From e0345b257f6b435eca0c40b018f20fbc74faee91 Mon Sep 17 00:00:00 2001 From: OliverS Date: Sun, 4 Feb 2024 10:16:11 +0100 Subject: [PATCH 1/4] scale ui --- Assets/Scenes/ControlsTutorialScene.unity | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Assets/Scenes/ControlsTutorialScene.unity b/Assets/Scenes/ControlsTutorialScene.unity index 0336364..7d8c414 100644 --- a/Assets/Scenes/ControlsTutorialScene.unity +++ b/Assets/Scenes/ControlsTutorialScene.unity @@ -221,10 +221,10 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3} m_Name: m_EditorClassIdentifier: - m_UiScaleMode: 0 + m_UiScaleMode: 1 m_ReferencePixelsPerUnit: 100 m_ScaleFactor: 1 - m_ReferenceResolution: {x: 800, y: 600} + m_ReferenceResolution: {x: 1920, y: 108} m_ScreenMatchMode: 0 m_MatchWidthOrHeight: 0 m_PhysicalUnit: 3 @@ -900,7 +900,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &1907822959 RectTransform: m_ObjectHideFlags: 0 From f54efe80be94d3f03067f198af60141e6ee9bfbe Mon Sep 17 00:00:00 2001 From: BOT Alex <44818698+MagicBOTAlex@users.noreply.github.com> Date: Sun, 4 Feb 2024 10:24:38 +0100 Subject: [PATCH 2/4] Im bouta fall asleep!!! --- Assets/Scenes/GameScene.unity | 4 ++-- Assets/Scripts/Enemy/EnemyPathFinding.cs | 2 +- Assets/Scripts/Player/HealthComponent.cs | 22 +++++++++++++++++++ Assets/Scripts/Rumbling/RopeRumbling.cs | 28 +++++++++++++++++++----- 4 files changed, 47 insertions(+), 9 deletions(-) diff --git a/Assets/Scenes/GameScene.unity b/Assets/Scenes/GameScene.unity index a8e3d9c..018a38a 100644 --- a/Assets/Scenes/GameScene.unity +++ b/Assets/Scenes/GameScene.unity @@ -675,7 +675,7 @@ PrefabInstance: objectReference: {fileID: 1920006248} - target: {fileID: 5108819328747686001, guid: 30e0cc55a67f02d4f92b2677ec4b1511, type: 3} propertyPath: MaxVibration - value: 0.5 + value: 0.25 objectReference: {fileID: 0} - target: {fileID: 5150961666696654592, guid: 30e0cc55a67f02d4f92b2677ec4b1511, type: 3} propertyPath: Volume @@ -1281,7 +1281,7 @@ PrefabInstance: objectReference: {fileID: 1920006248} - target: {fileID: 3389629528887116870, guid: 99a6ff8b9591949439b620b13bd249a4, type: 3} propertyPath: MaxVibration - value: 0.5 + value: 0.25 objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] diff --git a/Assets/Scripts/Enemy/EnemyPathFinding.cs b/Assets/Scripts/Enemy/EnemyPathFinding.cs index af8b395..6e124ee 100644 --- a/Assets/Scripts/Enemy/EnemyPathFinding.cs +++ b/Assets/Scripts/Enemy/EnemyPathFinding.cs @@ -27,7 +27,7 @@ public class EnemyPathFinding : MonoBehaviour private void Rumble() { - RumbleManager.StartRumble(-1, 1f, 1f, 0.5f); + RumbleManager.StartRumble(-1, 0.5f, 0.5f, 0.25f); } private void Update() diff --git a/Assets/Scripts/Player/HealthComponent.cs b/Assets/Scripts/Player/HealthComponent.cs index 25aedc0..13fb382 100644 --- a/Assets/Scripts/Player/HealthComponent.cs +++ b/Assets/Scripts/Player/HealthComponent.cs @@ -3,6 +3,7 @@ using UnityEngine.Events; using TMPro; using System; using UnityUtils; +using System.Collections; public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver { @@ -32,6 +33,27 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver void Awake() { currentHealth = maxHealth; + OnHealthChange.AddListener((_, _) => showRedTint = 1); + StartCoroutine(RedTintLoop()); + } + + float showRedTint = 0; + private IEnumerator RedTintLoop() + { + SpriteRenderer sr = GetComponentInChildren(); + while (true) + { + if (showRedTint < 0.1f) + { + yield return new WaitForSecondsRealtime(0.1f); + continue; + } + + sr.color = Color.red; + yield return new WaitForSecondsRealtime(0.1f); + sr.color = Color.white; + yield return new WaitForSecondsRealtime(0.1f); + } } void Update() diff --git a/Assets/Scripts/Rumbling/RopeRumbling.cs b/Assets/Scripts/Rumbling/RopeRumbling.cs index c0115f9..2efee39 100644 --- a/Assets/Scripts/Rumbling/RopeRumbling.cs +++ b/Assets/Scripts/Rumbling/RopeRumbling.cs @@ -27,10 +27,8 @@ public class RopeRumbling : MonoBehaviour { this.enabled = false; } - else - { - - } + + //StartCoroutine(RumbleLoop()); hasInit = true; } @@ -42,7 +40,25 @@ public class RopeRumbling : MonoBehaviour float ropeClamed = Mathf.Max(0, rope.Overshoot); float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration); - float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration); - RumbleManager.StartRumble(-1, 0, sensitive_mapped, 0.1f); + float mapped = ropeClamed.Remap(0.5f, 1f, 0f, MaxVibration); + RumbleManager.StartRumble(-1, mapped, sensitive_mapped, 0.1f); + + //float ropeClamed = Mathf.Max(0, rope.Overshoot); + //float sensitive_mapped = ropeClamed.Remap(0.2f, 0.8f, 0f, MaxVibration); + //float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration); + //rumbleStrength = sensitive_mapped; } + + //float rumbleStrength = 0; + //private IEnumerator RumbleLoop() + //{ + // while (true) + // { + // if (rumbleStrength > 0.1f) + // { + // RumbleManager.StartRumble(-1, 0, rumbleStrength, 0.025f); + // } + // yield return new WaitForSecondsRealtime(0.2f); + // } + //} } From 7612251f7e591333f8c534a9a64ca164c8de6bad Mon Sep 17 00:00:00 2001 From: kimrdd Date: Sun, 4 Feb 2024 10:24:51 +0100 Subject: [PATCH 3/4] pause in progress --- Assets/Scenes/GameScene.unity | 112 +++++++++++++++++++++++++++- Assets/Scripts/UI/PauseMenu.cs | 65 ++++++++++++++++ Assets/Scripts/UI/PauseMenu.cs.meta | 11 +++ 3 files changed, 186 insertions(+), 2 deletions(-) create mode 100644 Assets/Scripts/UI/PauseMenu.cs create mode 100644 Assets/Scripts/UI/PauseMenu.cs.meta diff --git a/Assets/Scenes/GameScene.unity b/Assets/Scenes/GameScene.unity index e5ec1d3..a5e5be8 100644 --- a/Assets/Scenes/GameScene.unity +++ b/Assets/Scenes/GameScene.unity @@ -1153,6 +1153,81 @@ SpriteRenderer: m_WasSpriteAssigned: 1 m_MaskInteraction: 0 m_SpriteSortPoint: 0 +--- !u!1 &1230350817 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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animator.SetBool("IsRunning", state); + animator.SetBool("RunMop", state); } public void Swing(bool state) { diff --git a/Assets/Scripts/UI/PauseMenu.cs b/Assets/Scripts/UI/PauseMenu.cs index 68cae2e..34ca8ad 100644 --- a/Assets/Scripts/UI/PauseMenu.cs +++ b/Assets/Scripts/UI/PauseMenu.cs @@ -19,12 +19,12 @@ public class PauseMenu : MonoBehaviour } void Update() { - for (int i = 0; i < Gamepad.all.Count; i++) - Gamepad.all.ElementAtOrDefault(i); + //for (int i = 0; i < Gamepad.all.Count; i++) + // if(Gamepad.all[i].selectButton) // Check if the Escape key is pressed - if (Input.GetKeyDown(KeyCode.Escape) || PlayerInput.c) + if (Input.GetKeyDown(KeyCode.Escape)) { if (isPaused) {