxis("Horizontal");
}
public override void PhysicsUpdate()
{
base.PhysicsUpdate();
character.Move(verticalInput * speed, horizontalInput * rotationSpeed);
}
}
}

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/*
* 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 JumpingState : State
{
private bool grounded;
private int jumpParam = Animator.StringToHash("Jump");
private int landParam = Animator.StringToHash("Land");
public JumpingState(Character character, StateMachine stateMachine) : base(character, stateMachine)
{
}
public override void Enter()
{
base.Enter();
SoundManager.Instance.PlaySound(SoundManager.Instance.jumpSounds);
grounded = false;
Jump();
}
public override void LogicUpdate()
{
base.LogicUpdate();
if (grounded)
{
character.TriggerAnimation(landParam);
SoundManager.Instance.PlaySound(SoundManager.Instance.landing);
stateMachine.ChangeState(character.standing);
}
}
public override void PhysicsUpdate()
{
base.PhysicsUpdate();
grounded = character.CheckCollisionOverlap(character.transform.position);
}
private void Jump()
{
character.transform.Translate(Vector3.up * (character.CollisionOverlapRadius + 0.1f));
character.ApplyImpulse(Vector3.up * character.JumpForce);
character.TriggerAnimation(jumpParam);
}
}
}

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/*
* 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 StandingState : GroundedState
{
private bool jump;
private bool crouch;
public StandingState(Character character, StateMachine stateMachine) : base(character, stateMachine)
{
}
public override void Enter()
{
base.Enter();
speed = character.MovementSpeed;
rotationSpeed = character.RotationSpeed;
crouch = false;
jump = false;
}
public override void HandleInput()
{
base.HandleInput();
crouch = Input.GetButtonDown("Fire3");
jump = Input.GetButtonDown("Jump");
}
public override void LogicUpdate()
{
base.LogicUpdate();
if (crouch)
{
stateMachine.ChangeState(character.ducking);
}
else if (jump)
{
stateMachine.ChangeState(character.jumping);
}
}
}
}

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