This commit is contained in:
OliverS 2024-02-04 11:53:18 +01:00
commit 9236097855
19 changed files with 1535 additions and 782 deletions

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View File

@ -52,8 +52,8 @@ public class BloodComputeShader : MonoBehaviour
AsyncGPUReadbackRequest freeBloodReadRequest;
Mop mop1;
Mop mop2;
public Mop mop1;
public Mop mop2;
public float CleanRadius = 2f;
@ -71,11 +71,6 @@ public class BloodComputeShader : MonoBehaviour
}
void Start()
{
var mops = FindObjectsByType<Mop>(FindObjectsSortMode.None);
mop1 = mops[0];
mop2 = mops[1];
ComputeHelper.CreateStructuredBuffer<Droplet>(ref particleBuffer, numParticles);
ComputeHelper.CreateStructuredBuffer<Vector4>(ref positionBuffer, numParticles);

View File

@ -28,7 +28,7 @@ public class EnemyPathFinding : MonoBehaviour
private void Rumble()
{
RumbleManager.StartRumble(-1, 0.5f, 0.5f, 0.25f);
CameraShaker.ShakecShake(0.125f, 0.25f);
CameraShaker.ShakecShake(0.1f, 0.25f);
}
private void Update()

View File

@ -7,6 +7,9 @@ using System.Collections;
public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
{
public bool bloodRegen = false;
public float regen = 1000;
[SerializeField] private bool onlyCallZeroHealthOnce = true;
[SerializeField] float maxHealth = 100;
@ -33,7 +36,7 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
void Awake()
{
currentHealth = maxHealth;
OnHealthChange.AddListener((_, _) => showRedTint = true);
OnHealthChange.AddListener((prev, nex) => showRedTint = nex<prev);
StartCoroutine(RedTintLoop());
}
@ -80,6 +83,14 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
void Update()
{
// blod regen
if (bloodRegen)
{
PlayerInput playerInput = GetComponent<PlayerInput>();
float bloodAccumalted = playerInput.PlayerNum == 0 ? BloodComputeShader.Instance.mop1Clean : BloodComputeShader.Instance.mop2Clean;
TakeDamage(-bloodAccumalted / regen);
}
if (currentDamageTick < Time.time)
{
if (accumulatedDamageInTick < 1f) return;
@ -103,7 +114,10 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
public void TakeDamage(float damage)
{
if (damage == 0f) return;
currentHealth -= damage;
currentHealth = Mathf.Clamp(currentHealth, 0f, getMaxHealth());
OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
accumulatedDamageInTick += damage;

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View File

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terrainMaxTrees: 50
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Lumin: 5
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Nintendo Switch: 5
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