Merge remote-tracking branch 'origin/main'
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commit
3ac2466bd4
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--- !u!1001 &4910321061857220295
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@ -27,7 +27,7 @@ public class EnemyPathFinding : MonoBehaviour
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private void Rumble()
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{
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RumbleManager.StartRumble(-1, 1f, 1f, 0.5f);
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RumbleManager.StartRumble(-1, 0.5f, 0.5f, 0.25f);
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}
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private void Update()
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@ -3,6 +3,7 @@ using UnityEngine.Events;
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using TMPro;
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using System;
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using UnityUtils;
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using System.Collections;
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public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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{
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@ -32,6 +33,27 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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void Awake()
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{
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currentHealth = maxHealth;
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OnHealthChange.AddListener((_, _) => showRedTint = 1);
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StartCoroutine(RedTintLoop());
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}
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float showRedTint = 0;
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private IEnumerator RedTintLoop()
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{
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SpriteRenderer sr = GetComponentInChildren<SpriteRenderer>();
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while (true)
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{
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if (showRedTint < 0.1f)
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{
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yield return new WaitForSecondsRealtime(0.1f);
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continue;
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}
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sr.color = Color.red;
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yield return new WaitForSecondsRealtime(0.1f);
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sr.color = Color.white;
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yield return new WaitForSecondsRealtime(0.1f);
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}
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}
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void Update()
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@ -17,7 +17,7 @@ public class PlayerAnimationHandler : MonoBehaviour
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}
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public void Run(bool state)
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{
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animator.SetBool("IsRunning", state);
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animator.SetBool("RunMop", state);
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}
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public void Swing(bool state)
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{
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@ -27,10 +27,8 @@ public class RopeRumbling : MonoBehaviour
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{
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this.enabled = false;
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}
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else
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{
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}
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//StartCoroutine(RumbleLoop());
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hasInit = true;
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}
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@ -42,7 +40,25 @@ public class RopeRumbling : MonoBehaviour
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float ropeClamed = Mathf.Max(0, rope.Overshoot);
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float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration);
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float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration);
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RumbleManager.StartRumble(-1, 0, sensitive_mapped, 0.1f);
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float mapped = ropeClamed.Remap(0.5f, 1f, 0f, MaxVibration);
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RumbleManager.StartRumble(-1, mapped, sensitive_mapped, 0.1f);
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//float ropeClamed = Mathf.Max(0, rope.Overshoot);
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//float sensitive_mapped = ropeClamed.Remap(0.2f, 0.8f, 0f, MaxVibration);
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//float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration);
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//rumbleStrength = sensitive_mapped;
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}
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//float rumbleStrength = 0;
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//private IEnumerator RumbleLoop()
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//{
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// while (true)
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// {
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// if (rumbleStrength > 0.1f)
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// {
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// RumbleManager.StartRumble(-1, 0, rumbleStrength, 0.025f);
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// }
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// yield return new WaitForSecondsRealtime(0.2f);
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// }
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//}
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}
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@ -0,0 +1,65 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PauseMenu : MonoBehaviour
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{
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public GameObject pauseMenuUI;
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Gamepad pad;
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// Variable to keep track of the game's pause state
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private bool isPaused = false;
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private void Start()
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{
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if (pauseMenuUI.activeSelf)
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pauseMenuUI.SetActive(false);
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}
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void Update()
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{
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//for (int i = 0; i < Gamepad.all.Count; i++)
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// if(Gamepad.all[i].selectButton)
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// Check if the Escape key is pressed
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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if (isPaused)
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{
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ResumeGame();
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}
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else
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{
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PauseGame();
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}
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}
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}
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// Method to resume the game
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public void ResumeGame()
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{
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// Hide the pause menu
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pauseMenuUI.SetActive(false);
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// Set the time scale to 1 to resume normal gameplay
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Time.timeScale = 1f;
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// Update the pause state
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isPaused = false;
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}
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// Method to pause the game
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public void PauseGame()
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{
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// Show the pause menu
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pauseMenuUI.SetActive(true);
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// Set the time scale to 0 to pause the game
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Time.timeScale = 0f;
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// Update the pause state
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isPaused = true;
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}
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}
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@ -0,0 +1,11 @@
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