Merge remote-tracking branch 'origin/main'
This commit is contained in:
commit
3cc55a9b74
|
@ -20,7 +20,7 @@ AnimationClip:
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@ -29,7 +29,7 @@ AnimationClip:
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@ -112,7 +112,7 @@ AnimationClip:
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@ -121,7 +121,7 @@ AnimationClip:
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@ -20,7 +20,7 @@ AnimationClip:
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@ -97,7 +97,7 @@ AnimationClip:
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@ -20,7 +20,7 @@ AnimationClip:
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@ -29,7 +29,7 @@ AnimationClip:
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@ -90,7 +90,7 @@ AnimationClip:
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@ -112,7 +112,7 @@ AnimationClip:
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@ -121,7 +121,7 @@ AnimationClip:
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@ -200,7 +200,7 @@ AnimationClip:
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@ -20,7 +20,7 @@ AnimationClip:
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@ -97,7 +97,7 @@ AnimationClip:
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@ -62,7 +62,7 @@ AnimatorStateTransition:
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@ -119,13 +119,13 @@ AnimatorController:
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@ -20,7 +20,7 @@ AnimationClip:
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@ -29,7 +29,16 @@ AnimationClip:
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@ -47,10 +56,10 @@ AnimationClip:
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@ -83,14 +92,14 @@ AnimationClip:
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@ -112,7 +121,7 @@ AnimationClip:
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@ -200,7 +236,7 @@ AnimationClip:
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@ -20,7 +20,7 @@ AnimationClip:
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--- !u!1101 &2302923505755761183
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--- !u!1102 &3308394434488297487
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--- !u!1101 &4210568570521344070
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m_EditorClassIdentifier:
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--- !u!1 &1526912310
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GameObject:
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m_ObjectHideFlags: 0
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@ -1452,7 +1579,7 @@ MonoBehaviour:
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m_Transition: 1
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m_Colors:
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m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 0.7647059}
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m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
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m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
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|
@ -2138,6 +2265,8 @@ MonoBehaviour:
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SceneRoots:
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|
|
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using ComputeShaderUtility;
|
||||
|
@ -33,6 +34,8 @@ public class BloodComputeShader : MonoBehaviour
|
|||
public float splatterVolume = 0.0f;
|
||||
public AudioSource splatterPlayer;
|
||||
|
||||
public float RumbleAmount = 100;
|
||||
|
||||
ComputeBuffer particleBuffer;
|
||||
ComputeBuffer positionBuffer;
|
||||
ComputeBuffer numParticlesConsumedBuffer;
|
||||
|
@ -158,6 +161,9 @@ public class BloodComputeShader : MonoBehaviour
|
|||
|
||||
score += bufferData[0];
|
||||
|
||||
float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
|
||||
//RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
|
||||
|
||||
squeakVolume += 0.1f;
|
||||
|
||||
// Reset counter
|
||||
|
@ -264,7 +270,7 @@ public class BloodComputeShader : MonoBehaviour
|
|||
bloodCompute.SetVector("particleInitPos", loc);
|
||||
bloodCompute.SetInt("particlesToInitialize", found);
|
||||
|
||||
Vector3 pow = Random.insideUnitSphere * power;
|
||||
Vector3 pow = UnityEngine.Random.insideUnitSphere * power;
|
||||
pow.z = Mathf.Abs(pow.z);
|
||||
bloodCompute.SetVector("initialVelocity",pow);
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@ using System.Collections.Generic;
|
|||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Unity.Mathematics;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
|
@ -16,18 +17,17 @@ public class EnemySpawner : MonoBehaviour
|
|||
public float difficulty = 1f;
|
||||
|
||||
// Inspector
|
||||
[SerializeField] private float difficultyIncreasePerWave = 0.1f;
|
||||
[SerializeField] private float difficultyMultiplyDecreasePerWave = 0.1f;
|
||||
[SerializeField] private float WaveTime = 20f;
|
||||
[SerializeField] private float difficultyIncreasePerWave = 1f;
|
||||
[SerializeField] public float WaveTime = 20f;
|
||||
[SerializeField] private List<float> enemyDifficulties;
|
||||
[SerializeField] private float SpawnRadius = 10;
|
||||
[SerializeField] private int NumEnemies = 6;
|
||||
[SerializeField] private GameObject[] players;
|
||||
[SerializeField] private float initialSpawnDelay = 5;
|
||||
|
||||
// Private
|
||||
// local
|
||||
private bool nextWaveRequested = false;
|
||||
private float timer = 0f;
|
||||
public float timer = 0f;
|
||||
private Camera mainCam;
|
||||
private GameObject SpawnedEnenmyHolder;
|
||||
[SerializeField] private List<EnemyPrefabInfo> enemyList;
|
||||
|
@ -61,11 +61,7 @@ public class EnemySpawner : MonoBehaviour
|
|||
SpawnWave(difficulty);
|
||||
|
||||
Wave++;
|
||||
if (difficultyIncreasePerWave > 1f)
|
||||
{
|
||||
difficultyIncreasePerWave -= difficultyMultiplyDecreasePerWave;
|
||||
difficulty *= difficultyIncreasePerWave + 1;
|
||||
}
|
||||
difficulty *= MathF.Cbrt(difficultyIncreasePerWave);
|
||||
nextWaveRequested = false;
|
||||
timer = 0;
|
||||
}
|
||||
|
|
|
@ -17,6 +17,6 @@ public class PS5Controller : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
Gamepad.all[0].SetMotorSpeeds(100, 100);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,35 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class RumbleManager : MonoBehaviour
|
||||
{
|
||||
private Gamepad pad;
|
||||
|
||||
private Coroutine stopRumbleAfterTimeCorutine;
|
||||
|
||||
|
||||
public void RumblePulse(float lowFrequency, float highFrequency, float duration, int player)
|
||||
{
|
||||
pad = Gamepad.all[player];
|
||||
if (pad != null)
|
||||
{
|
||||
pad.SetMotorSpeeds(lowFrequency, highFrequency);
|
||||
|
||||
stopRumbleAfterTimeCorutine = StartCoroutine(stopRumble(duration, pad));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator stopRumble(float duration, Gamepad pad)
|
||||
{
|
||||
float elapsedTime = 0f;
|
||||
while (elapsedTime < duration)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
pad.SetMotorSpeeds(0f, 0f);
|
||||
}
|
||||
}
|
|
@ -7,6 +7,8 @@ public class EnemyAnimationHandler : MonoBehaviour
|
|||
{
|
||||
Animator animator;
|
||||
bool isDying = false;
|
||||
|
||||
public GameObject healthBar;
|
||||
void Start()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
|
@ -17,8 +19,9 @@ public class EnemyAnimationHandler : MonoBehaviour
|
|||
}
|
||||
void EnemyDie()
|
||||
{
|
||||
//GetComponent<Collider2D>().enabled = false;
|
||||
//GetComponent<NavMeshAgent>().enabled = false;
|
||||
GetComponentInParent<Collider2D>().enabled = false;
|
||||
GetComponentInParent<NavMeshAgent>().enabled = false;
|
||||
|
||||
if (!isDying)
|
||||
StartCoroutine(AnimationDie());
|
||||
isDying = true;
|
||||
|
@ -27,7 +30,7 @@ public class EnemyAnimationHandler : MonoBehaviour
|
|||
IEnumerator AnimationDie()
|
||||
{
|
||||
Strangle();
|
||||
Debug.Log("Strangle");
|
||||
//Debug.Log("Strangle");
|
||||
yield return new WaitForSecondsRealtime(0.1f);
|
||||
Die();
|
||||
}
|
||||
|
@ -39,6 +42,7 @@ public class EnemyAnimationHandler : MonoBehaviour
|
|||
public void Die()
|
||||
{
|
||||
animator.SetTrigger("Die");
|
||||
AudioManager.PlaySound("Slice_Enemy_SFX", transform.position).volume = 0.65f;
|
||||
}
|
||||
public void DestroyGameobject()
|
||||
{
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
@ -11,13 +12,24 @@ public class EnemyPathFinding : MonoBehaviour
|
|||
[SerializeField] private float ropeDistCheck = 1f;
|
||||
[SerializeField] private LayerMask ropeCheckMask;
|
||||
|
||||
private HealthComponent healthComponent;
|
||||
|
||||
NavMeshAgent agent;
|
||||
private void Start()
|
||||
{
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
agent.updateRotation = false;
|
||||
agent.updateUpAxis = false;
|
||||
|
||||
healthComponent = GetComponent<HealthComponent>();
|
||||
healthComponent.OnHealthZero.AddListener(Rumble);
|
||||
}
|
||||
|
||||
private void Rumble()
|
||||
{
|
||||
RumbleManager.StartRumble(-1, 1f, 1f, 0.5f);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (targets.Length == 0) return;
|
||||
|
@ -30,7 +42,7 @@ public class EnemyPathFinding : MonoBehaviour
|
|||
if (Physics2D.Raycast(transform.position, dir.normalized, ropeDistCheck, ropeCheckMask)) return;
|
||||
|
||||
|
||||
agent.SetDestination(closestTarget.position);
|
||||
try { agent.SetDestination(closestTarget.position); } catch { }// Fuck this error.
|
||||
}
|
||||
|
||||
private Transform GetClosestTarget()
|
||||
|
|
|
@ -0,0 +1,29 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.Mathematics;
|
||||
|
||||
public static class FloatExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Refrence link: https://forum.unity.com/attachments/upload_2021-1-14_13-8-33-png.773578/
|
||||
/// </summary>
|
||||
public static float Remap(this float from, float fromMin, float fromMax, float toMin, float toMax)
|
||||
{
|
||||
var fromAbs = from - fromMin;
|
||||
var fromMaxAbs = fromMax - fromMin;
|
||||
|
||||
var normal = fromAbs / fromMaxAbs;
|
||||
|
||||
var toMaxAbs = toMax - toMin;
|
||||
var toAbs = toMaxAbs * normal;
|
||||
|
||||
var to = toAbs + toMin;
|
||||
|
||||
return to;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Just clamps the value between two numbers (Easier to write)
|
||||
/// </summary>
|
||||
public static float Clamp(this float input, float min, float max) => math.clamp(input, min, max);
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f285fcef3bcd16648a7d1bc02576bad3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,3 +1,5 @@
|
|||
using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityUtils
|
||||
|
@ -56,5 +58,22 @@ namespace UnityUtils
|
|||
v1.y != 0 ? v0.y / v1.y : v0.y,
|
||||
v1.z != 0 ? v0.z / v1.z : v0.z);
|
||||
}
|
||||
public static Vector3 Mean(this List<Vector3> vectors)
|
||||
{
|
||||
if (vectors == null || vectors.Count == 0)
|
||||
{
|
||||
throw new ArgumentException("The input list of vectors is empty or null.");
|
||||
}
|
||||
|
||||
Vector3 sum = Vector3.zero;
|
||||
|
||||
foreach (var vector in vectors)
|
||||
{
|
||||
sum += vector;
|
||||
}
|
||||
|
||||
return sum / vectors.Count;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
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Reference in New Issue