Author SHA1 Message Date
Roegner65 5864dd15b8 added trick sounds 2026-02-01 15:37:46 -06:00
Roegner65 6894b3a475 Merge branch 'LosersCreditsSFX' into TrickSounds 2026-02-01 15:26:59 -06:00
hz b09362917a Trick ehancements 2026-02-01 14:51:50 -06:00
reinholzj 86381e4067 Merge pull request 'Losers' (#42) from Losers into main
Reviewed-on: admin/GGJ2026#42
Reviewed-by: reinholzj <[email protected]>
2026-02-01 13:43:20 -06:00
Walter 659a0ffd23 No More Player Pickup 2026-02-01 13:41:09 -06:00
Walter 64a9edf527 Merge remote-tracking branch 'origin/LosersCreditsSFX' into Losers 2026-02-01 13:25:23 -06:00
Walter efbad01d46 Merge remote-tracking branch 'origin/Losers' into Losers 2026-02-01 13:23:04 -06:00
Walter 2814b6c7a2 Some Nice UI 2026-02-01 13:21:59 -06:00
24 changed files with 789 additions and 283 deletions
+4
View File
@@ -64,12 +64,16 @@
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<Compile Include="Assets\Scripts\MainMenuController.cs" />
<Compile Include="Assets\Scripts\CreditsInputHandler.cs" />
<Compile Include="Assets\Scripts\LoseGuiController.cs" />
<Compile Include="Assets\Scripts\HealthGUIController.cs" />
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<None Include="Assets\UI Toolkit\WinScreenMenu.uxml" />
<None Include="Assets\UI Toolkit\progressBar.uss" />
<None Include="Assets\UI Toolkit\GameGUI.uxml" />
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+7 -2
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+3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &2057686360
GameObject:
m_ObjectHideFlags: 0
@@ -3049,13 +2921,13 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Spawner
objectToSpawn: {fileID: 262983251238298495, guid: 80c527a86ad6fc34dbc73ee80c1f2951, type: 3}
spawnInterval: 5
spawnInterval: 1.5
maxAlive: 0
spawnOnStart: 1
repeatSpawns: 1
launchForce: 4
launchRandomAngle: 360
spinSpeed: 180
spinSpeed: 100
--- !u!1001 &1760117322204329348
PrefabInstance:
m_ObjectHideFlags: 0
@@ -3147,10 +3019,6 @@ SceneRoots:
- {fileID: 1760117322204329348}
- {fileID: 1277412258}
- {fileID: 1227312797}
- {fileID: 1830238253}
- {fileID: 908853550}
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- {fileID: 1759124604}
- {fileID: 792686806}
- {fileID: 1685410085}
- {fileID: 377513953}
@@ -3159,7 +3027,6 @@ SceneRoots:
- {fileID: 2100000001}
- {fileID: 2100000101}
- {fileID: 2200000001}
- {fileID: 1063739950}
- {fileID: 491328828}
- {fileID: 393625611}
- {fileID: 738367608}
+58
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@@ -129,6 +129,7 @@ GameObject:
m_Component:
- component: {fileID: 159786491}
- component: {fileID: 159786490}
- component: {fileID: 159786492}
m_Layer: 5
m_Name: UIdocument
m_TagString: Untagged
@@ -174,6 +175,18 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &159786492
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 159786489}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9c38ae32eef77b54bb36b487e11c7422, type: 3}
m_Name:
m_EditorClassIdentifier: '::'
--- !u!1 &168139977
GameObject:
m_ObjectHideFlags: 0
@@ -185,6 +198,7 @@ GameObject:
- component: {fileID: 168139980}
- component: {fileID: 168139979}
- component: {fileID: 168139978}
- component: {fileID: 168139981}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera
@@ -266,6 +280,50 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &168139981
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 168139977}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
m_RenderShadows: 1
m_RequiresDepthTextureOption: 2
m_RequiresOpaqueTextureOption: 2
m_CameraType: 0
m_Cameras: []
m_RendererIndex: -1
m_VolumeLayerMask:
serializedVersion: 2
m_Bits: 1
m_VolumeTrigger: {fileID: 0}
m_VolumeFrameworkUpdateModeOption: 2
m_RenderPostProcessing: 0
m_Antialiasing: 0
m_AntialiasingQuality: 2
m_StopNaN: 0
m_Dithering: 0
m_ClearDepth: 1
m_AllowXRRendering: 1
m_AllowHDROutput: 1
m_UseScreenCoordOverride: 0
m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0}
m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
m_RequiresDepthTexture: 0
m_RequiresColorTexture: 0
m_TaaSettings:
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m_FrameInfluence: 0.1
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m_MipBias: 0
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m_ContrastAdaptiveSharpening: 0
m_Version: 2
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0
+84
View File
@@ -0,0 +1,84 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
using static UnityEditor.Experimental.GraphView.GraphView;
public class HealthGUIController : MonoBehaviour
{
private List<PlayerStressController> players;
public List<Sprite> images;
private UIDocument uiDocument;
private List<Image> playerLifeList;
private List<ProgressBar> playerStressBarList;
void Awake()
{
players = Object.FindObjectsByType<PlayerStressController>(FindObjectsSortMode.InstanceID).ToList();
uiDocument ??= GetComponent<UIDocument>();
if (uiDocument == null)
{
return;
}
var root = uiDocument.rootVisualElement;
if (root == null)
{
return;
}
playerLifeList = new List<Image>() { new Image(), new Image(), new Image(), new Image() };
playerStressBarList = new List<ProgressBar>() { new ProgressBar(), new ProgressBar(), new ProgressBar(), new ProgressBar() };
playerLifeList[0] = root.Q<Image>("Player1Life");
playerLifeList[1] = root.Q<Image>("Player2Life");
playerLifeList[2] = root.Q<Image>("Player3Life");
playerLifeList[3] = root.Q<Image>("Player4Life");
playerLifeList[0].tintColor = players[0].gameObject.GetComponent<SpriteRenderer>() ? players[0].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
playerLifeList[1].tintColor = players[1].gameObject.GetComponent<SpriteRenderer>() ? players[1].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
playerLifeList[2].tintColor = players[2].gameObject.GetComponent<SpriteRenderer>() ? players[2].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
playerLifeList[3].tintColor = players[3].gameObject.GetComponent<SpriteRenderer>() ? players[3].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
playerStressBarList[0] = root.Q<ProgressBar>("Player1StressBar");
playerStressBarList[1] = root.Q<ProgressBar>("Player2StressBar");
playerStressBarList[2] = root.Q<ProgressBar>("Player3StressBar");
playerStressBarList[3] = root.Q<ProgressBar>("Player4StressBar");
}
// Update is called once per frame
void Update()
{
for (int i = 0; i < players.Count; i++)
{
//update stress bar
float ratio = Mathf.Clamp01(players[i].currentStress / players[i].maxStress);
// Update the bar's value (0-100)
playerStressBarList[i].value = ratio * 100f;
//update sprite
playerLifeList[i].sprite = players[i].currentStress switch
{
>= 0 and <= 33 => images[0],
> 33 and <= 66 => images[1],
> 66 and <= 99 => images[2],
_ => images[0]
};
if (players[i].isParalyzed)
{
playerLifeList[i].sprite = images[3];
}
else if (players[i].isPanicking)
{
playerLifeList[i].sprite = images[4];
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 09397b12132be4248998c82e96a8b7c4
+37
View File
@@ -0,0 +1,37 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
public class LoseGuiController : MonoBehaviour
{
private UIDocument uiDocument;
private Button button;
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void OnEnable()
{
uiDocument ??= GetComponent<UIDocument>();
if (uiDocument == null)
{
return;
}
var root = uiDocument.rootVisualElement;
if (root == null)
{
return;
}
button = root.Q<Button>("Button");
button.clicked += () => HandleClick("MainMenu");
}
private void HandleClick(string sceneName)
{
if (!string.IsNullOrWhiteSpace(sceneName))
{
SceneManager.LoadScene(sceneName);
}
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9c38ae32eef77b54bb36b487e11c7422
+3 -5
View File
@@ -8,19 +8,18 @@ public class LoseScreenController : MonoBehaviour
[SerializeField]private const string LoseSceneName = "Lose";
private List<PlayerStressController> players;
private bool hasLost = false;
void Awake()
{
players = FindObjectsOfType<PlayerStressController>().ToList();
players = Object.FindObjectsByType<PlayerStressController>(FindObjectsSortMode.None).ToList();
}
void Update()
{
if (hasLost || players.Count == 0)
if (players.Count == 0)
return;
if (players.All(p => p.IsPanicking))
if (players.All(p => p.isPanicking))
{
TriggerLose();
}
@@ -28,7 +27,6 @@ public class LoseScreenController : MonoBehaviour
void TriggerLose()
{
hasLost = true;
SceneManager.LoadScene(LoseSceneName);
}
}
+46 -14
View File
@@ -23,14 +23,22 @@ public class PlayerPickupController : MonoBehaviour
public Transform holdPoint; // Empty GameObject above head
public float pickupRange = 2.0f;
private GameObject heldObject;
public GameObject heldObject;
private Rigidbody2D heldBody;
private float heldBodyMass;
private float heldBodyGravity;
private RigidbodyType2D heldBodyType;
private bool heldBodySimulated;
private PlayerPlatformerController platformerController;
private PlayerStressController playerStressController;
private bool isChargingThrow;
private float throwChargeStartTime;
private void OnEnable()
{
platformerController = GetComponent<PlayerPlatformerController>();
playerStressController = GetComponent<PlayerStressController>();
if (inputActions == null)
{
Debug.LogError("PlayerPickupController missing InputActionAsset reference.", this);
@@ -76,10 +84,10 @@ public class PlayerPickupController : MonoBehaviour
private void OnInteractPerformed(InputAction.CallbackContext context)
{
Debug.Log("Interact action performed");
if(heldObject != null)
if (playerStressController.isPanicking) return;
if (heldObject != null)
{
Debug.Log("Dropping held object");
DropObject(false);
return;
}
@@ -94,6 +102,12 @@ public class PlayerPickupController : MonoBehaviour
return;
}
if(playerStressController.isPanicking)
{
DropObject(false);
return;
}
if (!heldObject.TryGetComponent<TrickController>(out _))
{
return;
@@ -118,13 +132,15 @@ public class PlayerPickupController : MonoBehaviour
{
DropObject(true);
}
}
void TryPickUp()
{
// Find all colliders within range
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, pickupRange);
Debug.Log(colliders.Length + " colliders found in range");
foreach (var col in colliders)
{
if (col.gameObject == gameObject)
@@ -134,6 +150,9 @@ public class PlayerPickupController : MonoBehaviour
var hasTrick = col.TryGetComponent<TrickController>(out var trick);
var hasPlayer = col.TryGetComponent<PlayerPlatformerController>(out var playerController);
if (hasPlayer) continue;
if (!hasTrick && !hasPlayer && !col.CompareTag("Interactable"))
{
continue;
@@ -149,9 +168,17 @@ public class PlayerPickupController : MonoBehaviour
// Disable physics so it doesn't fall or collide with the player
if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
{
heldBody = rb;
heldBodyMass = rb.mass;
heldBodyGravity = rb.gravityScale;
heldBodyType = rb.bodyType;
heldBodySimulated = rb.simulated;
rb.simulated = false;
rb.bodyType = RigidbodyType2D.Kinematic;
rb.gravityScale = 0;
rb.mass = 0;
rb.gravityScale = 0f;
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
}
if (trick != null)
@@ -181,11 +208,14 @@ public class PlayerPickupController : MonoBehaviour
void DropObject(bool applyThrow)
{
// Re-enable physics
if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
if (heldBody != null)
{
rb.bodyType = RigidbodyType2D.Dynamic;
rb.gravityScale = 1;
rb.linearVelocity = Vector2.zero;
heldBody.simulated = heldBodySimulated;
heldBody.bodyType = heldBodyType;
heldBody.gravityScale = heldBodyGravity;
heldBody.mass = heldBodyMass;
heldBody.linearVelocity = Vector2.zero;
heldBody.angularVelocity = 0f;
}
if (heldObject.TryGetComponent<TrickController>(out var trick))
{
@@ -203,7 +233,7 @@ public class PlayerPickupController : MonoBehaviour
heldPickup.enabled = true;
}
}
if (applyThrow && heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D throwBody))
if (applyThrow && heldBody != null)
{
var direction = 1f;
if (platformerController != null && Mathf.Abs(platformerController.LastMoveX) > 0.01f)
@@ -217,8 +247,9 @@ public class PlayerPickupController : MonoBehaviour
charge01 = Mathf.Clamp01(heldTime / Mathf.Max(0.01f, throwChargeTime));
}
var throwSpeed = Mathf.Lerp(minThrowSpeed, maxThrowSpeed, charge01);
throwBody.linearVelocity = new Vector2(direction * throwSpeed, 0f);
throwBody.angularVelocity = 0f;
var upwardSpeed = throwUpwardForce * charge01;
heldBody.linearVelocity = new Vector2(direction * throwSpeed, upwardSpeed);
heldBody.angularVelocity = 0f;
}
heldObject.transform.position += Vector3.up * dropClearance;
Collider2D col = heldObject.GetComponent<Collider2D>();
@@ -227,6 +258,7 @@ public class PlayerPickupController : MonoBehaviour
// Unparent
heldObject.transform.SetParent(null);
heldObject = null;
heldBody = null;
isChargingThrow = false;
}
+23 -2
View File
@@ -10,6 +10,7 @@ public class PlayerPlatformerController : MonoBehaviour
[SerializeField] private string actionMapName = "Player";
[SerializeField] private string moveActionName = "Move";
[SerializeField] private string jumpActionName = "Jump";
[SerializeField] private string healActionName = "Crouch";
[SerializeField] private string controlSchemeName = "";
[SerializeField] private int gamepadIndex = -1;
[SerializeField] private float moveSpeed = 6f;
@@ -17,11 +18,14 @@ public class PlayerPlatformerController : MonoBehaviour
[SerializeField] private LayerMask groundMask = ~0;
[SerializeField] private float groundCheckDistance = 0.05f;
private PlayerStressController playerStressController;
private Rigidbody2D body;
private BoxCollider2D bodyCollider;
private InputActionAsset runtimeActions;
private InputAction moveAction;
private InputAction jumpAction;
private InputAction healAction;
public float LastMoveX { get; private set; }
private bool deviceFilterEnabled;
@@ -29,6 +33,7 @@ public class PlayerPlatformerController : MonoBehaviour
{
body = GetComponent<Rigidbody2D>();
bodyCollider = GetComponent<BoxCollider2D>();
playerStressController = GetComponent<PlayerStressController>();
}
private void OnEnable()
@@ -86,6 +91,8 @@ public class PlayerPlatformerController : MonoBehaviour
return;
}
if (playerStressController.isPanicking) return;
var input = moveAction.ReadValue<Vector2>();
if (Mathf.Abs(input.x) > 0.01f)
{
@@ -98,6 +105,8 @@ public class PlayerPlatformerController : MonoBehaviour
private void OnJumpPerformed(InputAction.CallbackContext context)
{
if (playerStressController.isPanicking) return;
if (!IsGrounded())
{
return;
@@ -196,10 +205,22 @@ public class PlayerPlatformerController : MonoBehaviour
for (var i = 0; i < hits.Length; i++)
{
var hit = hits[i];
if (hit != null && hit != bodyCollider)
if (hit == null || hit == bodyCollider || hit.isTrigger)
{
return true;
continue;
}
if (hit.GetComponent<PlayerPlatformerController>() != null)
{
continue;
}
if (hit.GetComponent<TrickController>() != null)
{
continue;
}
return true;
}
return false;
+53 -12
View File
@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@@ -10,12 +11,17 @@ public class PlayerStressController : MonoBehaviour
[Header("Stress Settings")]
public float currentStress = 0f;
public float maxStress = 100f;
public bool isPanicking = false;
public bool isParalyzed = false;
// Define the event
public static event Action OnPlayerPanic;
public static event Action OnPlayerCalm;
[Header("Panic Settings")]
[SerializeField] private float panicDuration = 1.2f;
private float panicEndTime;
[SerializeField] private float paralyseDuration = 5f;
public bool IsPanicking => Time.time < panicEndTime;
void Start()
{
@@ -27,35 +33,59 @@ public class PlayerStressController : MonoBehaviour
{
while (true) // Runs for the lifetime of the object
{
ApplyStressLogic();
yield return ApplyStressLogic();
// Wait for exactly 1 second before running again
yield return new WaitForSeconds(1.0f);
}
}
void ApplyStressLogic()
IEnumerator ApplyStressLogic()
{
if (isParalyzed) yield break;
// Find all objects tagged as "Enemy"
List<GameObject> enemies = GameObject.FindGameObjectsWithTag("Interactable").Where(enemy => enemy.GetComponent<TrickController>() != null).ToList();
// Keep stress within 0 and Max
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
currentStress += enemies.Count; // Increase stress based on number of enemies nearby
Debug.Log($"Current Stress: {currentStress}");
if (currentStress >= maxStress)
if (pickupController.heldObject != null && pickupController.heldObject.TryGetComponent<TrickController>(out _))
{
HandlePanic();
currentStress += 5; // Increase stress based on number of carried tricks
}
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
if (!isPanicking && currentStress >= maxStress)
{
Debug.Log($"{currentStress}, {isPanicking}, {isParalyzed}");
yield return HandlePanic();
}
else if(isPanicking && currentStress < maxStress)
{
isPanicking = false;
HandleCalm();
Debug.Log("Player has calmed down.");
}
}
void HandlePanic()
IEnumerator HandlePanic()
{
panicEndTime = Time.time + panicDuration;
isPanicking = true;
Debug.Log("Player is freaking out man!");
// Add effects like screen shake or slowing down the player here
OnPlayerPanic?.Invoke(); // Trigger the panic event
yield return StartCoroutine(HandleParalyze());
}
void HandleCalm()
{
Debug.Log("Player is feeling better now!");
OnPlayerCalm?.Invoke(); // Trigger the calm event
}
public void ReduceStress(float amount)
@@ -64,4 +94,15 @@ public class PlayerStressController : MonoBehaviour
currentStress = Mathf.Clamp(currentStress, 0, maxStress);
Debug.Log($"Stress reduced by {amount}. Current Stress: {currentStress}");
}
IEnumerator HandleParalyze()
{
isParalyzed = true;
Debug.Log("Player is paralyzed.");
yield return new WaitForSecondsRealtime(paralyseDuration);
Debug.Log("Player has recovered from paralysis.");
isParalyzed = false;
}
}
+105 -13
View File
@@ -25,14 +25,21 @@ public class TrickController : MonoBehaviour
[SerializeField] private float wanderWeight = 0.4f;
[SerializeField] private int maxTricks = 50;
[SerializeField] private float jumpImpulse = 6f;
[SerializeField] private float jumpImpulseVariance = 0.25f;
[SerializeField] private float jumpCooldown = 1f;
[SerializeField] private float jumpChancePerSecond = 0.5f;
[SerializeField] private float jumpArcChance = 0.5f;
[SerializeField] private float jumpArcHorizontalImpulse = 2f;
[SerializeField] private LayerMask groundMask = ~0;
[SerializeField] private float groundCheckDistance = 0.05f;
[SerializeField] private float despawnMinX = -12f;
[SerializeField] private float despawnMaxX = 12f;
[SerializeField] private float despawnMinY = -10f;
[SerializeField] private float despawnMaxY = 20f;
[SerializeField] private float throwControlLockTime = 0.35f;
[SerializeField] private float wallCheckDistance = 0.1f;
[SerializeField] private float wallAvoidDuration = 0.6f;
[SerializeField] private AudioSource trickEatSound;
private Rigidbody2D body;
private Transform target;
@@ -44,6 +51,10 @@ public class TrickController : MonoBehaviour
private float desiredXVelocity;
private float nextJumpTime;
private float movementLockUntil;
private readonly RaycastHit2D[] groundHits = new RaycastHit2D[4];
private readonly RaycastHit2D[] wallHits = new RaycastHit2D[4];
private float wallAvoidUntil;
private float wallAvoidDirection;
private void Awake()
{
@@ -79,7 +90,7 @@ public class TrickController : MonoBehaviour
}
var position = transform.position;
if (position.x < despawnMinX || position.x > despawnMaxX || position.y < despawnMinY)
if (position.x < despawnMinX || position.x > despawnMaxX || position.y < despawnMinY || position.y > despawnMaxY)
{
Destroy(gameObject);
return;
@@ -128,9 +139,6 @@ public class TrickController : MonoBehaviour
if (!IsGrounded())
{
var airborne = body.linearVelocity;
airborne.x = 0f;
body.linearVelocity = airborne;
return;
}
@@ -156,6 +164,18 @@ public class TrickController : MonoBehaviour
desiredX = wanderDirection.x * 0.2f;
}
var wallDirection = GetWallAvoidDirection(desiredX);
if (wallDirection != 0f)
{
wallAvoidDirection = wallDirection;
wallAvoidUntil = Time.time + wallAvoidDuration;
}
if (Time.time < wallAvoidUntil && Mathf.Abs(wallAvoidDirection) > 0.01f)
{
desiredX = wallAvoidDirection;
}
desiredVelocity = new Vector2(Mathf.Clamp(desiredX, -1f, 1f) * moveSpeed, 0f);
var velocity = body.linearVelocity;
@@ -235,6 +255,7 @@ public class TrickController : MonoBehaviour
{
target = null;
}
trickEatSound.Play();
SpawnTrick(spawnPosition);
nextConsumeTime = Time.time + consumeCooldown;
break;
@@ -311,6 +332,11 @@ public class TrickController : MonoBehaviour
return;
}
if (body.linearVelocity.y > 0.01f)
{
return;
}
var chance = jumpChancePerSecond * Time.fixedDeltaTime;
if (Random.value > chance)
{
@@ -326,7 +352,17 @@ public class TrickController : MonoBehaviour
}
velocity.x = jumpDir * moveSpeed;
body.linearVelocity = velocity;
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
var minImpulse = Mathf.Max(0f, jumpImpulse * (1f - jumpImpulseVariance));
var maxImpulse = Mathf.Max(minImpulse, jumpImpulse * (1f + jumpImpulseVariance));
var jumpImpulseActual = Random.Range(minImpulse, maxImpulse);
body.AddForce(Vector2.up * jumpImpulseActual, ForceMode2D.Impulse);
if (Random.value < jumpArcChance && jumpArcHorizontalImpulse > 0f)
{
var arcDir = Random.value < 0.5f ? -1f : 1f;
body.AddForce(Vector2.right * arcDir * jumpArcHorizontalImpulse, ForceMode2D.Impulse);
}
nextJumpTime = Time.time + jumpCooldown;
}
@@ -338,22 +374,78 @@ public class TrickController : MonoBehaviour
return false;
}
var bounds = collider.bounds;
var checkSize = new Vector2(bounds.size.x * 0.9f, groundCheckDistance * 2f);
var checkCenter = new Vector2(bounds.center.x, bounds.min.y - groundCheckDistance);
var hits = Physics2D.OverlapBoxAll(checkCenter, checkSize, 0f, groundMask);
for (var i = 0; i < hits.Length; i++)
var filter = new ContactFilter2D();
filter.SetLayerMask(groundMask);
filter.useTriggers = false;
var hitCount = collider.Cast(Vector2.down, filter, groundHits, groundCheckDistance);
for (var i = 0; i < hitCount; i++)
{
var hit = hits[i];
if (hit != null && hit != collider)
var hitCollider = groundHits[i].collider;
if (hitCollider == null || hitCollider == collider)
{
return true;
continue;
}
if (hitCollider.GetComponent<TrickController>() != null)
{
continue;
}
if (hitCollider.GetComponent<PlayerPlatformerController>() != null)
{
continue;
}
return true;
}
return false;
}
private float GetWallAvoidDirection(float desiredX)
{
if (Mathf.Abs(desiredX) < 0.01f)
{
return 0f;
}
var collider = GetComponent<Collider2D>();
if (collider == null)
{
return 0f;
}
var filter = new ContactFilter2D();
filter.SetLayerMask(groundMask);
filter.useTriggers = false;
var dir = Mathf.Sign(desiredX);
var hitCount = collider.Cast(Vector2.right * dir, filter, wallHits, wallCheckDistance);
for (var i = 0; i < hitCount; i++)
{
var hitCollider = wallHits[i].collider;
if (hitCollider == null || hitCollider == collider)
{
continue;
}
if (hitCollider.GetComponent<TrickController>() != null)
{
continue;
}
if (hitCollider.GetComponent<PlayerPlatformerController>() != null)
{
continue;
}
return -dir;
}
return 0f;
}
public void SetCarried(bool carried)
{
+2 -2
View File
@@ -25,10 +25,10 @@ public class WinSceneController : MonoBehaviour
button = root.Q<Button>("Button");
button.clicked += () => HandleStartClicked("MainMenu");
button.clicked += () => HandleClick("MainMenu");
}
private void HandleStartClicked(string sceneName)
private void HandleClick(string sceneName)
{
if (!string.IsNullOrWhiteSpace(sceneName))
{
+18 -5
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@@ -1,18 +1,31 @@
<ui:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<Style src="project://database/Assets/UI%20Toolkit/progressBar.uss?fileID=7433441132597879392&amp;guid=2c3cb808f8496d4438df1bd06428d6f1&amp;type=3#progressBar"/>
<ui:VisualElement style="flex-grow: 1; background-color: rgba(0, 0, 0, 0); height: 20%;">
<ui:Label text="Score: 0" name="Score" style="font-size: 40px; height: 10%;"/>
<ui:Label text="Score: 0" name="Score" style="font-size: 40px; height: auto; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);"/>
</ui:VisualElement>
<ui:VisualElement style="flex-grow: 1; align-self: auto; align-items: flex-start; align-content: auto; height: 80%; flex-direction: row;">
<ui:VisualElement style="flex-grow: 1; height: 100%; width: 10%; background-size: 100% 100%;">
<ui:Image name="Player1Life" style="background-image: url(&quot;project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01&quot;); height: 50%;"/>
<ui:VisualElement style="flex-grow: 1;">
<ui:Image name="Player1Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
<ui:ProgressBar value="23" title="" name="Player1StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
</ui:VisualElement>
<ui:VisualElement style="flex-grow: 1; height: 50%;"/>
<ui:Image name="Player2Life" style="background-image: url(&quot;project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01&quot;); height: 50%;"/>
<ui:VisualElement style="flex-grow: 1;">
<ui:Image name="Player2Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
<ui:ProgressBar value="23" title="" name="Player2StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement style="flex-grow: 1; width: 80%; height: 100%;"/>
<ui:VisualElement style="flex-grow: 1; width: 10%; height: 100%;">
<ui:Image name="Player3Life" style="background-image: url(&quot;project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01&quot;); height: 50%;"/>
<ui:VisualElement name="VisualElement" style="flex-grow: 1;">
<ui:Image name="Player3Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
<ui:ProgressBar value="23" title="" name="Player3StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
</ui:VisualElement>
<ui:VisualElement style="flex-grow: 1; height: 50%;"/>
<ui:Image name="Player4Life" style="background-image: url(&quot;project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01&quot;); height: 50%;"/>
<ui:VisualElement name="VisualElement" style="flex-grow: 1;">
<ui:Image name="Player4Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&amp;guid=03a067405c8cfa945a9ed2e8ff6a71dd&amp;type=3#P_Health01" style="background-image: none; height: 85%; -unity-background-image-tint-color: rgb(182, 255, 165);"/>
<ui:ProgressBar value="23" title="" name="Player4StressBar" style="background-color: rgb(255, 255, 255); -unity-background-image-tint-color: rgb(255, 255, 255);"/>
</ui:VisualElement>
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>
+2 -1
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@@ -1,3 +1,4 @@
<ui:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:Label text="Loser"/>
<ui:Label text="Loser... Gross" style="font-size: 50px;"/>
<ui:Button text="Just... *sigh* Whatever" name="Button" style="font-size: 50px;"/>
</ui:UXML>
+7 -5
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@@ -1,9 +1,11 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<ui:Label text="Fun Fun Happy Time Game" name="Title" style="color: rgb(255, 255, 255); font-size: 25px; align-self: center; background-color: rgb(10, 10, 10); -unity-text-align: lower-left; top: auto;"/>
<ui:VisualElement style="flex-grow: 1; justify-content: center; align-self: auto; align-content: auto; background-color: rgb(17, 17, 17);">
<ui:Button text="Start" name="Start" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
<ui:Button text="Experiment" name="Experiment" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
<ui:Button text="Level 2" name="Level2" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
<ui:VisualElement style="flex-grow: 1; justify-content: center; background-color: rgb(0, 0, 0);">
<ui:Label text="Candy Crashout" name="Title" style="color: rgb(255, 255, 255); font-size: 60px; align-self: center; background-color: rgb(10, 10, 10); -unity-text-align: lower-left; top: auto;"/>
</ui:VisualElement>
<ui:VisualElement style="flex-grow: 1; justify-content: center; align-self: auto; align-content: auto; background-color: rgb(0, 0, 0);">
<ui:Button text="Start" name="Start" emoji-fallback-support="true" enabled="false" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
<ui:Button text="Experiment" name="Experiment" emoji-fallback-support="true" enabled="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
<ui:Button text="Level 2" name="Level2" emoji-fallback-support="true" enabled="false" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
<ui:Button text="Credits&#10;" name="Credits" emoji-fallback-support="true" style="background-color: rgb(101, 24, 101); color: rgb(255, 255, 255); font-size: 30px; width: 75%; align-self: center;"/>
</ui:VisualElement>
</ui:UXML>
+2 -2
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@@ -1,4 +1,4 @@
<ui:UXML xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:Label text="Win"/>
<ui:Button text="Dun"/>
<ui:Label text="Win" style="font-size: 50px;"/>
<ui:Button text="Dun" name="Button" style="font-size: 50px;"/>
</ui:UXML>
+14
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@@ -0,0 +1,14 @@
:root {
}
unityprogressbar__progress {
background-color: rgb(0, 197, 10);
}
.unity-progress-bar__progress {
background-color: rgb(243, 0, 40);
}
.unity-progress-bar__background {
background-color: rgb(70, 0, 11);
}
+12
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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 2c3cb808f8496d4438df1bd06428d6f1
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
disableValidation: 0
unsupportedSelectorAction: 0
@@ -17,6 +17,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/Win.unity
guid: 4130885cdd041af4c8b7861d46bbcf11
- enabled: 1
path: Assets/Scenes/Lose.unity
guid: d554758d849cd094e9fe7db190ef082e
- enabled: 1
path: Assets/Scenes/Credits.unity
guid: 08e6b38f452419e4480fc1510dc9a2de