Pull request #3: Jason
Merge in CEGJ/ludumdare50 from jason to dev * commit '1112e06d471ef8a67c209a2bfa28b0ef34d5e781': Added Press Start to start (without prompt though) Added rough paused state Added Entity.beingPushed() state without actually using it Added NaughtyAttributes
This commit is contained in:
commit
5c4be70437
91
Assets/GameFlowManager.cs
Normal file
91
Assets/GameFlowManager.cs
Normal file
@ -0,0 +1,91 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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//Could be a singleton
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public class GameFlowManager : MonoBehaviour {
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[field: SerializeField]
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public bool Paused { get; private set; } = true;
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public BaseState CurrentState { get; private set; } = null!;
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bool lastStartButton;
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#region Unity Messages
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void Awake() => CurrentState = new StartFlowState(this);
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void Start() => CurrentState.EnterState();
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#endregion
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void SetPause(bool value) {
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Paused = value;
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Time.timeScale = value ? 0f : 1f;
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}
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#region Inputs
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public void OnStart(InputAction.CallbackContext ctx) {
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//feels pretty redundant ^^'
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bool newValue = ctx.ReadValueAsButton();
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bool wasJustPressed = !lastStartButton && newValue;
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lastStartButton = newValue;
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if (!wasJustPressed)
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return;
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if (CurrentState is StartFlowState)
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SwitchState(new GameplayFlowState(this));
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}
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#endregion
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#region States
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void SwitchState(BaseState newState) {
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CurrentState.LeaveState();
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CurrentState = newState;
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newState.EnterState();
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}
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abstract class GameFlowState : BaseState {
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readonly protected GameFlowManager gameFlowManager;
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protected GameFlowState(GameFlowManager gameFlowManager) {
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this.gameFlowManager = gameFlowManager;
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}
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}
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class StartFlowState : GameFlowState {
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public StartFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
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public override void EnterState() {
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base.EnterState();
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Debug.Log("Press Start to start...!");
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gameFlowManager.SetPause(true);
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}
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public override void LeaveState() {
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Debug.Log("Let the games begin!!");
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}
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}
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class GameplayFlowState : GameFlowState {
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public GameplayFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
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public override void EnterState() {
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base.EnterState();
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gameFlowManager.SetPause(false);
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}
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}
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class PauseMenuFlowState : GameFlowState {
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public PauseMenuFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
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public override void EnterState() {
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base.EnterState();
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gameFlowManager.SetPause(true);
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}
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}
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class DeadFlowState : GameFlowState {
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public DeadFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
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public override void EnterState() {
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base.EnterState();
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gameFlowManager.SetPause(true);
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}
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}
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#endregion
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}
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11
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Normal file
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@ -1,12 +1,20 @@
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#nullable enable
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using System.Collections;
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using NaughtyAttributes;
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using UnityEngine;
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public class Arena : MonoBehaviour {
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[SerializeField] [Required]
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GameFlowManager gameFlowManager = null!;
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//TODO probably add initial direction too
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[SerializeField] Vector3[] spawners = null!;
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[SerializeField] ArenaStats stats = null!;
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[SerializeField] GameObject monsterPrefab = null!;
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//TODO Add some kind of "MinLength(1)" attribute
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[SerializeField]
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Vector3[] spawners = null!;
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[SerializeField] [Required]
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||||
ArenaStats stats = null!;
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[SerializeField] [Required]
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GameObject monsterPrefab = null!;
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SafeZone safeZone = null!;
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@ -15,6 +23,9 @@ public class Arena : MonoBehaviour {
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void Start() => StartCoroutine(SpawnEnemies());
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void SpawnEnemy(int spawnerIndex) {
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if (gameFlowManager.Paused)
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return;
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var monster = Instantiate(monsterPrefab, spawners[spawnerIndex], Quaternion.identity).GetComponent<Monster>();
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//TODO Replace hardcoded target with entity discovery
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monster.SetTarget(FindObjectOfType<PlayerMovement>().transform);
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@ -25,7 +36,6 @@ public class Arena : MonoBehaviour {
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||||
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int currentSpawner = 0;
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||||
//TODO Stop when pause/end game
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||||
while (true) {
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SpawnEnemy(currentSpawner);
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currentSpawner = Random.Range(0, spawners.Length);
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@ -1,17 +1,23 @@
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using System.Collections;
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using System.Collections.Generic;
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using NaughtyAttributes;
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using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class Entity : MonoBehaviour
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||||
{
|
||||
[SerializeField] [Required]
|
||||
GameFlowManager gameFlowManager = null!;
|
||||
|
||||
[field: SerializeField] [field: Required]
|
||||
protected EntityStats stats { get; private set; }
|
||||
[field: SerializeField]protected float Health {get; private set; }
|
||||
bool isAlive = true;
|
||||
[SerializeField]public float movementSpeed{get; private set; }
|
||||
[SerializeField]public float rotSpeed {get; private set; }
|
||||
[field: SerializeField]public float movementSpeed{get; private set; }
|
||||
[field: SerializeField]public float rotSpeed {get; private set; }
|
||||
[SerializeField]private float fov;
|
||||
[SerializeField]private float attackRange;
|
||||
[SerializeField]public float attackDmg {get; private set; }
|
||||
[field: SerializeField]public float attackDmg {get; private set; }
|
||||
[SerializeField]protected float attackCooldown;
|
||||
protected float attackTimer;
|
||||
[SerializeField]private Transform target;
|
||||
@ -19,6 +25,7 @@ public class Entity : MonoBehaviour
|
||||
private Collider atkCollider;
|
||||
public Vector3 direction {get; set; }
|
||||
public Rigidbody2D rb {get; private set;}
|
||||
bool beingPushed;
|
||||
|
||||
void Awake() => rb = GetComponent<Rigidbody2D>();
|
||||
|
||||
@ -27,6 +34,14 @@ public class Entity : MonoBehaviour
|
||||
attackTimer = attackCooldown;
|
||||
}
|
||||
|
||||
protected virtual void FixedUpdate() {
|
||||
//TODO sqrMagnitude?
|
||||
if (beingPushed && rb.velocity.magnitude < stats.MinVelocityWhenPushed) {
|
||||
rb.velocity = Vector2.zero;
|
||||
beingPushed = false;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void Attack(){
|
||||
|
||||
}
|
||||
@ -35,9 +50,9 @@ public class Entity : MonoBehaviour
|
||||
|
||||
}
|
||||
|
||||
protected virtual void MoveToTarget(float deltaTime){
|
||||
protected virtual void MoveToTarget(){
|
||||
|
||||
direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed*deltaTime, 0.0f);
|
||||
direction = Vector3.RotateTowards(direction, (target.position - transform.position), rotSpeed*Time.fixedDeltaTime, 0.0f);
|
||||
if(!IsInAttackRange()){
|
||||
rb.MovePosition(transform.position + direction * movementSpeed * deltaTime);
|
||||
}
|
||||
@ -74,4 +89,9 @@ public class Entity : MonoBehaviour
|
||||
public bool IsAlive(){
|
||||
return isAlive;
|
||||
}
|
||||
|
||||
protected void AddImpulse(Vector3 impulse) {
|
||||
beingPushed = true;
|
||||
rb.AddForce(impulse, ForceMode2D.Impulse);
|
||||
}
|
||||
}
|
||||
|
||||
6
Assets/Scripts/EntityStats.cs
Normal file
6
Assets/Scripts/EntityStats.cs
Normal file
@ -0,0 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class EntityStats {
|
||||
[field: SerializeField] [field: Min(0f)]
|
||||
public float MinVelocityWhenPushed { get; private set; } = 5f;
|
||||
}
|
||||
3
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3
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timeCreated: 1648908811
|
||||
@ -12,7 +12,11 @@ public class Monster : AIEntity
|
||||
base.ennemyName = "Gladiator";
|
||||
}
|
||||
|
||||
void FixedUpdate() => MoveToTarget(Time.fixedDeltaTime);
|
||||
protected override void FixedUpdate() {
|
||||
base.FixedUpdate();
|
||||
|
||||
MoveToTarget();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
|
||||
@ -1,10 +1,17 @@
|
||||
#nullable enable
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[RequireComponent(typeof(PlayerInput), typeof(Rigidbody2D))]
|
||||
public class PlayerMovement : MonoBehaviour {
|
||||
[SerializeField] PlayerStats stats = null!;
|
||||
[SerializeField] [Required]
|
||||
GameFlowManager gameFlowManager = null!;
|
||||
|
||||
[SerializeField] [field: Required]
|
||||
PlayerStats stats = null!;
|
||||
|
||||
[field: Required]
|
||||
Rigidbody2D rb = null!;
|
||||
|
||||
Vector2 moveDirection;
|
||||
@ -13,6 +20,7 @@ public class PlayerMovement : MonoBehaviour {
|
||||
|
||||
bool lastJumpButton;
|
||||
|
||||
#region Unity Messages
|
||||
void Awake(){
|
||||
rb = GetComponent<Rigidbody2D>();
|
||||
currentState = new ImmobileMovementState(this);
|
||||
@ -21,17 +29,27 @@ public class PlayerMovement : MonoBehaviour {
|
||||
void Start() => currentState.EnterState();
|
||||
|
||||
void Update() {
|
||||
if (gameFlowManager.Paused)
|
||||
return;
|
||||
|
||||
if (currentState.UpdateState() is {} newState)
|
||||
SwitchState(newState);
|
||||
}
|
||||
|
||||
void FixedUpdate() {
|
||||
if (gameFlowManager.Paused)
|
||||
return;
|
||||
|
||||
if (currentState.FixedUpdateState() is {} newState)
|
||||
SwitchState(newState);
|
||||
}
|
||||
|
||||
void OnDrawGizmos() => currentState?.OnDrawGizmos();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inputs
|
||||
|
||||
public void OnMove(InputAction.CallbackContext ctx) {
|
||||
moveDirection = ctx.ReadValue<Vector2>();
|
||||
if (moveDirection.sqrMagnitude > 1.0f)
|
||||
@ -51,17 +69,15 @@ public class PlayerMovement : MonoBehaviour {
|
||||
return;
|
||||
|
||||
if (safeZone.IsInSafeZone) {
|
||||
if (moveDirection.magnitude >= safeZone.stats.MinJumpJoystickValue)
|
||||
if (moveDirection.magnitude >= safeZone.Stats.MinJumpJoystickValue)
|
||||
SwitchState(new ExitSafeZoneMovementState(this, safeZone, moveDirection));
|
||||
} else //TODO if (AngleBetween(moveDirection, toSafeZone) < 90)
|
||||
SwitchState(new EnterSafeZoneMovementState(this, safeZone));
|
||||
}
|
||||
|
||||
void SwitchState(BaseState newState) {
|
||||
currentState.LeaveState();
|
||||
currentState = newState;
|
||||
newState.EnterState();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Rigidbody
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other) {
|
||||
if (other.GetComponent<SafeZone>() is {} triggeredSafeZone)
|
||||
@ -85,7 +101,17 @@ public class PlayerMovement : MonoBehaviour {
|
||||
rb.isKinematic = !enabled;
|
||||
}
|
||||
|
||||
abstract class BaseStatePlayerMovement : BaseState{
|
||||
#endregion
|
||||
|
||||
#region States
|
||||
|
||||
void SwitchState(BaseState newState) {
|
||||
currentState.LeaveState();
|
||||
currentState = newState;
|
||||
newState.EnterState();
|
||||
}
|
||||
|
||||
abstract class BaseStatePlayerMovement : BaseState {
|
||||
protected PlayerMovement playerMovement;
|
||||
public BaseStatePlayerMovement(PlayerMovement playerMovement){
|
||||
this.playerMovement = playerMovement;
|
||||
@ -96,6 +122,7 @@ public class PlayerMovement : MonoBehaviour {
|
||||
public NormalMovementState(PlayerMovement playerMovement) : base(playerMovement){
|
||||
|
||||
}
|
||||
|
||||
public override BaseState? FixedUpdateState() {
|
||||
playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.stats.movementSpeed;
|
||||
|
||||
@ -140,7 +167,7 @@ public class PlayerMovement : MonoBehaviour {
|
||||
|
||||
class EnterSafeZoneMovementState : JumpingMovementState {
|
||||
readonly SafeZone safeZone;
|
||||
public EnterSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone) : base(playerMovement, safeZone.stats.JumpDuration, safeZone.transform.position) {
|
||||
public EnterSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.transform.position) {
|
||||
this.safeZone = safeZone;
|
||||
}
|
||||
|
||||
@ -153,12 +180,12 @@ public class PlayerMovement : MonoBehaviour {
|
||||
|
||||
protected override BaseState Transition() => new ImmobileMovementState(playerMovement);
|
||||
|
||||
protected override float ModifyLerpTime(float t) => safeZone.stats.JumpSpeedCurve.Evaluate(t);
|
||||
protected override float ModifyLerpTime(float t) => safeZone.Stats.JumpSpeedCurve.Evaluate(t);
|
||||
}
|
||||
|
||||
class ExitSafeZoneMovementState : JumpingMovementState {
|
||||
readonly SafeZone safeZone;
|
||||
public ExitSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone, Vector2 direction) : base(playerMovement, safeZone.stats.JumpDuration, safeZone.GetOutsidePosition(direction)) {
|
||||
public ExitSafeZoneMovementState(PlayerMovement playerMovement, SafeZone safeZone, Vector2 direction) : base(playerMovement, safeZone.Stats.JumpDuration, safeZone.GetOutsidePosition(direction)) {
|
||||
this.safeZone = safeZone;
|
||||
}
|
||||
|
||||
@ -169,7 +196,7 @@ public class PlayerMovement : MonoBehaviour {
|
||||
playerMovement.SetRigidbodyEnabled(true);
|
||||
}
|
||||
|
||||
protected override float ModifyLerpTime(float t) => safeZone.stats.JumpSpeedCurve.Evaluate(t);
|
||||
protected override float ModifyLerpTime(float t) => safeZone.Stats.JumpSpeedCurve.Evaluate(t);
|
||||
}
|
||||
|
||||
class ImmobileMovementState : BaseStatePlayerMovement {
|
||||
@ -188,7 +215,7 @@ public class PlayerMovement : MonoBehaviour {
|
||||
return;
|
||||
|
||||
Vector3 dropPosition = playerMovement.safeZone.GetOutsidePosition(playerMovement.moveDirection);
|
||||
bool canJump = playerMovement.moveDirection.magnitude >= playerMovement.safeZone.stats.MinJumpJoystickValue;
|
||||
bool canJump = playerMovement.moveDirection.magnitude >= playerMovement.safeZone.Stats.MinJumpJoystickValue;
|
||||
Gizmos.color = canJump ? Color.green : Color.red;
|
||||
Gizmos.DrawLine(playerMovement.transform.position, dropPosition);
|
||||
if (canJump)
|
||||
@ -198,4 +225,6 @@ public class PlayerMovement : MonoBehaviour {
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@ -1,7 +1,10 @@
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
|
||||
public class SafeZone : MonoBehaviour {
|
||||
public SafeZoneStats stats;
|
||||
[field: SerializeField] [field: Required]
|
||||
public SafeZoneStats Stats { get; private set; }
|
||||
|
||||
[SerializeField] CircleCollider2D moatCollider;
|
||||
public bool IsInSafeZone { get; private set; } = true;
|
||||
|
||||
@ -14,6 +17,6 @@ public class SafeZone : MonoBehaviour {
|
||||
}
|
||||
|
||||
public Vector3 GetOutsidePosition(Vector2 direction) {
|
||||
return transform.position + (moatCollider.radius + stats.JumpOffset) * (Vector3)direction;
|
||||
return transform.position + (moatCollider.radius + Stats.JumpOffset) * (Vector3)direction;
|
||||
}
|
||||
}
|
||||
@ -1,9 +1,10 @@
|
||||
//TODO Replace with Damageable?
|
||||
|
||||
using NaughtyAttributes;
|
||||
using UnityEngine;
|
||||
|
||||
public class VampireEntity : Entity {
|
||||
[SerializeField] HealthBar healthBar;
|
||||
[SerializeField] [Required]
|
||||
HealthBar healthBar;
|
||||
[Min(10f)]
|
||||
float initialHealth;
|
||||
|
||||
protected override void Start() {
|
||||
|
||||
@ -40,6 +40,15 @@
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
},
|
||||
{
|
||||
"name": "Start",
|
||||
"type": "Button",
|
||||
"id": "01a06960-a379-49e3-9d58-9b7c8effcb3d",
|
||||
"expectedControlType": "Button",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": false
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
@ -284,6 +293,28 @@
|
||||
"action": "SwitchMinion",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "4715f838-717a-4f10-a668-05a6d761a7bc",
|
||||
"path": "<Gamepad>/start",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Gamepad",
|
||||
"action": "Start",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
},
|
||||
{
|
||||
"name": "",
|
||||
"id": "025fe243-6da7-4b27-9c02-f353d7a121df",
|
||||
"path": "<Keyboard>/enter",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Keyboard&Mouse",
|
||||
"action": "Start",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": false
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.dbrizov.naughtyattributes": "https://github.com/dbrizov/NaughtyAttributes.git#upm",
|
||||
"com.unity.2d.animation": "5.1.1",
|
||||
"com.unity.2d.pixel-perfect": "4.0.1",
|
||||
"com.unity.2d.psdimporter": "4.2.0",
|
||||
|
||||
@ -1,5 +1,12 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.dbrizov.naughtyattributes": {
|
||||
"version": "https://github.com/dbrizov/NaughtyAttributes.git#upm",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {},
|
||||
"hash": "8a8fa5a9659a6d63f196391c71e06c4286c8acd7"
|
||||
},
|
||||
"com.unity.2d.animation": {
|
||||
"version": "5.1.1",
|
||||
"depth": 0,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user