Pull request #12: Jason
Merge in CEGJ/ludumdare50 from jason to dev * commit '5bd494aaca9537d8bbab12f588aa2885d1394bd8': Integrated SampleScene Tweaked arena colliders Make Vampire empty color on death Cleared off nullable warnings Blur fade!
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10114b268a
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RaycastHit2D hit = Physics2D.Raycast(transform.position, direction, attackRange, (1 << LayerMask.NameToLayer("Safezone")));//Layer 6 is safeZone
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Physics2D.queriesHitTriggers = true;
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29
Assets/Scripts/BlurFade.cs
Normal file
29
Assets/Scripts/BlurFade.cs
Normal file
@ -0,0 +1,29 @@
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#nullable enable
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class BlurFade : MonoBehaviour {
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Volume volume = null!;
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Coroutine? coroutine;
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bool blurred;
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[SerializeField] [Range(0f, 1f)]
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float transitionSpeed = 0.2f;
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void Awake() => volume = GetComponent<Volume>();
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public void SetBlurred(bool value) {
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blurred = value;
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coroutine ??= StartCoroutine(BlurCoroutine());
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}
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IEnumerator BlurCoroutine() {
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while (blurred ? volume.weight <= 1f : volume.weight >= 0f) {
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volume.weight += transitionSpeed * (blurred ? 1f : -1f);
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yield return null;
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}
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coroutine = null;
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}
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}
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11
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11
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public Arena arena = null!;
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[SerializeField]
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[Required]
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[SerializeField] [Required]
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public GameFlowManager gameFlowManager = null!;
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[field: SerializeField] public float Health { get; private set; }
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public Transform target;
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public EntityFlag entityType { get; protected set; }
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public Vector3 direction { get; set; }
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public Collider2D collider { get; private set; }
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[field: SerializeField]public SpriteRenderer renderer { get; private set; }
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public Rigidbody2D rb { get; private set; } = null!;
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public new Collider2D collider { get; private set; } = null!;
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[field: SerializeField] [field: Required]public new SpriteRenderer renderer { get; private set; }
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[SerializeField] GameObject halo;
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[SerializeField] protected Color deadColor = Color.red;
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[SerializeField] protected Color emptyColor = Color.grey;
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@ -15,6 +15,8 @@ public class GameFlowManager : MonoBehaviour {
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[SerializeField] [Required]
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Canvas UICanvas = null!;
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BlurFade blurFade = null!;
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public enum PauseLevel {
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NotPaused,
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PreventActions,
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@ -35,14 +37,17 @@ public class GameFlowManager : MonoBehaviour {
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float fadeStep = 0.02f;
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float fadingTimer;
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bool fadingIn = false;
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[field: SerializeField] TMP_Text startTxt;
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[field: SerializeField] TMP_Text endTxt;
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public event Action<BaseState> stateChanged;
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[field: SerializeField] TMP_Text startTxt = null!;
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[field: SerializeField] TMP_Text endTxt = null!;
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public event Action<BaseState>? stateChanged;
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#region Unity Messages
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void Awake() {
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blurFade = GetComponentInChildren<BlurFade>();
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CurrentState = new StartMenuFlowState(this);
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if (startTxt != null) {
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startTxt.transform.parent.gameObject.SetActive(true);
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@ -152,6 +157,7 @@ public class GameFlowManager : MonoBehaviour {
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gameFlowManager.mainMenu.gameObject.SetActive(true);
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gameFlowManager.mainMenu.SetMenuMode(MainMenuManager.MenuMode.MainMenu);
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gameFlowManager.UICanvas.gameObject.SetActive(false);
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gameFlowManager.blurFade.SetBlurred(true);
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}
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public override void LeaveState() {
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@ -160,6 +166,7 @@ public class GameFlowManager : MonoBehaviour {
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gameFlowManager.mainMenu.ResetMenuState();
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gameFlowManager.mainMenu.gameObject.SetActive(false);
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gameFlowManager.UICanvas.gameObject.SetActive(true);
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gameFlowManager.blurFade.SetBlurred(false);
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}
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}
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@ -207,6 +214,7 @@ public class GameFlowManager : MonoBehaviour {
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gameFlowManager.mainMenu.gameObject.SetActive(true);
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gameFlowManager.mainMenu.SetMenuMode(MainMenuManager.MenuMode.PauseMenu);
|
||||
gameFlowManager.SetPauseLevel(PauseLevel.TimeStop);
|
||||
gameFlowManager.blurFade.SetBlurred(true);
|
||||
}
|
||||
|
||||
public override void LeaveState() {
|
||||
@ -215,6 +223,7 @@ public class GameFlowManager : MonoBehaviour {
|
||||
gameFlowManager.mainMenu.ResetMenuState();
|
||||
gameFlowManager.mainMenu.gameObject.SetActive(false);
|
||||
gameFlowManager.SetPauseLevel(PauseLevel.NotPaused);
|
||||
gameFlowManager.blurFade.SetBlurred(false);
|
||||
}
|
||||
}
|
||||
|
||||
@ -226,8 +235,11 @@ public class GameFlowManager : MonoBehaviour {
|
||||
|
||||
Debug.Log("You died!\nPress Accept to restart!");
|
||||
gameFlowManager.SetPauseLevel(PauseLevel.PreventActions);
|
||||
gameFlowManager.blurFade.SetBlurred(true);
|
||||
}
|
||||
|
||||
public override void LeaveState() => gameFlowManager.blurFade.SetBlurred(false);
|
||||
|
||||
public void ReloadGame() {
|
||||
Debug.Log("Reloading scene...");
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
|
||||
|
||||
@ -11,14 +11,15 @@ public class MinionThrower : MonoBehaviour {
|
||||
[SerializeField] [Required]
|
||||
PlayerStats playerStats = null!;
|
||||
|
||||
public Entity[] minionPrefabs;
|
||||
public GameObject aimArrow;
|
||||
public Entity[] minionPrefabs = null!;
|
||||
public GameObject aimArrow = null!;
|
||||
|
||||
bool isInThrowMode;
|
||||
Vector2 throwDirection;
|
||||
MinionBar minionBar;
|
||||
VampireEntity vampireEntity;
|
||||
PlayerMovement movement;
|
||||
MinionBar minionBar = null!;
|
||||
VampireEntity vampireEntity = null!;
|
||||
PlayerMovement movement = null!;
|
||||
|
||||
float currentCooldownTimer;
|
||||
float currentInitialCooldown;
|
||||
|
||||
|
||||
@ -10,7 +10,7 @@ public class PlayerMovement : MonoBehaviour {
|
||||
|
||||
[SerializeField] [field: Required]
|
||||
PlayerStats stats = null!;
|
||||
[SerializeField] GameObject globalCamera;
|
||||
[SerializeField] GameObject globalCamera = null!;
|
||||
|
||||
[field: Required]
|
||||
Rigidbody2D rb = null!;
|
||||
@ -18,8 +18,8 @@ public class PlayerMovement : MonoBehaviour {
|
||||
Vector2 moveDirection;
|
||||
BaseState currentState = null!;
|
||||
SafeZone? safeZone;
|
||||
VampireEntity vampireEntity;
|
||||
Animator animator;
|
||||
VampireEntity vampireEntity = null!;
|
||||
Animator animator = null!;
|
||||
public bool facingRight { get; private set; } = true;
|
||||
|
||||
bool lastJumpButton;
|
||||
|
||||
@ -34,5 +34,8 @@ public class VampireEntity : Entity {
|
||||
|
||||
public bool IsInSafeZone() => playerMovement.IsInSafeZone;
|
||||
|
||||
protected override void OnDied() => gameFlowManager.GameOver();
|
||||
protected override void OnDied() {
|
||||
OnEmpty();
|
||||
gameFlowManager.GameOver();
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user