Removed all warnings
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3364a2785d
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2626dde244
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@ -10,7 +10,7 @@ public class EnemyPathFinding : MonoBehaviour
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[SerializeField] public Transform[] targets;
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[SerializeField] public Transform[] targets;
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[SerializeField] private float ropeDistCheck = 1f;
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[SerializeField] private float ropeDistCheck = 1f;
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[SerializeField] private float stopBeforeTargetOffset = 1f;
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//[SerializeField] private float stopBeforeTargetOffset = 1f; //Unused
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[SerializeField] private LayerMask ropeCheckMask;
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[SerializeField] private LayerMask ropeCheckMask;
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private bool isCollidingWithTarget;
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private bool isCollidingWithTarget;
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@ -14,7 +14,7 @@ public class EnemySpawner : NetworkBehaviour
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[SerializeField] private float difficultyIncreasePerWave = 1f;
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[SerializeField] private float difficultyIncreasePerWave = 1f;
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[SerializeField] public float WaveTime = 20f;
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[SerializeField] public float WaveTime = 20f;
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[SerializeField] private float SpawnRadius = 10;
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[SerializeField] private float SpawnRadius = 10;
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[SerializeField] private int NumEnemies = 6;
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//[SerializeField] private int NumEnemies = 6; //Unused
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private GameObject[] players;
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private GameObject[] players;
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[SerializeField] private float initialSpawnDelay = 5;
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[SerializeField] private float initialSpawnDelay = 5;
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[Space(10)]
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[Space(10)]
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@ -30,7 +30,7 @@ public class EnemySpawner : NetworkBehaviour
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public static EnemySpawner instance;
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public static EnemySpawner instance;
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private static int idCounter = 0;
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//private static int idCounter = 0; //Unused
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private void OnEnable()
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private void OnEnable()
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{
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{
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@ -13,8 +13,8 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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[SerializeField] private bool onlyCallZeroHealthOnce = true;
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[SerializeField] private bool onlyCallZeroHealthOnce = true;
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[SerializeField] float maxHealth = 100;
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[SerializeField] float maxHealth = 100;
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[SerializeField] float damageTickDelay = 0.25f;
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//[SerializeField] float damageTickDelay = 0.25f; //Unused
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private float currentDamageTick = 0f;
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//private float currentDamageTick = 0f; //Unused
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private float accumulatedDamageInTick = 0f;
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private float accumulatedDamageInTick = 0f;
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public float currentHealth { get; private set; }
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public float currentHealth { get; private set; }
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@ -87,23 +87,22 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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void Update()
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void Update()
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{
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{
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return;
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//// blod regen
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// blod regen
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//if (bloodRegen)
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if (bloodRegen)
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//{
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{
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// PlayerInput playerInput = GetComponent<PlayerInput>();
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PlayerInput playerInput = GetComponent<PlayerInput>();
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// float bloodAccumalted = playerInput.PlayerNum == 0 ? BloodComputeShader.Instance.mop1Clean : BloodComputeShader.Instance.mop2Clean;
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float bloodAccumalted = playerInput.PlayerNum == 0 ? BloodComputeShader.Instance.mop1Clean : BloodComputeShader.Instance.mop2Clean;
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// TakeDamage(-bloodAccumalted / regen);
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TakeDamage(-bloodAccumalted / regen);
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//}
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}
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if (currentDamageTick < Time.time)
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//if (currentDamageTick < Time.time)
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{
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//{
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if (accumulatedDamageInTick < 1f) return;
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// if (accumulatedDamageInTick < 1f) return;
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OnHealthChangeAtPos?.Invoke(transform.position.Add(y: 2f), accumulatedDamageInTick);
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// OnHealthChangeAtPos?.Invoke(transform.position.Add(y: 2f), accumulatedDamageInTick);
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currentDamageTick = Time.time + damageTickDelay;
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// currentDamageTick = Time.time + damageTickDelay;
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accumulatedDamageInTick = 0f;
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// accumulatedDamageInTick = 0f;
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}
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//}
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}
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}
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public float getMaxHealth() {
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public float getMaxHealth() {
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@ -79,7 +79,7 @@ public class AudioManager : MonoBehaviour
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{
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{
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Destroy(audioSource.gameObject);
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Destroy(audioSource.gameObject);
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}
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}
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catch (SystemException err)
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catch (SystemException)
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{
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{
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}
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}
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@ -5,7 +5,7 @@ using UnityEngine.InputSystem;
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public class RopeRumbling : MonoBehaviour
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public class RopeRumbling : MonoBehaviour
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{
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{
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[SerializeField] private float RopeRubleTolerance = 0.5f;
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//[SerializeField] private float RopeRubleTolerance = 0.5f; //Unused
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[SerializeField] private float MaxVibration = 0.8f;
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[SerializeField] private float MaxVibration = 0.8f;
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private PlayerInput pInput;
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private PlayerInput pInput;
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@ -11,7 +11,7 @@ public class PlayerMovement : MonoBehaviour
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public float moveSpeed = 5f;
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public float moveSpeed = 5f;
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private Rigidbody2D rb;
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private Rigidbody2D rb;
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private bool right = false;
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//private bool right = false; //Unused
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[Header("Whipping")]
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[Header("Whipping")]
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[SerializeField]
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[SerializeField]
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@ -19,11 +19,11 @@ public class PlayerMovement : MonoBehaviour
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public float whipSmashSpeed = 2f;
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public float whipSmashSpeed = 2f;
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public float whipSmashDamageMult = 2f;
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public float whipSmashDamageMult = 2f;
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[SerializeField]
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//[SerializeField] //Unused
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private float whipMoveSpeed = 25f;
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//private float whipMoveSpeed = 25f;
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[SerializeField]
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//[SerializeField] //Unused
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private float maxWhipMoveSpeed = 30f;
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//private float maxWhipMoveSpeed = 30f;
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private IMoveData playerInput;
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private IMoveData playerInput;
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@ -52,13 +52,13 @@ public class Upgrader : MonoBehaviour
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private PlayerInput Player1Input;
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private PlayerInput Player1Input;
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private PlayerInput Player2Input;
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private PlayerInput Player2Input;
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private float acceptTime = 0f;
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//private float acceptTime = 0f; //Unused
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private Image background;
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private Image background;
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private Image[] upgradeImages = new Image[8];
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private Image[] upgradeImages = new Image[8];
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private bool prevCouldUpgrade = true;
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// private bool prevCouldUpgrade = true; //Unused
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public Image BloodMeter;
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public Image BloodMeter;
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public TMPro.TextMeshProUGUI description;
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public TMPro.TextMeshProUGUI description;
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@ -370,9 +370,6 @@ public class Upgrader : MonoBehaviour
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BloodMeter.fillAmount = ((float)bloodManager.score) / ((float)upgradeCost);
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BloodMeter.fillAmount = ((float)bloodManager.score) / ((float)upgradeCost);
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}
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}
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// dont care
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yield return null;
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}
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}
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}
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}
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@ -6,12 +6,12 @@ using UnityUtils;
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public class RopeSounding : MonoBehaviour
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public class RopeSounding : MonoBehaviour
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{
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{
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[SerializeField] private float PlayTime = 1f;
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// [SerializeField] private float PlayTime = 1f; //Unused
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RopeSimulatorOld rope;
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RopeSimulatorOld rope;
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AudioSource AS;
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AudioSource AS;
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float playTimeLeft = 0;
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//float playTimeLeft = 0; //Unused
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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