This commit is contained in:
kimrdd 2024-02-04 02:02:59 +01:00
commit 6eb226b015
87 changed files with 1597 additions and 143 deletions

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@ -156,7 +156,7 @@ public class BloodComputeShader : MonoBehaviour
activeParticles -= (int)bufferData[0];
score += (int)(bufferData[0] * scoreMult);
score += bufferData[0];
squeakVolume += 0.1f;
@ -260,10 +260,14 @@ public class BloodComputeShader : MonoBehaviour
// Test for race conditions
// yield return new WaitForSeconds(1.0f);
bloodCompute.SetFloat("particleVel", power);
bloodCompute.SetFloat("particleVel", power/4.0f);
bloodCompute.SetVector("particleInitPos", loc);
bloodCompute.SetInt("particlesToInitialize", found);
Vector3 pow = Random.insideUnitSphere * power;
pow.z = Mathf.Abs(pow.z);
bloodCompute.SetVector("initialVelocity",pow);
ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);
activeParticles += found;

View File

@ -15,11 +15,8 @@ RWStructuredBuffer<uint> freeParticles;
uint numParticles;
uint particlesToInitialize;
float3 particleInitPos;
float3 initialVelocity;
float deltaTime;
// float3 attractPos;
// float3 xAxis;
// float attractRadius;
// float attractForce;
float3 mop1Pos;
float3 mop2Pos;
@ -84,7 +81,10 @@ void InitDust (uint3 id : SV_DispatchThreadID)
randState = hash(randState);
nvel.xy *= scaleToRange01(randState);
particles[i].velocity = nvel;
randState = hash(randState);
float3 iv = initialVelocity * scaleToRange01(randState);
particles[i].velocity = iv + nvel;
particles[i].position = particleInitPos;
particles[i].position.z = 0.01;

View File

@ -6,16 +6,18 @@ using System.Threading;
using System.Threading.Tasks;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UIElements;
public class EnemySpawner : MonoBehaviour
{
// Shared
public int Wave = 0;
public float difficulty = 1;
public float difficulty = 1f;
// Inspector
[SerializeField] private float difficultyIncreasePerWave = 0.1f;
[SerializeField] private float difficultyMultiplyDecreasePerWave = 0.1f;
[SerializeField] private float WaveTime = 20f;
[SerializeField] private List<float> enemyDifficulties;
[SerializeField] private float SpawnRadius = 10;
@ -59,7 +61,11 @@ public class EnemySpawner : MonoBehaviour
SpawnWave(difficulty);
Wave++;
if (difficultyIncreasePerWave > 1f)
{
difficultyIncreasePerWave -= difficultyMultiplyDecreasePerWave;
difficulty *= difficultyIncreasePerWave + 1;
}
nextWaveRequested = false;
timer = 0;
}
@ -86,7 +92,7 @@ public class EnemySpawner : MonoBehaviour
{
while (difficulty > decendingList[i].Difficulty)
{
GameObject enemy = Instantiate(decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)], GetRandomPointOnCircle(mainCam.transform.position, SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
GameObject enemy = Instantiate(decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)], GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
difficulty -= decendingList[i].Difficulty;
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x=>x.transform).ToArray();
@ -96,6 +102,7 @@ public class EnemySpawner : MonoBehaviour
void SpawnRandom(float difficulty)
{
difficulty *= 1.1f;
while (difficulty > 1f) // Spawn until difficulty is less than 0.5f
{
var validEnemies = enemyList.Where(x => x.Difficulty <= difficulty).ToArray();
@ -106,13 +113,16 @@ public class EnemySpawner : MonoBehaviour
int variant = UnityEngine.Random.Range(0, enemyToSpawn.prefabs.Length);
GameObject variantToSpawn = enemyToSpawn.prefabs[variant];
GameObject enemy = Instantiate(variantToSpawn, GetRandomPointOnCircle(mainCam.transform.position, SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
GameObject enemy = Instantiate(variantToSpawn, GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x => x.transform).ToArray();
}
}
public Vector3 GetRandomPointOnCircle(Vector3 location, float radius)
public Vector3 GetRandomPointOnCircle(float radius)
{
Vector3 point;
do
{
float angle = UnityEngine.Random.Range(0f, 360f);
float radians = Mathf.Deg2Rad * angle;
@ -121,7 +131,16 @@ public class EnemySpawner : MonoBehaviour
float x = position.x + radius * Mathf.Cos(radians);
float y = position.y + radius * Mathf.Sin(radians);
return new Vector3(x, y, position.z);
point = new Vector3(x, y, position.z);
} while (IsPointOnNavMesh(point));
return point;
}
bool IsPointOnNavMesh(Vector3 point)
{
NavMeshHit hit;
return NavMesh.SamplePosition(point, out hit, 0.1f, NavMesh.AllAreas);
}
#if UNITY_EDITOR
@ -132,7 +151,7 @@ public class EnemySpawner : MonoBehaviour
for (int i = 0; i < 10; i++)
{
Gizmos.DrawWireSphere(GetRandomPointOnCircle(transform.position, SpawnRadius), 0.25f);
Gizmos.DrawWireSphere(GetRandomPointOnCircle(SpawnRadius), 0.25f);
}
}
#endif

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@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using System.IO.Enumeration;
using UnityEngine;
[CreateAssetMenu(fileName = "New AudioLibrary", menuName = "ZUtility/AudioLibrary")]
public class AudioLibraryObject : ScriptableObject
{
public AudioClip[] Clips;
}

View File

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@ -0,0 +1,101 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance;
public AudioLibraryObject audioLibrary;
private void OnEnable()
{
if (Instance is null)
{
Instance = this;
// TODO: manager itself should not handle this
// DontDestroyOnLoad(this);
}
else
{
Destroy(this);
}
}
private void OnDisable()
{
Instance = null;
}
public static AudioClip FindAudioClip(string nameOfClip)
{
return Instance.audioLibrary.Clips.First(x => x.name == nameOfClip);
}
public static AudioSource PlaySound(string nameOfClip, Vector3 sourcePos, bool is3D, bool loop = false, bool fadeIn = false)
{
if (Instance == null)
{
Debug.LogWarning("AudioManager has not been initialized. Please initialize it before use.");
return null;
}
var sourceObject = new GameObject("SoundSource");
var audioSource = sourceObject.AddComponent<AudioSource>();
audioSource.loop = loop;
audioSource.clip = FindAudioClip(nameOfClip);
sourceObject.transform.position = sourcePos;
if (is3D)
{
audioSource.rolloffMode = AudioRolloffMode.Linear;
audioSource.spatialBlend = 1f;
}
Instance.StartCoroutine(Instance.StartSound(audioSource, fadeIn));
return audioSource;
}
public static List<SoundSource> AliveSources = new List<SoundSource>();
IEnumerator StartSound(AudioSource audioSource, bool fadeIn = false)
{
AliveSources.Add(new SoundSource(audioSource));
if (fadeIn)
{
audioSource.volume = 0;
StartCoroutine(StartMusicFadeIn(audioSource));
}
audioSource.Play();
yield return new WaitUntil(() => !audioSource.isPlaying);
Destroy(audioSource.gameObject);
}
public IEnumerator StartMusicFadeIn(AudioSource AS)
{
while (true)
{
if (AS.volume >= 1)
{
break;
}
AS.volume += 0.01f;
yield return new WaitForSecondsRealtime(0.05f);
}
}
}
public class SoundSource
{
public string Id { get; set; }
public AudioSource source { get; set; }
public SoundSource(AudioSource originalSource)
{
source = originalSource;
}
}

View File

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@ -40,7 +40,7 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
if (currentHealth <= 0) {
OnHealthZero?.Invoke();
BloodComputeShader.Instance.createBlood(transform.position, maxHealth*10, maxHealth / 25.0f);
BloodComputeShader.Instance.createBlood(transform.position, (int)(maxHealth *maxHealth * BloodComputeShader.Instance.scoreMult), maxHealth / 25.0f);
}
}

View File

@ -15,11 +15,11 @@ public class SpriteMovementFlipper : MonoBehaviour
private void Update()
{
if ((transform.position - prevPos).x > 0.1f)
if ((transform.position - prevPos).x > 0.05f)
{
sp.flipX = invert;
}
else if ((transform.position - prevPos).x < -0.1f)
else if ((transform.position - prevPos).x < -0.05f)
{
sp.flipX = !invert;
}

View File

@ -108,6 +108,8 @@ public class Upgrader : MonoBehaviour
// Update is called once per frame
void Update()
{
bool upgrade = canUpgrade();
if (canUpgrade())
{
@ -168,9 +170,11 @@ public class Upgrader : MonoBehaviour
foreach (Image i in upgradeImages)
{
i.fillAmount = 1f;
i.gameObject.transform.localScale = Vector3.one;
}
upgradeImages[p1a].fillAmount = acceptTime / 2f;
upgradeImages[p1a].transform.localScale = Vector3.one * 2f;
}
}
else
@ -180,6 +184,7 @@ public class Upgrader : MonoBehaviour
foreach (Image i in upgradeImages)
{
i.fillAmount = 1f;
i.gameObject.transform.localScale = Vector3.one;
}
}
@ -202,7 +207,7 @@ public class Upgrader : MonoBehaviour
Player1Cursor.localPosition = Player1Input.look.normalized * (125 - 12);
Player2Cursor.localPosition = Player2Input.look.normalized * (125 - 12);
prevCouldUpgrade = canUpgrade();
prevCouldUpgrade = upgrade;
}
/// Increases mop radius by 10%

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