Compare commits
8
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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5864dd15b8 | ||
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6894b3a475 | ||
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b09362917a | ||
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86381e4067 | ||
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659a0ffd23 | ||
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64a9edf527 | ||
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efbad01d46 | ||
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2814b6c7a2 |
@@ -64,12 +64,16 @@
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||||
<Compile Include="Assets\Scripts\WinScreenController.cs" />
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||||
<Compile Include="Assets\Scripts\MainMenuController.cs" />
|
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<Compile Include="Assets\Scripts\CreditsInputHandler.cs" />
|
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<Compile Include="Assets\Scripts\LoseGuiController.cs" />
|
||||
<Compile Include="Assets\Scripts\HealthGUIController.cs" />
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</ItemGroup>
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<None Include="Assets\UI Toolkit\CreditsGUI.uxml" />
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<None Include="Assets\ProgressBar.uss" />
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<None Include="Assets\UI Toolkit\LoseScreen.uxml" />
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<None Include="Assets\UI Toolkit\MainMenu.uxml" />
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<None Include="Assets\UI Toolkit\WinScreenMenu.uxml" />
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<None Include="Assets\UI Toolkit\progressBar.uss" />
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<None Include="Assets\UI Toolkit\GameGUI.uxml" />
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using System.Collections.Generic;
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using UnityEngine;
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{
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private UIDocument uiDocument;
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{
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{
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return;
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}
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playerLifeList = new List<Image>() { new Image(), new Image(), new Image(), new Image() };
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playerStressBarList = new List<ProgressBar>() { new ProgressBar(), new ProgressBar(), new ProgressBar(), new ProgressBar() };
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playerLifeList[0] = root.Q<Image>("Player1Life");
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playerLifeList[1] = root.Q<Image>("Player2Life");
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playerLifeList[2] = root.Q<Image>("Player3Life");
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playerLifeList[3] = root.Q<Image>("Player4Life");
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playerLifeList[1].tintColor = players[1].gameObject.GetComponent<SpriteRenderer>() ? players[1].gameObject.GetComponent<SpriteRenderer>().color : Color.white;
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playerStressBarList[0] = root.Q<ProgressBar>("Player1StressBar");
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playerStressBarList[1] = root.Q<ProgressBar>("Player2StressBar");
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playerStressBarList[2] = root.Q<ProgressBar>("Player3StressBar");
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playerStressBarList[3] = root.Q<ProgressBar>("Player4StressBar");
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}
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void Update()
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{
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for (int i = 0; i < players.Count; i++)
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{
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//update stress bar
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float ratio = Mathf.Clamp01(players[i].currentStress / players[i].maxStress);
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// Update the bar's value (0-100)
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playerStressBarList[i].value = ratio * 100f;
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//update sprite
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playerLifeList[i].sprite = players[i].currentStress switch
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{
|
||||
>= 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
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9c38ae32eef77b54bb36b487e11c7422
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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))
|
||||
{
|
||||
|
||||
@@ -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&guid=2c3cb808f8496d4438df1bd06428d6f1&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("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement style="flex-grow: 1;">
|
||||
<ui:Image name="Player1Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&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("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); height: 50%;"/>
|
||||
<ui:VisualElement style="flex-grow: 1;">
|
||||
<ui:Image name="Player2Life" source="project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=21300000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&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("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); 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&guid=03a067405c8cfa945a9ed2e8ff6a71dd&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("project://database/Assets/Art/Final%20Sprites/P_Health01.png?fileID=2800000&guid=03a067405c8cfa945a9ed2e8ff6a71dd&type=3#P_Health01"); 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&guid=03a067405c8cfa945a9ed2e8ff6a71dd&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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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 " 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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user