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@@ -55,7 +55,6 @@
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<UnityVersion>6000.3.6f1</UnityVersion>
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<Analyzer Include="C:\Program Files\Unity\Hub\Editor\6000.3.6f1\Editor\Data\Tools\BuildPipeline\Unity.SourceGenerators\Unity.UIToolkit.SourceGenerator.dll" />
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@@ -64,16 +63,29 @@
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<Compile Include="Assets\Scripts\PlayerPlatformerController.cs" />
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<Compile Include="Assets\Scripts\AutoSquareSprite.cs" />
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<Compile Include="Assets\Scripts\ScoreManager.cs" />
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<Compile Include="Assets\Scripts\LoseScreenController.cs" />
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<Compile Include="Assets\Scripts\BasketController.cs" />
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<Compile Include="Assets\Scripts\TrickCollisionManager.cs" />
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<Compile Include="Assets\Scripts\Spawner.cs" />
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<Compile Include="Assets\Scripts\PlayerPickupController.cs" />
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<Compile Include="Assets\Scripts\TrickController.cs" />
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<Compile Include="Assets\Scripts\WinSceneController.cs" />
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<Compile Include="Assets\Scripts\PlayerStressController.cs" />
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<Compile Include="Assets\Scripts\TrickSpawnKeeper.cs" />
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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" />
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<Compile Include="Assets\Scripts\HealthGUIController.cs" />
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<Compile Include="Assets\Scripts\PlayerAnimationController.cs" />
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@@ -1,8 +1,27 @@
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BasketController : MonoBehaviour
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{
|
||||
public ScoreManager scoreManager;
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[SerializeField] private Transform basketHoldPoint;
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[SerializeField] private LayerMask trickDetectMask = ~0;
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[SerializeField] private float basketSpawnInterval = 3f;
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private readonly Collider2D[] overlapHits = new Collider2D[8];
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private BoxCollider2D basketCollider;
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private TrickController currentTrick;
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private float nextBasketSpawnTime;
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private void Awake()
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{
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basketCollider = GetComponent<BoxCollider2D>();
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}
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private void FixedUpdate()
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{
|
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RefreshTricksInBasket();
|
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TryBasketSpawn();
|
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}
|
||||
|
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private void OnCollisionEnter2D(Collision2D collision)
|
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{
|
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@@ -12,12 +31,193 @@ public class BasketController : MonoBehaviour
|
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{
|
||||
if (collision.gameObject.GetComponent<TrickController>() != null)
|
||||
{
|
||||
RegisterTrick(collision.gameObject);
|
||||
return;
|
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}
|
||||
|
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RefreshTricksInBasket();
|
||||
if (currentTrick != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
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scoreManager.AddPoints(1);
|
||||
|
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GameObject.Destroy(collision.gameObject);
|
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}
|
||||
}
|
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|
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private void OnCollisionExit2D(Collision2D collision)
|
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{
|
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UnregisterTrick(collision.gameObject);
|
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}
|
||||
|
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private void OnTriggerEnter2D(Collider2D other)
|
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{
|
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if (!other.CompareTag("Interactable"))
|
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{
|
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return;
|
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}
|
||||
|
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if (other.GetComponent<TrickController>() != null)
|
||||
{
|
||||
RegisterTrick(other.gameObject);
|
||||
}
|
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}
|
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|
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private void OnTriggerExit2D(Collider2D other)
|
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{
|
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UnregisterTrick(other.gameObject);
|
||||
}
|
||||
|
||||
private void RegisterTrick(GameObject obj)
|
||||
{
|
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if (obj.TryGetComponent<TrickController>(out var trick))
|
||||
{
|
||||
if (currentTrick != null && currentTrick != trick)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
currentTrick = trick;
|
||||
trick.SetBasketed(true, GetBasketAnchorPosition(trick));
|
||||
nextBasketSpawnTime = Time.time + basketSpawnInterval;
|
||||
}
|
||||
}
|
||||
|
||||
private void UnregisterTrick(GameObject obj)
|
||||
{
|
||||
if (obj == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (obj.TryGetComponent<TrickController>(out var trick))
|
||||
{
|
||||
if (currentTrick == trick)
|
||||
{
|
||||
currentTrick = null;
|
||||
trick.SetBasketed(false);
|
||||
nextBasketSpawnTime = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void RefreshTricksInBasket()
|
||||
{
|
||||
if (basketCollider == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var filter = new ContactFilter2D();
|
||||
filter.SetLayerMask(trickDetectMask);
|
||||
filter.useTriggers = true;
|
||||
|
||||
var hitCount = basketCollider.Overlap(filter, overlapHits);
|
||||
for (var i = 0; i < hitCount; i++)
|
||||
{
|
||||
var hit = overlapHits[i];
|
||||
if (hit == null || !hit.CompareTag("Interactable"))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hit.TryGetComponent<TrickController>(out var trick))
|
||||
{
|
||||
if (currentTrick == null)
|
||||
{
|
||||
currentTrick = trick;
|
||||
trick.SetBasketed(true, GetBasketAnchorPosition(trick));
|
||||
nextBasketSpawnTime = Time.time + basketSpawnInterval;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (currentTrick == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentTrick.IsCarried)
|
||||
{
|
||||
currentTrick.SetBasketed(false);
|
||||
currentTrick = null;
|
||||
nextBasketSpawnTime = 0f;
|
||||
return;
|
||||
}
|
||||
|
||||
var stillInside = false;
|
||||
for (var i = 0; i < hitCount; i++)
|
||||
{
|
||||
var hit = overlapHits[i];
|
||||
if (hit == null || !hit.CompareTag("Interactable"))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (hit.TryGetComponent<TrickController>(out var trick) && trick == currentTrick)
|
||||
{
|
||||
stillInside = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!stillInside)
|
||||
{
|
||||
currentTrick.SetBasketed(false);
|
||||
currentTrick = null;
|
||||
nextBasketSpawnTime = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
private void TryBasketSpawn()
|
||||
{
|
||||
if (currentTrick == null || basketSpawnInterval <= 0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time < nextBasketSpawnTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
TrickController.TrySpawnAt(currentTrick.transform.position);
|
||||
nextBasketSpawnTime = Time.time + basketSpawnInterval;
|
||||
}
|
||||
|
||||
private Vector2? GetBasketAnchorPosition(TrickController trick)
|
||||
{
|
||||
if (basketHoldPoint != null)
|
||||
{
|
||||
return OffsetForTrickHeight(basketHoldPoint.position, trick);
|
||||
}
|
||||
|
||||
if (basketCollider != null)
|
||||
{
|
||||
return OffsetForTrickHeight(basketCollider.bounds.center, trick);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private Vector2 OffsetForTrickHeight(Vector2 anchor, TrickController trick)
|
||||
{
|
||||
if (trick == null)
|
||||
{
|
||||
return anchor;
|
||||
}
|
||||
|
||||
var renderer = trick.GetComponent<SpriteRenderer>();
|
||||
if (renderer == null)
|
||||
{
|
||||
return anchor;
|
||||
}
|
||||
|
||||
anchor.y += renderer.bounds.size.y * 0.5f;
|
||||
return anchor;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class CreditsInputHandler : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<string> buttonNames = new List<string> { "Back" };
|
||||
[SerializeField] private List<string> sceneNames = new List<string> { "MainMenu" };
|
||||
private UIDocument uiDocument;
|
||||
private List<Button> buttons;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
uiDocument ??= GetComponent<UIDocument>();
|
||||
if (uiDocument == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var root = uiDocument.rootVisualElement;
|
||||
if (root == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buttons = new List<Button> { new Button() };
|
||||
for (int i = 0; i < buttons.Count; i++)
|
||||
{
|
||||
int buttonIndex = i;
|
||||
|
||||
buttons[i] = root.Q<Button>(buttonNames[i]);
|
||||
|
||||
if (buttons[i] == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
buttons[i].clicked += () => HandleStartClicked(sceneNames[buttonIndex]);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
for (int i = 0; i < buttons.Count; i++)
|
||||
{
|
||||
if (buttons[i] == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
buttons[i].clicked -= () => HandleStartClicked(buttonNames[i]);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleStartClicked(string sceneName)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(sceneName))
|
||||
{
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df3455d232d364f4b809e3308d7b42b2
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -0,0 +1,32 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class LoseScreenController : MonoBehaviour
|
||||
{
|
||||
[SerializeField]private const string LoseSceneName = "Lose";
|
||||
|
||||
private List<PlayerStressController> players;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
players = Object.FindObjectsByType<PlayerStressController>(FindObjectsSortMode.None).ToList();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (players.Count == 0)
|
||||
return;
|
||||
|
||||
if (players.All(p => p.isPanicking))
|
||||
{
|
||||
TriggerLose();
|
||||
}
|
||||
}
|
||||
|
||||
void TriggerLose()
|
||||
{
|
||||
SceneManager.LoadScene(LoseSceneName);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f5cdb566677d77e438cdf195197a5b85
|
||||
@@ -5,8 +5,8 @@ using UnityEngine.UIElements;
|
||||
|
||||
public class MainMenuController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<string> buttonNames = new List<string> { "Start", "Experiment", "Level2" };
|
||||
[SerializeField] private List<string> sceneNames = new List<string> { "Level1", "Experiment", "Level2" };
|
||||
[SerializeField] private List<string> buttonNames = new List<string> { "Start", "Experiment", "Level2", "Credits" };
|
||||
[SerializeField] private List<string> sceneNames = new List<string> { "Level1", "Experiment", "Level2", "Credits" };
|
||||
private UIDocument uiDocument;
|
||||
private List<Button> buttons;
|
||||
|
||||
@@ -24,7 +24,7 @@ public class MainMenuController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
buttons = new List<Button> { new Button(), new Button(), new Button() };
|
||||
buttons = new List<Button> { new Button(), new Button(), new Button(), new Button() };
|
||||
for (int i = 0; i < buttons.Count; i++)
|
||||
{
|
||||
int buttonIndex = i;
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerAnimationController : MonoBehaviour
|
||||
{
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdb391b004c27a64da8f6922aab5512e
|
||||
@@ -18,19 +18,31 @@ public class PlayerPickupController : MonoBehaviour
|
||||
[SerializeField] private float throwUpwardForce = 0f;
|
||||
[SerializeField] private float throwTriggerThreshold = 0.6f;
|
||||
[SerializeField] private float dropClearance = 0.2f;
|
||||
[SerializeField] private float holdToSpawnTime = 3f;
|
||||
|
||||
[Header("Setup")]
|
||||
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 float holdStartTime;
|
||||
private bool spawnedDuringHold;
|
||||
private float nextHoldSpawnTime;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
platformerController = GetComponent<PlayerPlatformerController>();
|
||||
playerStressController = GetComponent<PlayerStressController>();
|
||||
|
||||
if (inputActions == null)
|
||||
{
|
||||
Debug.LogError("PlayerPickupController missing InputActionAsset reference.", this);
|
||||
@@ -76,10 +88,10 @@ 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;
|
||||
}
|
||||
@@ -94,11 +106,32 @@ public class PlayerPickupController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if(playerStressController.isPanicking)
|
||||
{
|
||||
DropObject(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!heldObject.TryGetComponent<TrickController>(out _))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time >= nextHoldSpawnTime)
|
||||
{
|
||||
if (heldObject == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!TrickController.TrySpawnFromPrefabAt(heldObject.transform.position))
|
||||
{
|
||||
TrickController.TrySpawnAt(heldObject.transform.position);
|
||||
}
|
||||
spawnedDuringHold = true;
|
||||
nextHoldSpawnTime = Time.time + holdToSpawnTime;
|
||||
}
|
||||
|
||||
var gamepad = GetGamepad();
|
||||
if (gamepad == null)
|
||||
{
|
||||
@@ -118,13 +151,15 @@ 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)
|
||||
@@ -134,31 +169,45 @@ 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;
|
||||
}
|
||||
|
||||
heldObject = col.gameObject;
|
||||
holdStartTime = Time.time;
|
||||
spawnedDuringHold = false;
|
||||
nextHoldSpawnTime = holdStartTime + holdToSpawnTime;
|
||||
|
||||
// Parent the object to the HoldPoint and reset its local position
|
||||
heldObject.transform.SetParent(holdPoint);
|
||||
heldObject.transform.localPosition = Vector3.zero;
|
||||
heldObject.transform.localRotation = Quaternion.identity;
|
||||
|
||||
// Disable physics so it doesn't fall or collide with the player
|
||||
if (heldObject.TryGetComponent<Rigidbody2D>(out Rigidbody2D rb))
|
||||
{
|
||||
rb.bodyType = RigidbodyType2D.Kinematic;
|
||||
rb.gravityScale = 0;
|
||||
rb.mass = 0;
|
||||
}
|
||||
|
||||
if (trick != null)
|
||||
{
|
||||
trick.SetCarried(true);
|
||||
}
|
||||
|
||||
// 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 = 0f;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
rb.angularVelocity = 0f;
|
||||
}
|
||||
|
||||
if (playerController != null)
|
||||
{
|
||||
playerController.enabled = false;
|
||||
@@ -178,14 +227,17 @@ public class PlayerPickupController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
void DropObject(bool applyThrow)
|
||||
public 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 +255,7 @@ 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 +269,9 @@ 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>();
|
||||
@@ -227,7 +280,10 @@ public class PlayerPickupController : MonoBehaviour
|
||||
// Unparent
|
||||
heldObject.transform.SetParent(null);
|
||||
heldObject = null;
|
||||
heldBody = null;
|
||||
isChargingThrow = false;
|
||||
spawnedDuringHold = false;
|
||||
nextHoldSpawnTime = 0f;
|
||||
}
|
||||
|
||||
private Gamepad GetGamepad()
|
||||
|
||||
@@ -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 = "Heal";
|
||||
[SerializeField] private string controlSchemeName = "";
|
||||
[SerializeField] private int gamepadIndex = -1;
|
||||
[SerializeField] private float moveSpeed = 6f;
|
||||
@@ -17,18 +18,29 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
[SerializeField] private LayerMask groundMask = ~0;
|
||||
[SerializeField] private float groundCheckDistance = 0.05f;
|
||||
|
||||
private PlayerStressController playerStressController;
|
||||
private PlayerPickupController playerPickupController;
|
||||
private Animator animator;
|
||||
|
||||
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;
|
||||
private int healCoolDownTicks = 15;
|
||||
private int currentHealCoolDown = 0;
|
||||
private bool canHeal = true;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
body = GetComponent<Rigidbody2D>();
|
||||
bodyCollider = GetComponent<BoxCollider2D>();
|
||||
playerStressController = GetComponent<PlayerStressController>();
|
||||
playerPickupController = GetComponent<PlayerPickupController>();
|
||||
animator = GetComponent<Animator>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -51,10 +63,12 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
var map = runtimeActions.FindActionMap(actionMapName, true);
|
||||
moveAction = map.FindAction(moveActionName, true);
|
||||
jumpAction = map.FindAction(jumpActionName, true);
|
||||
healAction = map.FindAction(healActionName, true);
|
||||
|
||||
moveAction.Enable();
|
||||
jumpAction.Enable();
|
||||
jumpAction.performed += OnJumpPerformed;
|
||||
healAction.Enable();
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
@@ -70,6 +84,11 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
moveAction.Disable();
|
||||
}
|
||||
|
||||
if (healAction != null)
|
||||
{
|
||||
healAction.Disable();
|
||||
}
|
||||
|
||||
if (runtimeActions != null)
|
||||
{
|
||||
runtimeActions.Disable();
|
||||
@@ -81,11 +100,50 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if(IsGrounded())
|
||||
{
|
||||
animator.SetBool("isJumping", false);
|
||||
}
|
||||
|
||||
if (healAction == null) return;
|
||||
|
||||
currentHealCoolDown++;
|
||||
|
||||
if (currentHealCoolDown >= healCoolDownTicks)
|
||||
{
|
||||
currentHealCoolDown = 0;
|
||||
canHeal = true;
|
||||
}
|
||||
|
||||
if (moveAction == null)
|
||||
{
|
||||
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>();
|
||||
if (Mathf.Abs(input.x) > 0.01f)
|
||||
{
|
||||
@@ -94,10 +152,29 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
var velocity = body.linearVelocity;
|
||||
velocity.x = input.x * moveSpeed;
|
||||
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)
|
||||
{
|
||||
if (playerStressController.isPanicking || healAction.IsPressed()) return;
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
return;
|
||||
@@ -107,6 +184,8 @@ public class PlayerPlatformerController : MonoBehaviour
|
||||
velocity.y = 0f;
|
||||
body.linearVelocity = velocity;
|
||||
body.AddForce(Vector2.up * jumpImpulse, ForceMode2D.Impulse);
|
||||
|
||||
animator.SetBool("isJumping", true);
|
||||
}
|
||||
|
||||
private bool ShouldFilterDevices()
|
||||
@@ -196,10 +275,22 @@ 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;
|
||||
@@ -6,12 +7,26 @@ using UnityEngine;
|
||||
public class PlayerStressController : MonoBehaviour
|
||||
{
|
||||
public PlayerPickupController pickupController;
|
||||
private Animator animator;
|
||||
|
||||
[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 paralyseDuration = 5f;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
// Start the repeating loop
|
||||
StartCoroutine(StressCheckLoop());
|
||||
}
|
||||
@@ -20,34 +35,61 @@ 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()
|
||||
{
|
||||
|
||||
isPanicking = true;
|
||||
animator.SetBool("isCollapsed", 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)
|
||||
@@ -56,4 +98,15 @@ 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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,8 @@ public class TrickCollisionManager : MonoBehaviour
|
||||
[SerializeField] private string trickLayerName = "Trick";
|
||||
[SerializeField] private string playerLayerName = "Player";
|
||||
[SerializeField] private string treatLayerName = "Treat";
|
||||
[SerializeField] private string destroyTag = "Destroy";
|
||||
|
||||
private bool initialized;
|
||||
|
||||
private void Awake()
|
||||
@@ -43,4 +45,10 @@ public class TrickCollisionManager : MonoBehaviour
|
||||
|
||||
Physics2D.IgnoreLayerCollision(trickLayer, otherLayer, true);
|
||||
}
|
||||
private void onTriggerEnter2D(Collider2D destroy){
|
||||
if (destroy.CompareTag(destroyTag))
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,6 +11,8 @@ public class TrickController : MonoBehaviour
|
||||
private static readonly List<TrickController> ActiveTricks = new List<TrickController>();
|
||||
private static PlayerPlatformerController[] cachedPlayers = Array.Empty<PlayerPlatformerController>();
|
||||
private static float nextPlayerCacheTime;
|
||||
private static bool hasCanonicalScale;
|
||||
private static Vector3 canonicalScale;
|
||||
public static int ActiveCount => ActiveTricks.Count;
|
||||
|
||||
[SerializeField] private string treatTag = "Interactable";
|
||||
@@ -25,25 +27,60 @@ 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 float basketSeekRadius = 8f;
|
||||
[SerializeField] private float basketSeekWeight = 0.9f;
|
||||
[SerializeField] private float basketMinHeight = 0.5f;
|
||||
[SerializeField] private float basketRefreshInterval = 0.6f;
|
||||
[SerializeField] private float basketJumpChance = 0.35f;
|
||||
[SerializeField] private float basketJumpHorizontalRange = 0.8f;
|
||||
[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 float wallAvoidCooldown = 0.2f;
|
||||
|
||||
private Rigidbody2D body;
|
||||
private Transform target;
|
||||
private float nextTargetTime;
|
||||
private Transform basketTarget;
|
||||
private float nextBasketTime;
|
||||
private Vector2 wanderDirection;
|
||||
private float nextWanderTime;
|
||||
private bool isCarried;
|
||||
private bool isBasketed;
|
||||
private float nextConsumeTime;
|
||||
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 float nextWallAvoidTime;
|
||||
private RigidbodyType2D basketBodyType;
|
||||
private float basketGravityScale;
|
||||
private bool basketSimulated;
|
||||
private bool hasBasketAnchor;
|
||||
private Vector2 basketAnchorPosition;
|
||||
[SerializeField] private string basketSortingLayer = "";
|
||||
[SerializeField] private int basketSortingOrder = -10;
|
||||
private SpriteRenderer cachedRenderer;
|
||||
private string originalSortingLayer;
|
||||
private int originalSortingOrder;
|
||||
private Vector3 originalLocalScale;
|
||||
|
||||
public bool IsCarried => isCarried;
|
||||
public bool IsBasketed => isBasketed;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -53,6 +90,13 @@ public class TrickController : MonoBehaviour
|
||||
body.freezeRotation = true;
|
||||
body.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
|
||||
body.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
cachedRenderer = GetComponent<SpriteRenderer>();
|
||||
originalLocalScale = transform.localScale;
|
||||
if (!hasCanonicalScale)
|
||||
{
|
||||
canonicalScale = transform.localScale;
|
||||
hasCanonicalScale = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -78,8 +122,13 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (isBasketed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
@@ -101,6 +150,12 @@ public class TrickController : MonoBehaviour
|
||||
nextTargetTime = Time.time + targetRefreshInterval;
|
||||
}
|
||||
|
||||
if (Time.time >= nextBasketTime)
|
||||
{
|
||||
basketTarget = FindNearestBasketAbove();
|
||||
nextBasketTime = Time.time + basketRefreshInterval;
|
||||
}
|
||||
|
||||
if (Time.time >= nextWanderTime)
|
||||
{
|
||||
wanderDirection = Random.insideUnitCircle.normalized;
|
||||
@@ -121,6 +176,19 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
if (isBasketed)
|
||||
{
|
||||
if (hasBasketAnchor)
|
||||
{
|
||||
transform.position = basketAnchorPosition;
|
||||
}
|
||||
var held = body.linearVelocity;
|
||||
held.x = 0f;
|
||||
held.y = 0f;
|
||||
body.linearVelocity = held;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time < movementLockUntil)
|
||||
{
|
||||
return;
|
||||
@@ -128,9 +196,6 @@ public class TrickController : MonoBehaviour
|
||||
|
||||
if (!IsGrounded())
|
||||
{
|
||||
var airborne = body.linearVelocity;
|
||||
airborne.x = 0f;
|
||||
body.linearVelocity = airborne;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -149,6 +214,15 @@ public class TrickController : MonoBehaviour
|
||||
desiredX += wanderDirection.x * wanderWeight;
|
||||
}
|
||||
|
||||
if (!hasTarget && basketTarget != null)
|
||||
{
|
||||
var basketDelta = (Vector2)basketTarget.position - (Vector2)transform.position;
|
||||
if (basketDelta.y >= basketMinHeight && basketDelta.magnitude <= basketSeekRadius)
|
||||
{
|
||||
desiredX += Mathf.Sign(basketDelta.x) * basketSeekWeight;
|
||||
}
|
||||
}
|
||||
|
||||
// No trick-avoidance bias.
|
||||
|
||||
if (Mathf.Abs(desiredX) < 0.01f)
|
||||
@@ -156,6 +230,22 @@ public class TrickController : MonoBehaviour
|
||||
desiredX = wanderDirection.x * 0.2f;
|
||||
}
|
||||
|
||||
if (Time.time >= nextWallAvoidTime)
|
||||
{
|
||||
var wallDirection = GetWallAvoidDirection(desiredX);
|
||||
if (wallDirection != 0f)
|
||||
{
|
||||
wallAvoidDirection = wallDirection;
|
||||
wallAvoidUntil = Time.time + wallAvoidDuration;
|
||||
nextWallAvoidTime = Time.time + wallAvoidDuration + wallAvoidCooldown;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
@@ -189,6 +279,14 @@ public class TrickController : MonoBehaviour
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (candidate.GetComponent<TrickController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (candidate.GetComponent<PlayerPlatformerController>() != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!candidate.TryGetComponent<Collider2D>(out var collider) || !collider.enabled)
|
||||
{
|
||||
@@ -206,6 +304,48 @@ public class TrickController : MonoBehaviour
|
||||
return best;
|
||||
}
|
||||
|
||||
private Transform FindNearestBasketAbove()
|
||||
{
|
||||
var baskets = FindObjectsByType<BasketController>(FindObjectsSortMode.None);
|
||||
if (baskets == null || baskets.Length == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
Transform best = null;
|
||||
var bestDistance = float.MaxValue;
|
||||
var origin = transform.position;
|
||||
for (var i = 0; i < baskets.Length; i++)
|
||||
{
|
||||
var basket = baskets[i];
|
||||
if (basket == null || !basket.gameObject.activeInHierarchy)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var basketPos = basket.transform.position;
|
||||
var delta = (Vector2)basketPos - (Vector2)origin;
|
||||
if (delta.y < basketMinHeight)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var distance = delta.magnitude;
|
||||
if (distance > basketSeekRadius)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (distance < bestDistance)
|
||||
{
|
||||
bestDistance = distance;
|
||||
best = basket.transform;
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
private void TryConsumeTreat()
|
||||
{
|
||||
if (isCarried)
|
||||
@@ -241,22 +381,130 @@ public class TrickController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnTrick(Vector3 position)
|
||||
private bool SpawnTrick(Vector3 position)
|
||||
{
|
||||
if (maxTricks > 0 && ActiveTricks.Count >= maxTricks)
|
||||
{
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (trickPrefab != null)
|
||||
{
|
||||
Instantiate(trickPrefab, position, Quaternion.identity);
|
||||
return;
|
||||
var instance = Instantiate(trickPrefab, position, Quaternion.identity);
|
||||
if (instance != null)
|
||||
{
|
||||
instance.ResetRuntimeState(canonicalScale);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Instantiate(gameObject, position, Quaternion.identity);
|
||||
var clone = Instantiate(gameObject, position, Quaternion.identity);
|
||||
if (clone.TryGetComponent<TrickController>(out var spawned))
|
||||
{
|
||||
spawned.ResetRuntimeState(canonicalScale);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void ResetRuntimeState(Vector3? forcedScale = null)
|
||||
{
|
||||
isCarried = false;
|
||||
isBasketed = false;
|
||||
hasBasketAnchor = false;
|
||||
movementLockUntil = 0f;
|
||||
wallAvoidUntil = 0f;
|
||||
wallAvoidDirection = 0f;
|
||||
if (forcedScale.HasValue)
|
||||
{
|
||||
transform.localScale = forcedScale.Value;
|
||||
}
|
||||
if (cachedRenderer != null)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(basketSortingLayer))
|
||||
{
|
||||
cachedRenderer.sortingLayerName = originalSortingLayer;
|
||||
}
|
||||
cachedRenderer.sortingOrder = originalSortingOrder;
|
||||
}
|
||||
|
||||
body.simulated = true;
|
||||
body.bodyType = RigidbodyType2D.Dynamic;
|
||||
body.gravityScale = 1f;
|
||||
body.linearVelocity = Vector2.zero;
|
||||
body.angularVelocity = 0f;
|
||||
if (TryGetComponent<Collider2D>(out var collider))
|
||||
{
|
||||
collider.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
public static bool TrySpawnAt(Vector3 position)
|
||||
{
|
||||
if (ActiveTricks.Count == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
TrickController candidate = null;
|
||||
TrickController fallback = null;
|
||||
for (var i = 0; i < ActiveTricks.Count; i++)
|
||||
{
|
||||
var trick = ActiveTricks[i];
|
||||
if (trick == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (fallback == null)
|
||||
{
|
||||
fallback = trick;
|
||||
}
|
||||
|
||||
if (!trick.isCarried && !trick.isBasketed)
|
||||
{
|
||||
if (trick.TryGetComponent<Collider2D>(out var collider) && collider.enabled)
|
||||
{
|
||||
candidate = trick;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (candidate == null)
|
||||
{
|
||||
candidate = fallback;
|
||||
}
|
||||
|
||||
return candidate != null && candidate.SpawnTrick(position);
|
||||
}
|
||||
|
||||
public static bool TrySpawnFromPrefabAt(Vector3 position)
|
||||
{
|
||||
if (ActiveTricks.Count == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (var i = 0; i < ActiveTricks.Count; i++)
|
||||
{
|
||||
var trick = ActiveTricks[i];
|
||||
if (trick == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (trick.trickPrefab == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
return trick.SpawnTrick(position);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
private float GetAvoidPlayerDirection()
|
||||
{
|
||||
if (Time.time >= nextPlayerCacheTime)
|
||||
@@ -301,7 +549,7 @@ public class TrickController : MonoBehaviour
|
||||
|
||||
private void TryJump(bool isMoving, float jumpDirection)
|
||||
{
|
||||
if (!isMoving || Time.time < nextJumpTime)
|
||||
if (Time.time < nextJumpTime)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -311,22 +559,60 @@ public class TrickController : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
var chance = jumpChancePerSecond * Time.fixedDeltaTime;
|
||||
if (Random.value > chance)
|
||||
var wantsBasketJump = false;
|
||||
var basketDir = 0f;
|
||||
if (basketTarget != null)
|
||||
{
|
||||
var delta = (Vector2)basketTarget.position - (Vector2)transform.position;
|
||||
if (delta.y >= basketMinHeight && Mathf.Abs(delta.x) <= basketJumpHorizontalRange)
|
||||
{
|
||||
if (Random.value < basketJumpChance)
|
||||
{
|
||||
wantsBasketJump = true;
|
||||
basketDir = Mathf.Sign(delta.x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!wantsBasketJump)
|
||||
{
|
||||
if (!isMoving)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var chance = jumpChancePerSecond * Time.fixedDeltaTime;
|
||||
if (Random.value > chance)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (body.linearVelocity.y > 0.01f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var velocity = body.linearVelocity;
|
||||
velocity.y = 0f;
|
||||
var jumpDir = Mathf.Sign(jumpDirection);
|
||||
var jumpDir = wantsBasketJump ? basketDir : Mathf.Sign(jumpDirection);
|
||||
if (jumpDir == 0f)
|
||||
{
|
||||
jumpDir = Random.value < 0.5f ? -1f : 1f;
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -338,26 +624,86 @@ 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)
|
||||
{
|
||||
isCarried = carried;
|
||||
if (carried && isBasketed)
|
||||
{
|
||||
SetBasketed(false);
|
||||
}
|
||||
if (carried)
|
||||
{
|
||||
target = null;
|
||||
@@ -385,6 +731,62 @@ public class TrickController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBasketed(bool basketed, Vector2? anchorPosition = null)
|
||||
{
|
||||
if (isBasketed == basketed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
isBasketed = basketed;
|
||||
if (basketed)
|
||||
{
|
||||
if (cachedRenderer != null)
|
||||
{
|
||||
originalSortingLayer = cachedRenderer.sortingLayerName;
|
||||
originalSortingOrder = cachedRenderer.sortingOrder;
|
||||
if (!string.IsNullOrWhiteSpace(basketSortingLayer))
|
||||
{
|
||||
cachedRenderer.sortingLayerName = basketSortingLayer;
|
||||
}
|
||||
cachedRenderer.sortingOrder = basketSortingOrder;
|
||||
}
|
||||
if (anchorPosition.HasValue)
|
||||
{
|
||||
hasBasketAnchor = true;
|
||||
basketAnchorPosition = anchorPosition.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
hasBasketAnchor = false;
|
||||
}
|
||||
basketBodyType = body.bodyType;
|
||||
basketGravityScale = body.gravityScale;
|
||||
basketSimulated = body.simulated;
|
||||
body.simulated = true;
|
||||
body.bodyType = RigidbodyType2D.Kinematic;
|
||||
body.gravityScale = 0f;
|
||||
body.linearVelocity = Vector2.zero;
|
||||
body.angularVelocity = 0f;
|
||||
nextJumpTime = Time.time + 0.1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (cachedRenderer != null)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(basketSortingLayer))
|
||||
{
|
||||
cachedRenderer.sortingLayerName = originalSortingLayer;
|
||||
}
|
||||
cachedRenderer.sortingOrder = originalSortingOrder;
|
||||
}
|
||||
hasBasketAnchor = false;
|
||||
body.simulated = basketSimulated;
|
||||
body.bodyType = basketBodyType;
|
||||
body.gravityScale = basketGravityScale;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnThrown()
|
||||
{
|
||||
movementLockUntil = Time.time + throwControlLockTime;
|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class WinSceneController : 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: 1c6f6aec456035b4585c695c990ec825
|
||||
@@ -0,0 +1,34 @@
|
||||
using Unity.VectorGraphics;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
public class WinScreenController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int winScore = 100;
|
||||
|
||||
private string winScreenScene = "Win";
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
/*var root = GetComponent<UIDocument>().rootVisualElement;
|
||||
winScreen = root.Q<VisualElement>("WinScreen");
|
||||
|
||||
winScreen.style.display = DisplayStyle.None;*/
|
||||
|
||||
ScoreManager.OnScoreChanged += CheckWinCondition;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
ScoreManager.OnScoreChanged -= CheckWinCondition;
|
||||
}
|
||||
|
||||
private void CheckWinCondition(int score)
|
||||
{
|
||||
if (score >= winScore)
|
||||
{
|
||||
SceneManager.LoadScene(winScreenScene);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f18668f07e5fc6b4bad4be5953b529bc
|
||||
@@ -0,0 +1,14 @@
|
||||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<ui:VisualElement style="flex-grow: 1; background-color: rgb(0, 0, 0); justify-content: center;">
|
||||
<ui:Label text="Credits " name="Label" style="height: 88px; -unity-text-align: upper-center; font-size: 80%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: bold; color: rgb(255, 255, 255);"/>
|
||||
<ui:Label text="Programming " name="ProgrammingTitle" style="height: 53px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: bold; color: rgb(255, 255, 255);"/>
|
||||
<ui:Label text="Josiah Reinholz Connor Manke Walter Abbott Zeeshaun Masood " name="ProgrammingBody" style="height: 178px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: normal; color: rgb(205, 205, 205);"/>
|
||||
<ui:Label text="Art" name="ArtTitle" style="height: 50px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: bold; color: rgb(255, 255, 255);"/>
|
||||
<ui:Label text="Kevin Ryan Josiah Reinholz" name="ArtBody" style="height: 96px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: normal; color: rgb(205, 205, 205);"/>
|
||||
<ui:Label text="Music" name="MusicTitle" style="height: 56px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: bold; color: rgb(255, 255, 255);"/>
|
||||
<ui:Label text="Evan Roegner" name="MusicBody" style="height: 63px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: normal; color: rgb(205, 205, 205);"/>
|
||||
<ui:Label text="Voice Acting" name="VoiceActingTitle" style="height: 56px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: bold; color: rgb(255, 255, 255);"/>
|
||||
<ui:Label text="Robbie Thao Walter Abbott Connor Manke Evan Roegner" name="VoiceActingBody" style="height: 181px; -unity-text-align: upper-center; font-size: 40%; -unity-font-definition: url("project://database/Assets/Fonts/PressStart2P-vaV7.ttf?fileID=12800000&guid=23a53ce4db6308e4aa6b88d805455d1c&type=3#PressStart2P-vaV7"); -unity-font-style: normal; color: rgb(205, 205, 205);"/>
|
||||
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