Merge branch 'main' into TrickSounds
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using UnityEngine;
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public class PlayerAnimationController : MonoBehaviour
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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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}
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}
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}
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void DropObject(bool applyThrow)
|
public void DropObject(bool applyThrow)
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{
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{
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// Re-enable physics
|
// Re-enable physics
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if (heldBody != null)
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@@ -10,7 +10,7 @@ public class PlayerPlatformerController : MonoBehaviour
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[SerializeField] private string actionMapName = "Player";
|
[SerializeField] private string actionMapName = "Player";
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[SerializeField] private string moveActionName = "Move";
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[SerializeField] private string moveActionName = "Move";
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[SerializeField] private string jumpActionName = "Jump";
|
[SerializeField] private string jumpActionName = "Jump";
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[SerializeField] private string healActionName = "Crouch";
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[SerializeField] private string healActionName = "Heal";
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[SerializeField] private float moveSpeed = 6f;
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[SerializeField] private float moveSpeed = 6f;
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@@ -19,6 +19,8 @@ public class PlayerPlatformerController : MonoBehaviour
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[SerializeField] private float groundCheckDistance = 0.05f;
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[SerializeField] private float groundCheckDistance = 0.05f;
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private PlayerStressController playerStressController;
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private PlayerStressController playerStressController;
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private PlayerPickupController playerPickupController;
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private Animator animator;
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private Rigidbody2D body;
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private Rigidbody2D body;
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private BoxCollider2D bodyCollider;
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|
||||||
@@ -28,12 +30,17 @@ public class PlayerPlatformerController : MonoBehaviour
|
|||||||
private InputAction healAction;
|
private InputAction healAction;
|
||||||
public float LastMoveX { get; private set; }
|
public float LastMoveX { get; private set; }
|
||||||
private bool deviceFilterEnabled;
|
private bool deviceFilterEnabled;
|
||||||
|
private int healCoolDownTicks = 15;
|
||||||
|
private int currentHealCoolDown = 0;
|
||||||
|
private bool canHeal = true;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
body = GetComponent<Rigidbody2D>();
|
body = GetComponent<Rigidbody2D>();
|
||||||
bodyCollider = GetComponent<BoxCollider2D>();
|
bodyCollider = GetComponent<BoxCollider2D>();
|
||||||
playerStressController = GetComponent<PlayerStressController>();
|
playerStressController = GetComponent<PlayerStressController>();
|
||||||
|
playerPickupController = GetComponent<PlayerPickupController>();
|
||||||
|
animator = GetComponent<Animator>();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
@@ -56,10 +63,12 @@ public class PlayerPlatformerController : MonoBehaviour
|
|||||||
var map = runtimeActions.FindActionMap(actionMapName, true);
|
var map = runtimeActions.FindActionMap(actionMapName, true);
|
||||||
moveAction = map.FindAction(moveActionName, true);
|
moveAction = map.FindAction(moveActionName, true);
|
||||||
jumpAction = map.FindAction(jumpActionName, true);
|
jumpAction = map.FindAction(jumpActionName, true);
|
||||||
|
healAction = map.FindAction(healActionName, true);
|
||||||
|
|
||||||
moveAction.Enable();
|
moveAction.Enable();
|
||||||
jumpAction.Enable();
|
jumpAction.Enable();
|
||||||
jumpAction.performed += OnJumpPerformed;
|
jumpAction.performed += OnJumpPerformed;
|
||||||
|
healAction.Enable();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
@@ -75,6 +84,11 @@ public class PlayerPlatformerController : MonoBehaviour
|
|||||||
moveAction.Disable();
|
moveAction.Disable();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (healAction != null)
|
||||||
|
{
|
||||||
|
healAction.Disable();
|
||||||
|
}
|
||||||
|
|
||||||
if (runtimeActions != null)
|
if (runtimeActions != null)
|
||||||
{
|
{
|
||||||
runtimeActions.Disable();
|
runtimeActions.Disable();
|
||||||
@@ -86,6 +100,21 @@ public class PlayerPlatformerController : MonoBehaviour
|
|||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
if(IsGrounded())
|
||||||
|
{
|
||||||
|
animator.SetBool("isJumping", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (healAction == null) return;
|
||||||
|
|
||||||
|
currentHealCoolDown++;
|
||||||
|
|
||||||
|
if (currentHealCoolDown >= healCoolDownTicks)
|
||||||
|
{
|
||||||
|
currentHealCoolDown = 0;
|
||||||
|
canHeal = true;
|
||||||
|
}
|
||||||
|
|
||||||
if (moveAction == null)
|
if (moveAction == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
@@ -93,6 +122,28 @@ public class PlayerPlatformerController : MonoBehaviour
|
|||||||
|
|
||||||
if (playerStressController.isPanicking) return;
|
if (playerStressController.isPanicking) return;
|
||||||
|
|
||||||
|
if (healAction.IsPressed())
|
||||||
|
{
|
||||||
|
animator.SetBool("isBreathing", true);
|
||||||
|
|
||||||
|
if (playerPickupController.heldObject != null)
|
||||||
|
{
|
||||||
|
playerPickupController.DropObject(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (canHeal)
|
||||||
|
{
|
||||||
|
playerStressController.ReduceStress(3f);
|
||||||
|
canHeal = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
animator.SetBool("isBreathing", false);
|
||||||
|
}
|
||||||
|
|
||||||
var input = moveAction.ReadValue<Vector2>();
|
var input = moveAction.ReadValue<Vector2>();
|
||||||
if (Mathf.Abs(input.x) > 0.01f)
|
if (Mathf.Abs(input.x) > 0.01f)
|
||||||
{
|
{
|
||||||
@@ -101,11 +152,28 @@ public class PlayerPlatformerController : MonoBehaviour
|
|||||||
var velocity = body.linearVelocity;
|
var velocity = body.linearVelocity;
|
||||||
velocity.x = input.x * moveSpeed;
|
velocity.x = input.x * moveSpeed;
|
||||||
body.linearVelocity = velocity;
|
body.linearVelocity = velocity;
|
||||||
|
|
||||||
|
if(velocity.x != 0)
|
||||||
|
{
|
||||||
|
animator.SetBool("isRunning", true);
|
||||||
|
if (velocity.x > 0 && IsGrounded())
|
||||||
|
{
|
||||||
|
transform.localScale = new Vector3(.25f, .25f, .25f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
transform.localScale = new Vector3(-.25f, .25f, .25f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
animator.SetBool("isRunning", false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnJumpPerformed(InputAction.CallbackContext context)
|
private void OnJumpPerformed(InputAction.CallbackContext context)
|
||||||
{
|
{
|
||||||
if (playerStressController.isPanicking) return;
|
if (playerStressController.isPanicking || healAction.IsPressed()) return;
|
||||||
|
|
||||||
if (!IsGrounded())
|
if (!IsGrounded())
|
||||||
{
|
{
|
||||||
@@ -116,6 +184,8 @@ public class PlayerPlatformerController : MonoBehaviour
|
|||||||
velocity.y = 0f;
|
velocity.y = 0f;
|
||||||
body.linearVelocity = velocity;
|
body.linearVelocity = velocity;
|
||||||
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
|
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
|
||||||
|
|
||||||
|
animator.SetBool("isJumping", true);
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool ShouldFilterDevices()
|
private bool ShouldFilterDevices()
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ using UnityEngine;
|
|||||||
public class PlayerStressController : MonoBehaviour
|
public class PlayerStressController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public PlayerPickupController pickupController;
|
public PlayerPickupController pickupController;
|
||||||
|
private Animator animator;
|
||||||
|
|
||||||
[Header("Stress Settings")]
|
[Header("Stress Settings")]
|
||||||
public float currentStress = 0f;
|
public float currentStress = 0f;
|
||||||
@@ -25,6 +26,7 @@ public class PlayerStressController : MonoBehaviour
|
|||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
animator = GetComponent<Animator>();
|
||||||
// Start the repeating loop
|
// Start the repeating loop
|
||||||
StartCoroutine(StressCheckLoop());
|
StartCoroutine(StressCheckLoop());
|
||||||
}
|
}
|
||||||
@@ -76,6 +78,8 @@ public class PlayerStressController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
|
|
||||||
isPanicking = true;
|
isPanicking = true;
|
||||||
|
animator.SetBool("isCollapsed", true);
|
||||||
|
|
||||||
Debug.Log("Player is freaking out man!");
|
Debug.Log("Player is freaking out man!");
|
||||||
// Add effects like screen shake or slowing down the player here
|
// Add effects like screen shake or slowing down the player here
|
||||||
OnPlayerPanic?.Invoke(); // Trigger the panic event
|
OnPlayerPanic?.Invoke(); // Trigger the panic event
|
||||||
|
|||||||
@@ -5,6 +5,8 @@ public class TrickCollisionManager : MonoBehaviour
|
|||||||
[SerializeField] private string trickLayerName = "Trick";
|
[SerializeField] private string trickLayerName = "Trick";
|
||||||
[SerializeField] private string playerLayerName = "Player";
|
[SerializeField] private string playerLayerName = "Player";
|
||||||
[SerializeField] private string treatLayerName = "Treat";
|
[SerializeField] private string treatLayerName = "Treat";
|
||||||
|
[SerializeField] private string destroyTag = "Destroy";
|
||||||
|
|
||||||
private bool initialized;
|
private bool initialized;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
@@ -43,4 +45,10 @@ public class TrickCollisionManager : MonoBehaviour
|
|||||||
|
|
||||||
Physics2D.IgnoreLayerCollision(trickLayer, otherLayer, true);
|
Physics2D.IgnoreLayerCollision(trickLayer, otherLayer, true);
|
||||||
}
|
}
|
||||||
|
private void onTriggerEnter2D(Collider2D destroy){
|
||||||
|
if (destroy.CompareTag(destroyTag))
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -17,12 +17,12 @@ EditorBuildSettings:
|
|||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/Win.unity
|
path: Assets/Scenes/Win.unity
|
||||||
guid: 4130885cdd041af4c8b7861d46bbcf11
|
guid: 4130885cdd041af4c8b7861d46bbcf11
|
||||||
- enabled: 1
|
|
||||||
path: Assets/Scenes/Lose.unity
|
|
||||||
guid: d554758d849cd094e9fe7db190ef082e
|
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/Credits.unity
|
path: Assets/Scenes/Credits.unity
|
||||||
guid: 08e6b38f452419e4480fc1510dc9a2de
|
guid: 08e6b38f452419e4480fc1510dc9a2de
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/Lose.unity
|
||||||
|
guid: d554758d849cd094e9fe7db190ef082e
|
||||||
m_configObjects:
|
m_configObjects:
|
||||||
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3}
|
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3}
|
||||||
m_UseUCBPForAssetBundles: 0
|
m_UseUCBPForAssetBundles: 0
|
||||||
|
|||||||