This commit is contained in:
BOT Alex 2024-02-04 10:25:02 +01:00
commit 043c7142f7
51 changed files with 8324 additions and 1001 deletions

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m_Name: m_Name:
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pauseMenuUI: {fileID: 1230350817}
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@ -15,7 +15,7 @@ public struct Droplet
public class BloodComputeShader : MonoBehaviour public class BloodComputeShader : MonoBehaviour
{ {
public static BloodComputeShader Instance { get; private set; } public static BloodComputeShader Instance { get; private set; }
public int numParticles = 1000; public int numParticles = 1000;
public ComputeShader bloodCompute; public ComputeShader bloodCompute;
@ -28,6 +28,9 @@ public class BloodComputeShader : MonoBehaviour
public int activeParticles = 0; public int activeParticles = 0;
public long score = 0; public long score = 0;
public int mop1Clean = 0;
public int mop2Clean = 0;
public float squeakVolume = 0.0f; public float squeakVolume = 0.0f;
public AudioSource squeakPlayer; public AudioSource squeakPlayer;
@ -104,8 +107,8 @@ public class BloodComputeShader : MonoBehaviour
argsBuffer = new ComputeBuffer(1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments); argsBuffer = new ComputeBuffer(1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments);
argsBuffer.SetData(args); argsBuffer.SetData(args);
ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 2); ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 3);
numParticlesConsumedBuffer.SetData(new uint[] { 0, 0 }); numParticlesConsumedBuffer.SetData(new uint[] { 0, 0, 0 });
bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer); bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer);
// Initialize with empty data // Initialize with empty data
@ -145,50 +148,58 @@ public class BloodComputeShader : MonoBehaviour
} }
bool putBuffer = false; bool putBuffer = false;
uint[] bufferData = new uint[] {0,0}; uint[] bufferData = {0,0,0};
if (readbackRequest.done) if (readbackRequest.done)
{ {
bufferData[0] = readbackRequest.GetData<uint>()[0]; bufferData = readbackRequest.GetData<uint>().ToArray();
bufferData[1] = readbackRequest.GetData<uint>()[1];
// Blood cleaned // Blood cleaned
if (bufferData[0] > 0) if (bufferData[0] > 0 || bufferData[1] > 0)
{ {
// Debug.Log("Cleaned " + bufferData[0]); // Debug.Log("Cleaned " + bufferData[0]);
activeParticles -= (int)bufferData[0]; uint totalBloodCleaned = bufferData[0] + bufferData[1];
score += bufferData[0]; activeParticles -= (int)totalBloodCleaned;
float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f); score += totalBloodCleaned;
// this doesnt exist but ok
// float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
//RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f); //RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
squeakVolume += 0.1f; squeakVolume += 0.1f;
mop1Clean += (int)bufferData[0];
mop2Clean += (int)bufferData[1];
// Reset counter // Reset counter
putBuffer = true; putBuffer = true;
bufferData[0] = 0; bufferData[0] = 0;
bufferData[1] = 0;
} }
// Blood hitting the floor // Blood hitting the floor
if (bufferData[1] > 0) { if (bufferData[1] > 0)
splatterVolume += bufferData[1]/25.0f; {
splatterVolume += bufferData[1] / 25.0f;
// Debug.Log("splat x" + bufferData[1]); // Debug.Log("splat x" + bufferData[1]);
putBuffer = true; putBuffer = true;
bufferData[1] = 0; bufferData[2] = 0;
} }
RequestAsyncReadback(); RequestAsyncReadback();
} }
if (putBuffer) { if (putBuffer)
{
numParticlesConsumedBuffer.SetData(bufferData); numParticlesConsumedBuffer.SetData(bufferData);
bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer); bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer);
} }
ComputeHelper.Dispatch(bloodCompute, numParticles, 1, 1, UpdateDustKernel); ComputeHelper.Dispatch(bloodCompute, numParticles, 1, 1, UpdateDustKernel);
@ -206,6 +217,9 @@ public class BloodComputeShader : MonoBehaviour
if (squeakVolume < 0.001) if (squeakVolume < 0.001)
squeakVolume = 0; squeakVolume = 0;
mop1Clean = (int)(mop1Clean * 0.8f);
mop2Clean = (int)(mop2Clean * 0.8f);
} }
void FixedUpdate() void FixedUpdate()
@ -266,13 +280,13 @@ public class BloodComputeShader : MonoBehaviour
// Test for race conditions // Test for race conditions
// yield return new WaitForSeconds(1.0f); // yield return new WaitForSeconds(1.0f);
bloodCompute.SetFloat("particleVel", power/4.0f); bloodCompute.SetFloat("particleVel", power / 4.0f);
bloodCompute.SetVector("particleInitPos", loc); bloodCompute.SetVector("particleInitPos", loc);
bloodCompute.SetInt("particlesToInitialize", found); bloodCompute.SetInt("particlesToInitialize", found);
Vector3 pow = UnityEngine.Random.insideUnitSphere * power; Vector3 pow = UnityEngine.Random.insideUnitSphere * power;
pow.z = Mathf.Abs(pow.z); pow.z = Mathf.Abs(pow.z);
bloodCompute.SetVector("initialVelocity",pow); bloodCompute.SetVector("initialVelocity", pow);
ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel); ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);

View File

@ -2,10 +2,10 @@
#pragma kernel UpdateDust #pragma kernel UpdateDust
struct Particle { struct Particle {
float3 position; float3 position;
float3 velocity; float3 velocity;
uint enabled; uint enabled;
uint airborne; uint airborne;
}; };
RWStructuredBuffer<float4> positions; RWStructuredBuffer<float4> positions;
@ -28,115 +28,112 @@ float gravity;
float particleVel; float particleVel;
// Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf // Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf
uint hash(uint state) uint hash(uint state) {
{ state ^= 2747636419u;
state ^= 2747636419u; state *= 2654435769u;
state *= 2654435769u; state ^= state >> 16;
state ^= state >> 16; state *= 2654435769u;
state *= 2654435769u; state ^= state >> 16;
state ^= state >> 16; state *= 2654435769u;
state *= 2654435769u; return state;
return state;
} }
float scaleToRange01(uint state) float scaleToRange01(uint state) { return state / 4294967295.0; }
{
return state / 4294967295.0; [numthreads(64, 1, 1)] void InitDust(uint3 id
: SV_DispatchThreadID) {
if (id.x > particlesToInitialize) {
return;
}
uint i = freeParticles[id.x];
// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >=
// numParticles ) {
while (i <= numParticles) {
if (i == numParticles) {
return;
}
if (particles[i].enabled == 0) {
break;
}
i++;
}
uint randState = i;
randState = hash(randState);
float dv = scaleToRange01(randState) * 3.14f * 2.0f;
float dx = cos(dv);
float dy = sin(dv);
randState = hash(randState);
float dz = scaleToRange01(randState);
float3 nvel = float3(dx, dy, dz) * particleVel;
randState = hash(randState);
nvel.xy *= scaleToRange01(randState);
randState = hash(randState);
float3 iv = initialVelocity * scaleToRange01(randState);
particles[i].velocity = iv + nvel;
particles[i].position = particleInitPos;
particles[i].position.z = 0.01;
particles[i].enabled = 1;
particles[i].airborne = 1;
positions[i] = float4(particles[i].position, 1 * size);
// particles[i].position = positions[i].xyz;
// InterlockedAdd(numParticlesInitialized[0],1);
} }
[numthreads(64, 1, 1)] void UpdateDust(uint3 id
[numthreads(64,1,1)] : SV_DispatchThreadID) {
void InitDust (uint3 id : SV_DispatchThreadID) uint i = id.x;
{
if (id.x > particlesToInitialize) {
return;
}
uint i = freeParticles[id.x];
// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >= numParticles ) {
while (i <= numParticles) {
if (i == numParticles) {
return;
}
if (particles[i].enabled == 0) {
break;
}
i++;
}
uint randState = i;
randState = hash(randState);
float dv = scaleToRange01(randState) * 3.14f*2.0f;
float dx = cos(dv);
float dy = sin(dv);
randState = hash(randState);
float dz = scaleToRange01(randState);
float3 nvel = float3(dx, dy, dz) * particleVel;
randState = hash(randState);
nvel.xy *= scaleToRange01(randState);
randState = hash(randState);
float3 iv = initialVelocity * scaleToRange01(randState);
particles[i].velocity = iv + nvel;
particles[i].position = particleInitPos;
particles[i].position.z = 0.01;
particles[i].enabled = 1;
particles[i].airborne = 1;
positions[i] = float4(particles[i].position, 1 * size);
// particles[i].position = positions[i].xyz;
// InterlockedAdd(numParticlesInitialized[0],1);
}
[numthreads(64,1,1)]
void UpdateDust (uint3 id : SV_DispatchThreadID)
{
uint i = id.x;
if (particles[i].enabled == 0) { if (particles[i].enabled == 0) {
return; return;
} }
float3 pos = particles[i].position;
if (particles[i].position.z > 0) { float3 pos = particles[i].position;
particles[i].velocity.z -= gravity * deltaTime;
} else {
particles[i].velocity -= particles[i].velocity * deltaTime * 15;
if (particles[i].airborne == 1) {
particles[i].airborne = 0;
// Increase splattered particles if (particles[i].position.z > 0) {
InterlockedAdd(numParticlesConsumed[1],1); particles[i].velocity.z -= gravity * deltaTime;
} } else {
particles[i].velocity -= particles[i].velocity * deltaTime * 15;
float3 offset1 = mop1Pos - pos; if (particles[i].airborne == 1) {
offset1.z = 0; particles[i].airborne = 0;
float dist1 = dot(offset1, offset1);
float3 offset2 = mop2Pos - pos; // Increase splattered particles
offset2.z = 0; InterlockedAdd(numParticlesConsumed[2], 1);
float dist2 = dot(offset2, offset2); }
float dist = min(dist1, dist2); float3 offset1 = mop1Pos - pos;
offset1.z = 0;
if (dist < CleanRadius) { float dist1 = dot(offset1, offset1);
particles[i].enabled = 0;
// Increase cleaned particles
InterlockedAdd(numParticlesConsumed[0],1);
}
}
particles[i].position += particles[i].velocity * deltaTime; float3 offset2 = mop2Pos - pos;
positions[i] = float4(particles[i].position, particles[i].enabled * size); offset2.z = 0;
float dist2 = dot(offset2, offset2);
float dist = min(dist1, dist2);
if (dist < CleanRadius) {
particles[i].enabled = 0;
// Increase cleaned particles
if (dist1 < dist2) { // Mop1 is the one that cleaned
InterlockedAdd(numParticlesConsumed[0], 1);
} else {
InterlockedAdd(numParticlesConsumed[1], 1);
}
}
}
particles[i].position += particles[i].velocity * deltaTime;
positions[i] = float4(particles[i].position, particles[i].enabled * size);
} }

View File

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ContinueToGameScene : MonoBehaviour
{
public GameObject anim;
// Start is called before the first frame update
void Start()
{
}
void Update()
{
if (Input.anyKey)
{
anim.SetActive(true);
Invoke("LoadGameScene", 1.5f);
}
}
void LoadGameScene()
{
SceneManager.LoadScene(2);
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameOverMainMenuReturnerButtonScriptForLoadingTheMainMenuSceneOnceAPlayerHasDiedAndHasThenPressedTheMainMenuButtonOnTheGameOverScreen : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

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@ -1,18 +1,46 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System;
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
// Start is called before the first frame update public static GameManager Instance { get; private set; }
public Action OnPlayerDied;
private string penisSuriveTime = "";
void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
void Start() void Start()
{ {
}
public void playerDied(int who)
{
Debug.Break();
}
public void setTime(string t) {
penisSuriveTime = t;
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
} }
} }

View File

@ -99,9 +99,10 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
if (BloodComputeShader.Instance != null) if (BloodComputeShader.Instance != null)
{ {
int blood = (int)(maxHealth * 100.0f * BloodComputeShader.Instance.scoreMult); int blood = (int)(maxHealth * 100.0f * BloodComputeShader.Instance.scoreMult);
float power = 10.0f + (maxHealth / 25.0f);
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f); BloodComputeShader.Instance.createBlood(transform.position, blood / 2, power);
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f); BloodComputeShader.Instance.createBlood(transform.position, blood / 2, power);
} }
} }
} }

View File

@ -9,6 +9,8 @@ public class PlayerCollideAttack : MonoBehaviour
[SerializeField] AnimationCurve speedToDamage; [SerializeField] AnimationCurve speedToDamage;
public float speedYouNeedToNotTakeDamageFromRammingOrSomtmh = 10f;
public void OnCollisionEnter2D(Collision2D collision) public void OnCollisionEnter2D(Collision2D collision)
{ {
if (collision.collider.tag != "Enemy") return; if (collision.collider.tag != "Enemy") return;

View File

@ -18,6 +18,8 @@ public class PlayerMovement : MonoBehaviour
[Header("Whipping")] [Header("Whipping")]
[SerializeField] [SerializeField]
RopeWhipAttack whipAttack; RopeWhipAttack whipAttack;
public float whipSmashSpeed = 2f;
public float whipSmashDamageMult = 2f;
[SerializeField] [SerializeField]
private float whipMoveSpeed = 25f; private float whipMoveSpeed = 25f;
@ -28,6 +30,7 @@ public class PlayerMovement : MonoBehaviour
private PlayerInput playerInput; private PlayerInput playerInput;
private HealthComponent hp; private HealthComponent hp;
private PlayerCollideAttack attack;
private void Start() private void Start()
{ {
@ -85,7 +88,11 @@ public class PlayerMovement : MonoBehaviour
{ {
if (collision.collider.gameObject.CompareTag("Enemy")) if (collision.collider.gameObject.CompareTag("Enemy"))
{ // Other object is an enemy { // Other object is an enemy
hp.TakeDamage(1f); if (whipAttack.IsBeingWhipped && rb.velocity.magnitude > attack.speedYouNeedToNotTakeDamageFromRammingOrSomtmh) {
// collision.collider.gameObject.GetComponent<HealthComponent>().TakeDamage(rb.velocity.magnitude * whipSmashDamageMult);
} else {
hp.TakeDamage(1f);
}
} }
} }
} }

View File

@ -0,0 +1,65 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
public class PauseMenu : MonoBehaviour
{
public GameObject pauseMenuUI;
Gamepad pad;
// Variable to keep track of the game's pause state
private bool isPaused = false;
private void Start()
{
if (pauseMenuUI.activeSelf)
pauseMenuUI.SetActive(false);
}
void Update()
{
for (int i = 0; i < Gamepad.all.Count; i++)
Gamepad.all.ElementAtOrDefault(i);
// Check if the Escape key is pressed
if (Input.GetKeyDown(KeyCode.Escape) || PlayerInput.c)
{
if (isPaused)
{
ResumeGame();
}
else
{
PauseGame();
}
}
}
// Method to resume the game
public void ResumeGame()
{
// Hide the pause menu
pauseMenuUI.SetActive(false);
// Set the time scale to 1 to resume normal gameplay
Time.timeScale = 1f;
// Update the pause state
isPaused = false;
}
// Method to pause the game
public void PauseGame()
{
// Show the pause menu
pauseMenuUI.SetActive(true);
// Set the time scale to 0 to pause the game
Time.timeScale = 0f;
// Update the pause state
isPaused = true;
}
}

View File

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@ -22,5 +22,6 @@ public class SurvivalTimer : MonoBehaviour
int minutes = Mathf.FloorToInt(elapsedTime / 60); int minutes = Mathf.FloorToInt(elapsedTime / 60);
int seconds = Mathf.FloorToInt(elapsedTime % 60); int seconds = Mathf.FloorToInt(elapsedTime % 60);
timerText.text = string.Format("{00:00}:{01:00}", minutes, seconds); timerText.text = string.Format("{00:00}:{01:00}", minutes, seconds);
GameManager.Instance.setTime(timerText.text);
} }
} }

View File

@ -11,6 +11,11 @@ public class Wait2SecondsToShow : MonoBehaviour
private void Start() private void Start()
{ {
canvas = GetComponent<Image>(); canvas = GetComponent<Image>();
Invoke(nameof(StartFade), 2.8f);
}
void StartFade()
{
StartCoroutine(FadeOut(2f)); StartCoroutine(FadeOut(2f));
} }

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