Merge remote-tracking branch 'origin/main' into Soulaha
This commit is contained in:
commit
9a4f2771c0
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Transform:
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Transform:
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@ -56,7 +56,7 @@ public class CannonScript : MonoBehaviour
|
||||
|
||||
if (hitObject.CompareTag("Enemy"))
|
||||
{
|
||||
hitObject.GetComponent<Enemy>().IsShot(hit.distance);
|
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hitObject.GetComponent<Enemy>().IsShot(hit.distance, damage);
|
||||
}
|
||||
}
|
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if(bullets > 1){
|
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@ -74,7 +74,7 @@ public class CannonScript : MonoBehaviour
|
||||
|
||||
if (hitObject.CompareTag("Enemy"))
|
||||
{
|
||||
hitObject.GetComponent<Enemy>().IsShot(hit.distance);
|
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hitObject.GetComponent<Enemy>().IsShot(hit.distance, damage);
|
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}
|
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}
|
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}
|
||||
|
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@ -18,7 +18,7 @@ public class DimensionController : MonoBehaviour
|
||||
if (ReferenceEquals(enemy, null)) return;
|
||||
|
||||
// Update HP (temp for now)
|
||||
_hp -= 1;
|
||||
_hp -= enemy.DamageDealt();
|
||||
|
||||
// Destroy projectile
|
||||
Destroy(other.gameObject);
|
||||
|
||||
@ -1,5 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Enemy : MonoBehaviour
|
||||
@ -8,17 +7,22 @@ public class Enemy : MonoBehaviour
|
||||
public ParticleSystem explosionDebris;
|
||||
public Transform landingPoint;
|
||||
public GameObject body;
|
||||
public float flyingSpeed;
|
||||
|
||||
private void Update()
|
||||
[Header("Enemy Stats")]
|
||||
public float flyingSpeed;
|
||||
[SerializeField] private float maxHP = 1;
|
||||
[SerializeField] private float damage = 1;
|
||||
private float _health;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
//Debug.DrawRay(transform.position, launchDirection, Color.red);
|
||||
_health = maxHP;
|
||||
}
|
||||
|
||||
public void SetLandingPoint(Transform landingPoint)
|
||||
{
|
||||
this.landingPoint = landingPoint;
|
||||
gameObject.transform.LookAt(landingPoint);
|
||||
|
||||
}
|
||||
|
||||
void SpawnFinished()
|
||||
@ -32,15 +36,17 @@ public class Enemy : MonoBehaviour
|
||||
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * flyingSpeed;
|
||||
}
|
||||
|
||||
public void IsShot(float distance)
|
||||
public void IsShot(float distance, float turretDamage)
|
||||
{
|
||||
float destroyDelay = Mathf.Sqrt(distance)/(500/5);
|
||||
Debug.Log(distance+" : "+destroyDelay);
|
||||
StartCoroutine(Destroy(destroyDelay));
|
||||
_health -= turretDamage;
|
||||
if (_health <= 0) StartCoroutine(Destroy(destroyDelay));
|
||||
}
|
||||
|
||||
private IEnumerator Destroy(float waitTime)
|
||||
{
|
||||
GameManager.Instance.GainPoints(maxHP);
|
||||
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * (flyingSpeed / 3);
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
body.SetActive(false);
|
||||
@ -49,4 +55,9 @@ public class Enemy : MonoBehaviour
|
||||
yield return new WaitForSeconds(3f);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public float DamageDealt()
|
||||
{
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,8 +3,13 @@ using UnityEngine.InputSystem;
|
||||
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private PlayerInput _controls;
|
||||
[SerializeField, ReadOnly] private GameState _state;
|
||||
[SerializeField] private PlayerInput controls;
|
||||
[SerializeField] private CannonScript[] cannonList;
|
||||
[SerializeField] private UIController uiController;
|
||||
|
||||
[Header("Game Variables")]
|
||||
[SerializeField, ReadOnly] private GameState state;
|
||||
[SerializeField, ReadOnly] private float points;
|
||||
|
||||
public static GameManager Instance { get; private set; }
|
||||
|
||||
@ -18,22 +23,81 @@ public class GameManager : MonoBehaviour
|
||||
else
|
||||
{
|
||||
Instance = this;
|
||||
_state = GameState.InGame;
|
||||
state = GameState.InGame;
|
||||
points = 0f;
|
||||
uiController.UpdatePointsText(points);
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerGameOver(int dimensionID)
|
||||
{
|
||||
if (_state == GameState.Loss) return;
|
||||
if (state == GameState.Loss) return;
|
||||
|
||||
// Stop controls
|
||||
_controls.SwitchCurrentActionMap("UI");
|
||||
controls.SwitchCurrentActionMap("UI");
|
||||
|
||||
// Show Game Over Message
|
||||
Debug.Log("Game Over: Dimension " + dimensionID + " has been destroyed");
|
||||
|
||||
// Show Options (Return to Menu / Retry)
|
||||
_state = GameState.Loss;
|
||||
state = GameState.Loss;
|
||||
}
|
||||
|
||||
public bool OnUpgrade(Upgrade selectedUpgrade)
|
||||
{
|
||||
if (!(points >= selectedUpgrade.GetCost())) return false;
|
||||
points -= selectedUpgrade.GetCost();
|
||||
uiController.UpdatePointsText(points);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void UpgradeFireRate(FireRateUpgrade upgrade)
|
||||
{
|
||||
foreach (var cannon in cannonList)
|
||||
{
|
||||
cannon.SetFireRate(upgrade.GetFireRate());
|
||||
}
|
||||
}
|
||||
|
||||
public void UpgradeDamage(DamageUpgrade upgrade)
|
||||
{
|
||||
foreach (var cannon in cannonList)
|
||||
{
|
||||
cannon.SetDamage(upgrade.GetDamage());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void UpgradeBullets(BulletsAmountUpgrade upgrade)
|
||||
{
|
||||
foreach (var cannon in cannonList)
|
||||
{
|
||||
cannon.SetBullets(upgrade.GetBullets());
|
||||
}
|
||||
}
|
||||
|
||||
public float GetPoints()
|
||||
{
|
||||
return points;
|
||||
}
|
||||
|
||||
public void SetPoints(float nPoints)
|
||||
{
|
||||
points = nPoints;
|
||||
uiController.UpdatePointsText(points);
|
||||
}
|
||||
|
||||
public void SpendPoints(float amount)
|
||||
{
|
||||
if (amount > points) return;
|
||||
points -= amount;
|
||||
uiController.UpdatePointsText(points);
|
||||
}
|
||||
|
||||
public void GainPoints(float amount)
|
||||
{
|
||||
points += amount;
|
||||
uiController.UpdatePointsText(points);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -5,16 +5,10 @@ using TMPro;
|
||||
|
||||
public class UIController : MonoBehaviour
|
||||
{
|
||||
[SerializeField]private PlayerController player;
|
||||
[SerializeField]private TMP_Text pointsTxt;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
public void UpdatePointsText(float points)
|
||||
{
|
||||
pointsTxt.text = player.GetPoints().ToString();
|
||||
pointsTxt.text = points.ToString("0");
|
||||
}
|
||||
}
|
||||
|
||||
@ -21,7 +21,7 @@ public class BulletsAmountUpgrade : Upgrade
|
||||
|
||||
public override void Activate(){
|
||||
if(base.UpgradeAttempt()){
|
||||
player.UpgradeBullets(this);
|
||||
GameManager.Instance.UpgradeBullets(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -21,7 +21,7 @@ public class DamageUpgrade : Upgrade
|
||||
|
||||
public override void Activate(){
|
||||
if(base.UpgradeAttempt()){
|
||||
player.UpgradeDamage(this);
|
||||
GameManager.Instance.UpgradeDamage(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -21,7 +21,7 @@ public class FireRateUpgrade : Upgrade
|
||||
|
||||
public override void Activate(){
|
||||
if(base.UpgradeAttempt()){
|
||||
player.UpgradeFireRate(this);
|
||||
GameManager.Instance.UpgradeFireRate(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -45,7 +45,7 @@ public abstract class Upgrade : MonoBehaviour
|
||||
}
|
||||
|
||||
protected bool UpgradeAttempt(){
|
||||
if(lvlUnlocked < imgs.Length && player.OnUpgrade(this)){
|
||||
if(lvlUnlocked < imgs.Length && GameManager.Instance.OnUpgrade(this)){
|
||||
imgs[lvlUnlocked].sprite = unlockedSprite;
|
||||
lvlUnlocked++;
|
||||
if(lvlUnlocked < imgs.Length){
|
||||
|
||||
@ -108,10 +108,11 @@ public class WorldSwitcher : MonoBehaviour {
|
||||
|
||||
void ResetQuadPositions() {
|
||||
Camera currCam = worldInfos[currentWorldIndex].camera;
|
||||
LayerMask currLayer = worldInfos[currentWorldIndex].layer;
|
||||
|
||||
for (int i = 0; i < worldInfos.Length; ++i) {
|
||||
bool usingRenderTexture = i != currentWorldIndex;
|
||||
worldInfos[i].SetUsingRenderTexture(usingRenderTexture);
|
||||
worldInfos[i].SetUsingRenderTexture(usingRenderTexture, currLayer);
|
||||
|
||||
if (usingRenderTexture) {
|
||||
bool fromRight = i - currentWorldIndex > 0;
|
||||
@ -128,12 +129,14 @@ struct WorldInfo {
|
||||
[HideInInspector] public RenderTexture texture;
|
||||
public Transform renderQuad;
|
||||
[HideInInspector] public Material material;
|
||||
public int layer;
|
||||
static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
|
||||
|
||||
public void SetUsingRenderTexture(bool usingTexture) {
|
||||
public void SetUsingRenderTexture(bool usingTexture, int layer) {
|
||||
if (usingTexture) {
|
||||
camera.targetTexture = texture;
|
||||
renderQuad.gameObject.SetActive(true);
|
||||
renderQuad.gameObject.layer = layer;
|
||||
}else {
|
||||
camera.targetTexture = null;
|
||||
renderQuad.gameObject.SetActive(false);
|
||||
@ -145,8 +148,8 @@ struct WorldInfo {
|
||||
if (usingTexture)
|
||||
camera.targetTexture = null;
|
||||
|
||||
//float height = 2f * Mathf.Atan(Mathf.Deg2Rad * camera.fieldOfView) * quadOffset;
|
||||
renderQuad.localScale = new Vector3(camera.aspect, 1f, 1f);
|
||||
float height = 2f * Mathf.Atan(Mathf.Deg2Rad * camera.fieldOfView) * quadOffset;
|
||||
renderQuad.localScale = new Vector3(camera.aspect * height, height, 1f);
|
||||
texture = new RenderTexture(Screen.width, Screen.height, 32);
|
||||
material.SetTexture(CameraTexture, texture);
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user