Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24
This commit is contained in:
commit
adcf1b9f3e
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@ -3042,6 +3102,18 @@ MonoBehaviour:
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@ -3234,6 +3306,9 @@ PrefabInstance:
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PrefabInstance:
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@ -163,7 +163,7 @@ public class BloodComputeShader : MonoBehaviour
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activeParticles -= (int)totalBloodCleaned;
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score += bufferData[0];
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score += totalBloodCleaned;
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// this doesnt exist but ok
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// float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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@ -1,13 +1,33 @@
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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public class GameManager : MonoBehaviour
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{
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// Start is called before the first frame update
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public static GameManager Instance { get; private set; }
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public Action OnPlayerDied;
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void Awake()
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{
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if (Instance != null)
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{
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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Destroy(gameObject);
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}
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void Start()
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{
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}
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public void playerDied(int who)
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{
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Debug.Break();
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}
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// Update is called once per frame
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@ -77,9 +77,10 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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if (BloodComputeShader.Instance != null)
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{
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int blood = (int)(maxHealth * 100.0f * BloodComputeShader.Instance.scoreMult);
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float power = 10.0f + (maxHealth / 25.0f);
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BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
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BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
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BloodComputeShader.Instance.createBlood(transform.position, blood / 2, power);
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BloodComputeShader.Instance.createBlood(transform.position, blood / 2, power);
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}
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}
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}
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@ -9,6 +9,8 @@ public class PlayerCollideAttack : MonoBehaviour
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[SerializeField] AnimationCurve speedToDamage;
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public float speedYouNeedToNotTakeDamageFromRammingOrSomtmh = 10f;
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public void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.collider.tag != "Enemy") return;
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@ -18,6 +18,8 @@ public class PlayerMovement : MonoBehaviour
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[Header("Whipping")]
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[SerializeField]
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RopeWhipAttack whipAttack;
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public float whipSmashSpeed = 2f;
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public float whipSmashDamageMult = 2f;
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[SerializeField]
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private float whipMoveSpeed = 25f;
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@ -28,6 +30,7 @@ public class PlayerMovement : MonoBehaviour
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private PlayerInput playerInput;
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private HealthComponent hp;
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private PlayerCollideAttack attack;
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private void Start()
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{
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@ -85,7 +88,12 @@ public class PlayerMovement : MonoBehaviour
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{
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if (collision.collider.gameObject.CompareTag("Enemy"))
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{ // Other object is an enemy
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hp.TakeDamage(1f);
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Debug.Log("Hit enememenemy");
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if (whipAttack.IsBeingWhipped && rb.velocity.magnitude > attack.speedYouNeedToNotTakeDamageFromRammingOrSomtmh) {
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// collision.collider.gameObject.GetComponent<HealthComponent>().TakeDamage(rb.velocity.magnitude * whipSmashDamageMult);
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} else {
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hp.TakeDamage(1f);
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}
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}
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}
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}
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