Pull request #26: Animation unites

Merge in CGD/gather-and-defend from animation_unites to main

* commit 'e44264d66f2068dc53f341e5bb19684e2e3409db':
  ajout event animation, ajout classe Root qui sert de transition entre la classe Entity et l'animator.
  correction du merge request
  no message
  animations walk/idle/death/move working
This commit is contained in:
Baptiste Girard 2023-07-11 17:37:08 +00:00
commit 525a1ba729
17 changed files with 341 additions and 82 deletions

View File

@ -2066,4 +2066,11 @@ AnimationClip:
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m_HasGenericRootTransform: 1
m_HasMotionFloatCurves: 0
m_Events: []
m_Events:
- time: 0.6166667
functionName: ShotProjectile
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@ -1,5 +1,31 @@
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@ -10,7 +36,8 @@ AnimatorState:
m_Name: walk
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
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m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@ -84,7 +111,8 @@ AnimatorState:
m_Name: idle
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
- {fileID: 1272373060093443428}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@ -126,6 +154,28 @@ AnimatorState:
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--- !u!1101 &1272373060093443428
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m_HasExitTime: 1
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m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1107 &4042451101728204287
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@ -137,16 +187,19 @@ AnimatorStateMachine:
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m_EntryTransitions: []
@ -157,3 +210,25 @@ AnimatorStateMachine:
m_ExitPosition: {x: 800, y: 120, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
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m_CanTransitionToSelf: 1

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@ -4962,4 +4962,11 @@ AnimationClip:
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m_HasGenericRootTransform: 1
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m_Events: []
m_Events:
- time: 0.65
functionName: Attack
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@ -1705,7 +1705,7 @@ AnimationClip:
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m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0

View File

@ -774,7 +774,7 @@ AnimationClip:
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m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
m_LoopTime: 1
m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
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View File

@ -733,7 +733,7 @@ AnimationClip:
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m_LoopTime: 1
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m_LoopBlend: 0
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@ -497,6 +497,7 @@ GameObject:
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@ -562,6 +563,19 @@ SortingGroup:
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View File

@ -527,7 +527,6 @@ MonoBehaviour:
_speed: 0
_attack_damage: 10
_attack_speed: 2
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@ -686,6 +685,7 @@ GameObject:
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m_Layer: 0
m_Name: root
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@ -735,6 +735,20 @@ Animator:
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
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@ -685,6 +685,7 @@ GameObject:
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@ -734,6 +735,19 @@ Animator:
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@ -4,8 +4,14 @@ using UnityEngine;
public class Ally : Entity
{
public override void Start()
{
base.Start();
void Update() {
}
void Update()
{
if(IsEnemyDetected) {
AttackEnemy();
@ -13,17 +19,12 @@ public class Ally : Entity
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Enemy.Hp-=AttackDamage;
Debug.Log("Opponent Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
}
Animation.PlayAttackAnim();
AttackSpeedWait = 0f;
}

View File

@ -5,41 +5,30 @@ using UnityEngine;
public class Archer : Ally
{
[SerializeField]
private GameObject _arrow;
private Rigidbody2D _rigidbodyAlly;
private Rigidbody2D _rigidbodyOpponent;
void Start() {
_rigidbodyAlly = GetComponent<Rigidbody2D>();
public override void Start()
{
base.Start();
Animation = gameObject.AddComponent<AnimationEntity>();
}
void Update() {
void Update()
{
if(IsEnemyDetected) {
_rigidbodyOpponent = Enemy.GetComponent<Rigidbody2D>();
AttackEnemy();
}
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait) {
Animation.Attack();
Animation.PlayAttackAnim();
GameObject _newArrow = Instantiate(_arrow, _rigidbodyAlly.position, Quaternion.identity);
//Warning : the Speed of the arrow is equal to the speed of this unit, if this unit need to move, use an other variable !
_newArrow.GetComponent<Projectile>().Damage = AttackDamage;
_newArrow.GetComponent<Projectile>().EnemySpeed = Enemy.Speed;
_newArrow.GetComponent<Projectile>().VectorStart = _rigidbodyAlly.position;
_newArrow.GetComponent<Projectile>().VectorEnd = _rigidbodyOpponent.position;
_newArrow.GetComponent<Projectile>().Target = Enemy;
AttackSpeedWait = 0f;

View File

@ -5,29 +5,52 @@ using UnityEngine;
public class AnimationEntity : MonoBehaviour
{
private Animator _animator_entity;
private Animator _animatorEntity;
private bool _doSomething = false;
private bool _isDead = false;
void Start() {
_animator_entity = GetComponentInChildren<Animator>();
void Start()
{
_animatorEntity = GetComponentInChildren<Animator>();
}
void Update() {
if (_doSomething && _animator_entity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
void Update()
{
Idle();
if (_doSomething && _animatorEntity.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
{
PlayIdleAnim();
_doSomething = false;
}
}
public void Idle() {
_animator_entity.Play("idle", 0, 0f);
public void PlayIdleAnim()
{
if(!_isDead) {
_animatorEntity.Play("idle", 0, 0f);
}
}
public void Attack() {
_animator_entity.Play("attack", 0, 0f);
public void PlayWalkAnim()
{
if(!_isDead) {
_animatorEntity.Play("walk", 0, 0f);
}
}
public void PlayAttackAnim()
{
if(!_isDead) {
_animatorEntity.Play("attack", 0, 0f);
_doSomething = true;
}
}
public void PlayDieAnim()
{
_animatorEntity.Play("die", 0, 0f);
_doSomething = true;
_isDead = true;
}
}

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@ -22,19 +22,24 @@ public class Detection : MonoBehaviour
void OnTriggerEnter2D(Collider2D other)
{
//Projectiles detection + damage deal
if(_entityLinked != null) {
if(_projectileDamage > 0 && other.gameObject.GetComponent<Entity>() == _entityLinked) {
other.gameObject.GetComponent<Entity>().Hp -= _projectileDamage;
_entityLinked.Hit(_projectileDamage);
//Kill if no hp
if(other.gameObject.GetComponent<Entity>().Hp <= 0) {
Destroy(other.gameObject);
other.gameObject.GetComponent<Entity>().Death();
_entityLinked = null;
}
}
}
void OnTriggerStay2D(Collider2D other) {
}
void OnTriggerStay2D(Collider2D other)
{
if(_entityLinked != null) {
if(_entityLinked.Enemy == null) {
//Detect the enemy and inform the Ally
if (other.gameObject.tag == "Opponent" && _entityLinked is Ally) {
@ -48,16 +53,19 @@ public class Detection : MonoBehaviour
_entityLinked.Enemy = other.gameObject.GetComponent<Entity>();
}
}
}
}
void OnTriggerExit2D(Collider2D other)
{
if(_entityLinked != null) {
if(_projectileDamage == 0) {
if ((other.gameObject.tag == "Opponent" && _entityLinked is Ally) || (other.gameObject.tag == "Ally" && _entityLinked is Opponent)) {
_entityLinked.IsEnemyDetected = false;
}
}
}
}

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@ -16,11 +16,71 @@ public class Entity : LevelObject
private float _attack_speed;
private float _attack_speed_wait = 0f;
private AnimationEntity _animation;
private Shader _shaderGUItext;
private Shader _shaderSpritesDefault;
private SpriteRenderer[] _spriteRenderers;
//Enemy Spotted
private bool _isEnemyDetected = false;
private Entity _enemy;
//Methods
public virtual void Start()
{
_spriteRenderers = GetComponentsInChildren<SpriteRenderer>();
}
//Start the animation of death and the fading of the entity
public void Death()
{
_animation.PlayDieAnim();
Invoke("Dying", 0.1f);
}
//Recursive method that fade the dying entity
void Dying()
{
foreach (SpriteRenderer renderer in _spriteRenderers)
{
Color currentColor = renderer.color;
currentColor.a = currentColor.a - 0.1f;
renderer.color = currentColor;
}
if(_spriteRenderers[0].color.a > 0f) {
Invoke("Dying", 0.1f);
}else {
Destroy(gameObject);
}
}
//When hit : get damage and start a flash of light
public void Hit(int damage)
{
_hp-=damage;
_shaderGUItext = Shader.Find("GUI/Text Shader");
_shaderSpritesDefault = Shader.Find("Sprites/Default");
foreach (SpriteRenderer renderer in _spriteRenderers)
{
renderer.material.shader = _shaderGUItext;
}
Invoke("ReturnNormalColor", 0.1f);
}
//End the flash of light from the method above
void ReturnNormalColor()
{
foreach (SpriteRenderer renderer in _spriteRenderers)
{
renderer.material.shader = _shaderSpritesDefault;
}
}
//GETTERS AND SETTERS
public int Hp

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@ -8,12 +8,16 @@ public class Opponent : Entity
private Vector2 _movementVector = Vector2.zero;
private Rigidbody2D _rigidbody;
void Start()
public override void Start()
{
base.Start();
_rigidbody = GetComponent<Rigidbody2D>();
Animation = gameObject.AddComponent<AnimationEntity>();
}
void Update() {
void Update()
{
_movementVector.x = -Time.deltaTime * Speed;
@ -25,17 +29,12 @@ public class Opponent : Entity
}
void AttackEnemy() {
void AttackEnemy()
{
//Attack Cooldown
if(AttackSpeed < AttackSpeedWait)
{
Enemy.Hp-=AttackDamage;
Debug.Log("Ally Hp = " + Enemy.Hp);
//Kill if no hp
if(Enemy.Hp <= 0) {
Destroy(Enemy);
}
Animation.PlayAttackAnim();
AttackSpeedWait = 0f;
}

37
Assets/Scripts/Root.cs Normal file
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@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Root : MonoBehaviour
{
[SerializeField]
private Entity _entity;
[SerializeField]
private GameObject _projectile;
void Attack() {
_entity.Enemy.Hit( _entity.AttackDamage);
if(_entity.Enemy.Hp <= 0) {
_entity.Enemy.Death();
_entity.IsEnemyDetected = false;
}
}
void ShotProjectile() {
Rigidbody2D _rigidbodyAlly;
Rigidbody2D _rigidbodyOpponent;
_rigidbodyAlly = _entity.GetComponent<Rigidbody2D>();
_rigidbodyOpponent = _entity.Enemy.GetComponent<Rigidbody2D>();
GameObject _newArrow = Instantiate(_projectile, _rigidbodyAlly.position, Quaternion.identity);
//Warning : the Speed of the arrow is equal to the speed of this unit, if this unit need to move, use an other variable !
_newArrow.GetComponent<Projectile>().Damage = _entity.AttackDamage;
_newArrow.GetComponent<Projectile>().EnemySpeed = _entity.Enemy.Speed;
_newArrow.GetComponent<Projectile>().VectorStart = _rigidbodyAlly.position;
_newArrow.GetComponent<Projectile>().VectorEnd = _rigidbodyOpponent.position;
_newArrow.GetComponent<Projectile>().Target = _entity.Enemy;
}
}

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