Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24
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value: -13.048559
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||||||
objectReference: {fileID: 0}
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||||||
- target: {fileID: 8946450710138871461, guid: c53e6971c95afb1429cd82616a7b6737, type: 3}
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|
||||||
propertyPath: m_LocalPosition.y
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|
||||||
value: -19.467272
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|
||||||
objectReference: {fileID: 0}
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|
||||||
- target: {fileID: 8946450710138871461, guid: c53e6971c95afb1429cd82616a7b6737, type: 3}
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||||||
propertyPath: m_LocalRotation.w
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||||||
value: 0.9979528
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objectReference: {fileID: 0}
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- target: {fileID: 8946450710138871461, guid: c53e6971c95afb1429cd82616a7b6737, type: 3}
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||||||
propertyPath: m_LocalRotation.x
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||||||
value: 0.0030935924
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||||||
objectReference: {fileID: 0}
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||||||
- target: {fileID: 8946450710138871461, guid: c53e6971c95afb1429cd82616a7b6737, type: 3}
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propertyPath: m_LocalRotation.y
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||||||
value: 0.06388009
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||||||
objectReference: {fileID: 0}
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- target: {fileID: 8946450710138871461, guid: c53e6971c95afb1429cd82616a7b6737, type: 3}
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||||||
propertyPath: m_LocalRotation.z
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|
||||||
value: -0.00019802434
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|
||||||
objectReference: {fileID: 0}
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|
||||||
m_RemovedComponents: []
|
m_RemovedComponents: []
|
||||||
m_RemovedGameObjects: []
|
m_RemovedGameObjects: []
|
||||||
m_AddedGameObjects: []
|
m_AddedGameObjects: []
|
||||||
|
|
|
@ -8,19 +8,21 @@ using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UIElements;
|
using UnityEngine.UIElements;
|
||||||
|
|
||||||
public class NewBehaviourScript : MonoBehaviour
|
public class EnemySpawner : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Shared
|
// Shared
|
||||||
public int Wave = 0;
|
public int Wave = 0;
|
||||||
public float difficulty = 1;
|
public float difficulty = 1f;
|
||||||
|
|
||||||
// Inspector
|
// Inspector
|
||||||
[SerializeField] private float difficultyIncreasePerWave = 0.1f;
|
[SerializeField] private float difficultyIncreasePerWave = 0.1f;
|
||||||
|
[SerializeField] private float difficultyMultiplyDecreasePerWave = 0.1f;
|
||||||
[SerializeField] private float WaveTime = 20f;
|
[SerializeField] private float WaveTime = 20f;
|
||||||
[SerializeField] private List<float> enemyDifficulties;
|
[SerializeField] private List<float> enemyDifficulties;
|
||||||
[SerializeField] private float SpawnRadius = 10;
|
[SerializeField] private float SpawnRadius = 10;
|
||||||
[SerializeField] private int NumEnemies = 6;
|
[SerializeField] private int NumEnemies = 6;
|
||||||
[SerializeField] private GameObject[] players;
|
[SerializeField] private GameObject[] players;
|
||||||
|
[SerializeField] private float initialSpawnDelay = 5;
|
||||||
|
|
||||||
// Private
|
// Private
|
||||||
private bool nextWaveRequested = false;
|
private bool nextWaveRequested = false;
|
||||||
|
@ -41,6 +43,8 @@ public class NewBehaviourScript : MonoBehaviour
|
||||||
enemyList.Add(new EnemyPrefabInfo() { Difficulty = i+1, prefabs = Resources.LoadAll<GameObject>("Enemies/" + (i+1)) });
|
enemyList.Add(new EnemyPrefabInfo() { Difficulty = i+1, prefabs = Resources.LoadAll<GameObject>("Enemies/" + (i+1)) });
|
||||||
}
|
}
|
||||||
|
|
||||||
|
timer = WaveTime - initialSpawnDelay;
|
||||||
|
|
||||||
StartSpawning();
|
StartSpawning();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -56,7 +60,11 @@ public class NewBehaviourScript : MonoBehaviour
|
||||||
SpawnWave(difficulty);
|
SpawnWave(difficulty);
|
||||||
|
|
||||||
Wave++;
|
Wave++;
|
||||||
difficulty *= difficultyIncreasePerWave + 1;
|
if (difficultyIncreasePerWave > 1f)
|
||||||
|
{
|
||||||
|
difficultyIncreasePerWave -= difficultyMultiplyDecreasePerWave;
|
||||||
|
difficulty *= difficultyIncreasePerWave + 1;
|
||||||
|
}
|
||||||
nextWaveRequested = false;
|
nextWaveRequested = false;
|
||||||
timer = 0;
|
timer = 0;
|
||||||
}
|
}
|
||||||
|
@ -93,6 +101,7 @@ public class NewBehaviourScript : MonoBehaviour
|
||||||
|
|
||||||
void SpawnRandom(float difficulty)
|
void SpawnRandom(float difficulty)
|
||||||
{
|
{
|
||||||
|
difficulty *= 1.1f;
|
||||||
while (difficulty > 1f) // Spawn until difficulty is less than 0.5f
|
while (difficulty > 1f) // Spawn until difficulty is less than 0.5f
|
||||||
{
|
{
|
||||||
var validEnemies = enemyList.Where(x => x.Difficulty <= difficulty).ToArray();
|
var validEnemies = enemyList.Where(x => x.Difficulty <= difficulty).ToArray();
|
||||||
|
|
|
@ -0,0 +1,26 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using Cinemachine;
|
||||||
|
|
||||||
|
[AddComponentMenu("")] // Hide in menu - use extensions menu
|
||||||
|
[SaveDuringPlay]
|
||||||
|
[ExecuteAlways]
|
||||||
|
public class ClampCameraRotation : CinemachineExtension
|
||||||
|
{
|
||||||
|
public float MinPitch = -20;
|
||||||
|
public float MaxPitch = 20;
|
||||||
|
|
||||||
|
protected override void PostPipelineStageCallback(
|
||||||
|
CinemachineVirtualCameraBase vcam,
|
||||||
|
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
|
||||||
|
{
|
||||||
|
if (stage == CinemachineCore.Stage.Aim)
|
||||||
|
{
|
||||||
|
var rot = state.RawOrientation.eulerAngles;
|
||||||
|
rot.x = Mathf.Clamp(rot.x, MinPitch, MaxPitch);
|
||||||
|
rot.y = Mathf.Clamp(rot.y, MinPitch, MaxPitch);
|
||||||
|
rot.z = Mathf.Clamp(rot.z, MinPitch, MaxPitch);
|
||||||
|
state.RawOrientation = Quaternion.Euler(rot);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 38fb1d450df272f49b06540bb0a4ab88
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -15,11 +15,11 @@ public class SpriteMovementFlipper : MonoBehaviour
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if ((transform.position - prevPos).x > 0.1f)
|
if ((transform.position - prevPos).x > 0.05f)
|
||||||
{
|
{
|
||||||
sp.flipX = invert;
|
sp.flipX = invert;
|
||||||
}
|
}
|
||||||
else if ((transform.position - prevPos).x < -0.1f)
|
else if ((transform.position - prevPos).x < -0.05f)
|
||||||
{
|
{
|
||||||
sp.flipX = !invert;
|
sp.flipX = !invert;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue