Merge remote-tracking branch 'origin/main'

This commit is contained in:
SpoodyTheOne 2024-02-04 09:29:56 +01:00
commit 402df68975
32 changed files with 1156 additions and 155 deletions

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View File

@ -31,7 +31,6 @@ public class InstantiateOverTime : MonoBehaviour
private float CanShootTime;
public GameObject projectile;
public ShootingRange shootingRange;
public List<BulletPatternSequence> Patterns;
BulletPatternSequence _CurrentSequence;
@ -42,7 +41,7 @@ public class InstantiateOverTime : MonoBehaviour
private void Update()
{
if (CanShootTime < Time.time && shootingRange.inRange) // We are allowed to shoot
if (CanShootTime < Time.time) // We are allowed to shoot
{
BulletPattern currentPattern = _CurrentSequence.sequence[_CurrentSequence.currentPattern];

View File

@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShootingRange : MonoBehaviour
{
public float range = 5f;
public LayerMask playerLayer;
public bool inRange = false;
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
inRange = true;
//Debug.Log("in range");
}
private void OnTriggerExit2D(Collider2D collision)
{
inRange=false;
}
}

View File

@ -11,10 +11,14 @@ public class PlayerCollideAttack : MonoBehaviour
public void OnCollisionEnter2D(Collision2D collision)
{
if (collision.collider.tag != "Enemy") return;
HealthComponent health = collision.collider.gameObject.GetComponent<HealthComponent>();
if (health == null)
health = collision.collider.transform.parent.GetComponent<HealthComponent>();
if (health == null) return;
health = collision.collider.gameObject.GetComponentInChildren<HealthComponent>();
if (health == null) return;
float speed = body.velocity.magnitude;
float damage = speedToDamage.Evaluate(speed);

View File

@ -83,11 +83,8 @@ public class PlayerMovement : MonoBehaviour
void OnCollisionStay2D(Collision2D collision)
{
Debug.Log("Hit other " + collision.otherCollider.gameObject.name);
Debug.Log("Hit other " + collision.collider.gameObject.name);
if (collision.collider.gameObject.CompareTag("Enemy"))
{ // Other object is an enemy
Debug.Log("Hit enememenemy");
hp.TakeDamage(1f);
}
}

View File

@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Wait2SecondsToShow : MonoBehaviour
{
// Reference to the Image component
private Image canvas;
private void Start()
{
canvas = GetComponent<Image>();
Invoke(nameof(StartFade), 2.8f);
}
void StartFade()
{
StartCoroutine(FadeOut(2f));
}
// Coroutine to fade out the image
public IEnumerator FadeOut(float duration)
{
// Make sure the canvas is not null
if (canvas == null)
{
yield break; // Exit if canvas is not assigned
}
// Starting alpha value (1 is fully opaque)
float startAlpha = 1.0f;
// Elapsed time
float time = 0;
while (time < duration)
{
time += Time.deltaTime; // Update the time based on the time passed since last frame
float alpha = Mathf.Lerp(startAlpha, 0, time / duration); // Calculate the new alpha value
canvas.color = new Color(canvas.color.r, canvas.color.g, canvas.color.b, alpha); // Apply the new alpha value to the canvas color
yield return null; // Wait for the next frame
}
Destroy(gameObject);
}
}

View File

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