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refactorin
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Author | SHA1 | Date | |
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a481d43724 |
5
.gitignore
vendored
5
.gitignore
vendored
@ -80,10 +80,7 @@ crashlytics-build.properties
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Library
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obj
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logs
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/ldjam50/Logs/ApiUpdaterCheck.txt
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using System.Collections.Generic;
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using UnityEngine;
|
||||
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public class Pistols_obsolete: Ability
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public class Pistol: MonoBehaviour
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{
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[SerializeField] private GameObject bullet;
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32
ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs
Normal file
32
ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs
Normal file
@ -0,0 +1,32 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class Ultraviolet : MonoBehaviour
|
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{
|
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[SerializeField] private GameObject beam;
|
||||
|
||||
[SerializeField] private float rotationSpeed;
|
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|
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[SerializeField] private float damage;
|
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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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}
|
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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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//beam.transform.rotation.eulerAngles += new Vector3(0, 0 0.2f);
|
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transform.Rotate(new Vector3(0,0,1), rotationSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
void OnTriggerEnter2D(Collider2D col)
|
||||
{
|
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if (col.gameObject.CompareTag("Mob"))
|
||||
{
|
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col.gameObject.GetComponent<Mob>().SendMessage("ApplyDamage", damage);
|
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}
|
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}
|
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}
|
@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public abstract class Ability : MonoBehaviour
|
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public class Ability : MonoBehaviour
|
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{
|
||||
|
||||
}
|
@ -1,34 +0,0 @@
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using System;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.Serialization;
|
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|
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public class BalanceScriptableObject : MonoBehaviour
|
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{
|
||||
[CreateAssetMenu(fileName = "Data", menuName = "Game Data/Enemies Balance", order = 1)]
|
||||
public class SpawnManagerScriptableObject : ScriptableObject
|
||||
{
|
||||
public enum EnemyTypeEnum
|
||||
{
|
||||
Standart,
|
||||
Heavy,
|
||||
Light,
|
||||
Group
|
||||
}
|
||||
|
||||
[Serializable]
|
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public struct EnemyRow
|
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{
|
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public EnemyTypeEnum enemyTypeEnum;
|
||||
public int count;
|
||||
public int health;
|
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public int damage;
|
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public float speed;
|
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public float upgradePoints;
|
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public float floatTimeAfterDeath;
|
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}
|
||||
|
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[SerializeField] public List<EnemyRow> enemiesList;
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}
|
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}
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@ -1,50 +0,0 @@
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124
ldjam50/Assets/Scripts/Character.cs
Normal file
124
ldjam50/Assets/Scripts/Character.cs
Normal file
@ -0,0 +1,124 @@
|
||||
using System;
|
||||
using System.Collections;
|
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using System.Collections.Generic;
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using UnityEditor.Animations;
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using UnityEngine;
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{
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[SerializeField] private Gameplay _gameplay;
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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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[SerializeField] private GameObject characterSprite;
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[SerializeField] private Animator characterAnimator;
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[SerializeField] private GameObject mainCamera;
|
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|
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[SerializeField] private GameObject iconFull;
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[SerializeField] private GameObject iconHalf;
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[SerializeField] private GameObject iconDeath;
|
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[SerializeField] private GameObject HealthBar;
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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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}
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private void Start()
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{
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characterAnimator = characterSprite.GetComponent<Animator>();
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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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if (health > 240)
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{
|
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iconFull.SetActive(true);
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iconHalf.SetActive(false);
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iconDeath.SetActive(false);
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}
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if (health < 125 && health > 15)
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{
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iconFull.SetActive(false);
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iconHalf.SetActive(true);
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iconDeath.SetActive(false);
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}
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if (health < 15)
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{
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iconHalf.SetActive(true);
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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);
|
||||
if (horInpt > 0)
|
||||
{
|
||||
characterSprite.transform.localScale = new Vector3(1, 1, 1);
|
||||
}
|
||||
if (horInpt < 0)
|
||||
{
|
||||
characterSprite.transform.localScale = new Vector3(-1, 1, 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 584da5b9caaf58e0da2ae26a4bbe9d02
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||||
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|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
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|
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fileFormatVersion: 2
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guid: 2404d8b5a589d3078ac5c4223e0b3ec0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,80 +0,0 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
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MonoBehaviour:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 0}
|
||||
m_Name: AbilitiesData
|
||||
m_EditorClassIdentifier: Assembly-CSharp::AbilitiesData
|
||||
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}
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f9708f6985662f3d9fd93ddec0ad1a0
|
||||
NativeFormatImporter:
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externalObjects: {}
|
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mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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
|
||||
} */
|
@ -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);
|
||||
}
|
||||
|
||||
}
|
@ -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++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48ea894e952344d99609759531dd0e12
|
||||
timeCreated: 1655073292
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@ -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);
|
||||
}
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 65ab2b639f4ff314a962ad5a94ab058a, type: 3}
|
||||
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
|
||||
diveCooldownTimer: 0.25
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4da5c8fa0351efd6c8284885156d13c6
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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;
|
||||
|
||||
private float horInput;
|
||||
private float verInput;
|
||||
|
||||
public struct StatReturn
|
||||
[RequireComponent(typeof(BoxCollider2D))]
|
||||
public class Character : MonoBehaviour
|
||||
{
|
||||
public float Health;
|
||||
public float Damage;
|
||||
public float MoveSpeed;
|
||||
#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;
|
||||
}
|
||||
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)
|
||||
#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)
|
||||
{
|
||||
characterAnimator.SetBool("IsRun", true);
|
||||
transform.position += new Vector3(horInput * moveSpeed,0,0);
|
||||
if (horInput > 0)
|
||||
{
|
||||
characterSprite.transform.localScale = new Vector3(1, 1, 1);
|
||||
SoundManager.Instance.PlayFootSteps(Mathf.Abs(speed));
|
||||
}
|
||||
if (horInput < 0)
|
||||
{
|
||||
characterSprite.transform.localScale = new Vector3(-1, 1, 1);
|
||||
|
||||
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
|
||||
{
|
||||
characterAnimator.SetBool("IsRun", false);
|
||||
ParentCurrentWeapon(handTransform);
|
||||
}
|
||||
if (-0.1f > verInput || verInput > 0.1f)
|
||||
{
|
||||
characterAnimator.SetBool("IsRun", true);
|
||||
transform.position += new Vector3(0,verInput * moveSpeed,0);
|
||||
}
|
||||
|
||||
MoveCamera();
|
||||
public void DiveBomb()
|
||||
{
|
||||
TriggerAnimation(hardLanding);
|
||||
SoundManager.Instance.PlaySound(SoundManager.Instance.hardLanding);
|
||||
shockWave.Play();
|
||||
}
|
||||
private void MoveCamera()
|
||||
|
||||
public void SheathWeapon()
|
||||
{
|
||||
mainCamera.transform.position = new Vector3(transform.position.x, transform.position.y,-10);
|
||||
ParentCurrentWeapon(sheathTransform);
|
||||
}
|
||||
public StatReturn GetStats()
|
||||
|
||||
public void Unequip()
|
||||
{
|
||||
var stats = new StatReturn
|
||||
{
|
||||
Health = health,
|
||||
Damage = damage,
|
||||
MoveSpeed = moveSpeed
|
||||
};
|
||||
return stats;
|
||||
Destroy(currentWeapon);
|
||||
}
|
||||
public void ApplyDamage(float damage)
|
||||
|
||||
public void ActivateHitBox()
|
||||
{
|
||||
health -= damage;
|
||||
hitBox.enabled = true;
|
||||
}
|
||||
/*
|
||||
public float GetHealth()
|
||||
|
||||
public void DeactivateHitBox()
|
||||
{
|
||||
return health;
|
||||
hitBox.enabled = false;
|
||||
}
|
||||
public float GetDamage()
|
||||
|
||||
private void ParentCurrentWeapon(Transform parent)
|
||||
{
|
||||
return damage;
|
||||
if (currentWeapon.transform.parent == parent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
public void SetHealth(float newHealth)
|
||||
{
|
||||
health = newHealth;
|
||||
|
||||
currentWeapon.transform.SetParent(parent);
|
||||
currentWeapon.transform.localPosition = Vector3.zero;
|
||||
currentWeapon.transform.localRotation = Quaternion.identity;
|
||||
}
|
||||
public void SetDamage(float newDamage)
|
||||
#endregion
|
||||
|
||||
#region MonoBehaviour Callbacks
|
||||
|
||||
private void Start()
|
||||
{
|
||||
damage = newDamage;
|
||||
}*/
|
||||
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
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ab5d980c53f9d7dc8d828fd5382febe
|
||||
guid: 1806a6cdb08623a428a4c40597e024b6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
@ -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();
|
||||
|
||||
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e81f19d421a03bcb8c6cb48e91d8efd
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@ -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()
|
||||
|
@ -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;
|
@ -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;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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(
|
||||
|
74
ldjam50/Assets/Scripts/State.cs
Normal file
74
ldjam50/Assets/Scripts/State.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41acf791a24f6194cb0018b179a37351
|
||||
guid: 743956073ee5c1f4a964111017dcc3dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
51
ldjam50/Assets/Scripts/StateMachine.cs
Normal file
51
ldjam50/Assets/Scripts/StateMachine.cs
Normal file
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad610f07ccdc27cd5952628b5fee56eb
|
||||
guid: 33f81286f0d29bc49985b946e8e4fccd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2ad23c35a8dd4d81bdc41de9990c4cc
|
||||
guid: d46e0d257615acb4a8de2b2dd1764662
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
83
ldjam50/Assets/Scripts/States/DuckingState.cs
Normal file
83
ldjam50/Assets/Scripts/States/DuckingState.cs
Normal file
@ -0,0 +1,83 @@
|
||||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43de2f99e8d8aee00b99f37effd52dbd
|
||||
guid: 3386c88cab45c734ea00751e5eb343e1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
72
ldjam50/Assets/Scripts/States/GroundedState.cs
Normal file
72
ldjam50/Assets/Scripts/States/GroundedState.cs
Normal file
@ -0,0 +1,72 @@
|
||||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5efd4ab8f726d4a9591d78c8d23c9c97
|
||||
guid: b2aff903c5b48cc4ab9582ecc9e369c3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
77
ldjam50/Assets/Scripts/States/JumpingState.cs
Normal file
77
ldjam50/Assets/Scripts/States/JumpingState.cs
Normal file
@ -0,0 +1,77 @@
|
||||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/States/JumpingState.cs.meta
Normal file
11
ldjam50/Assets/Scripts/States/JumpingState.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
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||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
73
ldjam50/Assets/Scripts/States/StandingState.cs
Normal file
73
ldjam50/Assets/Scripts/States/StandingState.cs
Normal file
@ -0,0 +1,73 @@
|
||||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
ldjam50/Assets/Scripts/States/StandingState.cs.meta
Normal file
11
ldjam50/Assets/Scripts/States/StandingState.cs.meta
Normal file
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60
ldjam50/Logs/Packages-Update.log
Normal file
60
ldjam50/Logs/Packages-Update.log
Normal file
@ -0,0 +1,60 @@
|
||||
|
||||
=== Sat Apr 2 14:24:44 2022
|
||||
|
||||
Packages were changed.
|
||||
Update Mode: mergeDefaultDependencies
|
||||
|
||||
The following packages were added:
|
||||
com.unity.collab-proxy@1.15.12
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||||
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|
||||
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|
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||||
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||||
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com.unity.modules.director@1.0.0
|
||||
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|
||||
com.unity.modules.imgui@1.0.0
|
||||
com.unity.modules.jsonserialize@1.0.0
|
||||
com.unity.modules.particlesystem@1.0.0
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||||
com.unity.modules.physics@1.0.0
|
||||
com.unity.modules.physics2d@1.0.0
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||||
com.unity.modules.screencapture@1.0.0
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||||
com.unity.modules.terrain@1.0.0
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||||
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||||
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||||
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com.unity.textmeshpro@3.0.6
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||||
com.unity.timeline@1.4.8
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com.unity.ugui@1.0.0
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||||
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||||
com.unity.2d.psdimporter from version 4.1.3 to 4.2.0
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=== Sat Apr 2 14:51:59 2022
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Packages were changed.
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||||
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||||
com.unity.test-framework from version 1.1.29 to 1.1.31
|
3
ldjam50/Logs/shadercompiler-UnityShaderCompiler0.log
Normal file
3
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Normal file
@ -0,0 +1,3 @@
|
||||
Base path: '/home/dart/Unity/Hub/Editor/2020.3.32f1/Editor/Data', plugins path '/home/dart/Unity/Hub/Editor/2020.3.32f1/Editor/Data/PlaybackEngines'
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@ -13,38 +14,36 @@
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@ -56,13 +55,13 @@
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@ -73,17 +72,8 @@
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@ -99,16 +89,16 @@
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@ -124,27 +114,18 @@
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|
||||
flags: 0
|
||||
vcSharedLogLevel:
|
||||
value: 0d5e400f0650
|
||||
flags: 0
|
||||
m_VCAutomaticAdd: 1
|
||||
m_VCDebugCom: 0
|
||||
m_VCDebugCmd: 0
|
||||
m_VCDebugOut: 0
|
||||
m_SemanticMergeMode: 2
|
||||
m_VCShowFailedCheckout: 1
|
||||
m_VCOverwriteFailedCheckoutAssets: 1
|
||||
m_VCProjectOverlayIcons: 1
|
||||
m_VCHierarchyOverlayIcons: 1
|
||||
m_VCOtherOverlayIcons: 1
|
||||
m_VCAllowAsyncUpdate: 1
|
Loading…
Reference in New Issue
Block a user