Merge remote-tracking branch 'origin/dev' into jason

# Conflicts:
#	Assets/Prefabs/UI Canvas.prefab
#	Assets/Scripts/Arena Stats.asset
#	Assets/Scripts/GameFlowManager.cs
This commit is contained in:
Jason Durand 01 2022-04-02 17:54:42 -04:00
commit dd3d1fb57c
18 changed files with 6538 additions and 24 deletions

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@ -8,6 +8,7 @@ public class BloodSucker : MonoBehaviour {
[SerializeField] float suckDuration = 1f;
[SerializeField] float suckRange = 1f;
[SerializeField] float healthGainFromSuck = 30f;
[SerializeField] ParticleSystem bloodParticles;
Entity currentTarget;
VampireEntity vampireEntity;
@ -16,6 +17,7 @@ public class BloodSucker : MonoBehaviour {
void Awake() {
vampireEntity = GetComponent<VampireEntity>();
bloodParticles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
}
void FixedUpdate() {
@ -39,11 +41,11 @@ public class BloodSucker : MonoBehaviour {
public void ToggleSuck(InputAction.CallbackContext context) {
if (context.performed) {
if (currentTarget != null) {
isSucking = true;
SetIsSucking(true);
currentSuckTimer = suckDuration;
}
} else if (context.canceled) {
isSucking = false;
SetIsSucking(false);
}
}
@ -60,7 +62,7 @@ public class BloodSucker : MonoBehaviour {
void SetTarget(Entity newTarget) {
if(newTarget != currentTarget) {
isSucking = false;
SetIsSucking(false);
}
if (currentTarget != null) {
UnHighlightTarget();
@ -75,6 +77,8 @@ public class BloodSucker : MonoBehaviour {
}
void PerformSuck(float deltaTime) {
bloodParticles.gameObject.transform.rotation = Quaternion.FromToRotation(transform.right, currentTarget.transform.position - transform.position);
currentSuckTimer -= deltaTime;
if (currentSuckTimer < 0f) {
currentTarget.bloodTokens -= 1;
@ -82,7 +86,7 @@ public class BloodSucker : MonoBehaviour {
// print("One token sucked");
if (currentTarget.bloodTokens == 0) {
SetTarget(null);
isSucking = false;
SetIsSucking(false);
// TODO : Dispawn target
} else {
currentSuckTimer = suckDuration;
@ -90,6 +94,15 @@ public class BloodSucker : MonoBehaviour {
}
}
void SetIsSucking(bool value) {
isSucking = value;
if(isSucking) {
bloodParticles.Play();
} else {
bloodParticles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
}
}
void HighlightTarget() {
currentTarget.EnableHalo();
}

View File

@ -7,20 +7,30 @@ using UnityEngine.SceneManagement;
public class GameFlowManager : MonoBehaviour {
[SerializeField] [Required]
GameTimer gameTimer = null!;
/// <summary>
/// True if time is frozen (Start, Pause Menu, Dead)
/// </summary>
/// <remarks>Could be renamed appropriately</remarks>
[field: SerializeField]
public bool Paused { get; private set; } = true;
public BaseState CurrentState { get; private set; } = null!;
bool lastStartButton;
bool lastAcceptButton;
[SerializeField] GameObject startPrompt;
#region Unity Messages
void Awake() => CurrentState = new StartFlowState(this);
#region Unity Messages
void Awake() {
CurrentState = new StartFlowState(this);
if (startPrompt != null) {
startPrompt.SetActive(true);
}
}
void Start() => CurrentState.EnterState();
#endregion
void SetPause(bool value) {
@ -32,14 +42,17 @@ public class GameFlowManager : MonoBehaviour {
public void GameOver() => SwitchState(new DeadFlowState(this));
#region Inputs
public void OnStart(InputAction.CallbackContext ctx) {
if (!ctx.WasPressedThisFrame(ref lastStartButton))
return;
if (CurrentState is StartFlowState)
if (CurrentState is StartFlowState) {
startPrompt.SetActive(false);
SwitchState(new GameplayFlowState(this));
}
}
public void OnAccept(InputAction.CallbackContext ctx) {
if (!ctx.WasPressedThisFrame(ref lastAcceptButton))
return;
@ -47,18 +60,20 @@ public class GameFlowManager : MonoBehaviour {
if (CurrentState is DeadFlowState deadState)
deadState.ReloadGame();
}
#endregion
#region States
void SwitchState(BaseState newState) {
CurrentState.LeaveState();
CurrentState = newState;
newState.EnterState();
}
abstract class GameFlowState : BaseState {
readonly protected GameFlowManager gameFlowManager;
readonly protected GameFlowManager gameFlowManager;
protected GameFlowState(GameFlowManager gameFlowManager) {
this.gameFlowManager = gameFlowManager;
}
@ -66,10 +81,10 @@ public class GameFlowManager : MonoBehaviour {
class StartFlowState : GameFlowState {
public StartFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
public override void EnterState() {
base.EnterState();
Debug.Log("Press Start to start...!");
gameFlowManager.SetPause(true);
}
@ -78,36 +93,39 @@ public class GameFlowManager : MonoBehaviour {
Debug.Log("Let the games begin!!");
}
}
class GameplayFlowState : GameFlowState {
public GameplayFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
public override void EnterState() {
base.EnterState();
gameFlowManager.gameTimer.StartTimer();
gameFlowManager.SetPause(false);
}
public override void LeaveState() {
base.LeaveState();
gameFlowManager.gameTimer.PauseTimer();
}
}
class PauseMenuFlowState : GameFlowState {
public PauseMenuFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
public override void EnterState() {
base.EnterState();
gameFlowManager.SetPause(true);
}
}
class DeadFlowState : GameFlowState {
public DeadFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {}
public override void EnterState() {
base.EnterState();
Debug.Log("You died!\nPress Accept to restart!");
gameFlowManager.SetPause(true);
}
@ -117,5 +135,6 @@ public class GameFlowManager : MonoBehaviour {
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
#endregion
}

View File

@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenuManager : MonoBehaviour {
public void GoToScene(int sceneNb) {
SceneManager.LoadScene(sceneNb);
}
public void QuitGame() {
Application.Quit(0);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8560765ad764680488938e0b0912b914
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -14,6 +14,7 @@ public class PlayerMovement : MonoBehaviour {
[field: Required]
Rigidbody2D rb = null!;
[SerializeField] GameObject safeZonePrompt;
Vector2 moveDirection;
BaseState currentState = null!;
@ -28,6 +29,7 @@ public class PlayerMovement : MonoBehaviour {
void Awake() {
rb = GetComponent<Rigidbody2D>();
currentState = new ImmobileMovementState(this);
safeZonePrompt.SetActive(false);
}
void Start() {
@ -47,6 +49,12 @@ public class PlayerMovement : MonoBehaviour {
if (gameFlowManager.Paused)
return;
if (safeZone != null && safeZone.IsInSafeZone) {
safeZonePrompt.SetActive(false);
} else {
safeZonePrompt.SetActive(true);
}
if (currentState.FixedUpdateState() is {} newState)
SwitchState(newState);
}

View File

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class ScreenShaker : MonoBehaviour {
CinemachineVirtualCamera cam;
CinemachineBasicMultiChannelPerlin noise;
void Awake() {
cam = GetComponent<CinemachineVirtualCamera>();
noise = cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
public void Shake(float magnitude = 1f, float duration = 0.2f) {
StartCoroutine(ShakeCoroutine(magnitude, duration));
}
IEnumerator ShakeCoroutine(float magnitude, float duration) {
noise.m_AmplitudeGain = magnitude;
noise.m_FrequencyGain = 10f;
yield return new WaitForSeconds(duration);
noise.m_AmplitudeGain = 0f;
noise.m_FrequencyGain = 1f;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 69316e5653a69e04a97ae92bd78b1430
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -5,6 +5,9 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/Scenes/Main Menu.unity
guid: 68bb79cf26688ab46a0c4c582d1cb315
- enabled: 1
path: Assets/Scenes/SampleScene.unity
guid: 2cda990e2423bbf4892e6590ba056729