This commit is contained in:
kimrdd 2024-02-03 01:41:49 +01:00
commit aff0d01fc6
13 changed files with 549 additions and 45 deletions

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using UnityEngine;
using UnityEngine.Events;
using TMPro;
public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
{
[SerializeField] int maxHealth = 100;
public int currentHealth { get; private set; }
public UnityEvent OnHealthZero;
public UnityEvent<int, int> OnHealthChange;
[Header("Squeze Damage")]
[SerializeField]
float minThreshold = 1f;
[SerializeField]
float squezeDamageScalor = 1f;
void Awake()
{
currentHealth = maxHealth;
}
public void TakeDamage(int damage)
{
currentHealth -= damage;
OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
if (currentHealth <= 0)
OnHealthZero?.Invoke();
}
public void TakeSquezeDamage(float squezeDamage)
{
Debug.Log($"Taking {squezeDamage}");
if (squezeDamage < minThreshold) return;
TakeDamage((int) Mathf.Round(squezeDamage * squezeDamageScalor));
}
public void SimpleKill()
{
Destroy(gameObject);
}
}

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@ -1,37 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class PlayerHP : MonoBehaviour
{
public int maxHealth = 100;
public int currentHealth;
public TextMeshProUGUI healthText;
void Start()
{
currentHealth = maxHealth;
}
public void Update()
{
if (currentHealth <= 0)
{
// TODO: Game Over
}
if (healthText != null && currentHealth > 0)
{
healthText.text = "Health: " + currentHealth;
}
else if (healthText != null && currentHealth <= 0)
healthText.text = "Health: 0";
if (Input.GetKeyDown(KeyCode.Space))
TakeDamage(5);
}
public void TakeDamage(float damage)
{
currentHealth -= (int)damage;
}
}

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public interface ISquezeDamageReceiver
{
public void TakeSquezeDamage(float squezeDamage);
}

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@ -47,14 +47,17 @@ public class RopeSimulator : MonoBehaviour
[SerializeField, Range(0f, 100f)] [SerializeField, Range(0f, 100f)]
float pullForce = 20f; float pullForce = 20f;
[Header("Rendering")]
[SerializeField] LineRenderer lineRenderer;
int[] order; int[] order;
public Vector2 testPos; public Vector2 testPos;
Vector2 prevStartPos;
Rope rope; Rope rope;
Dictionary<Collider2D, float> colliderToSquezeForce = new();
private void Start() private void Start()
{ {
//rope = new RopeBuilder() //rope = new RopeBuilder()
@ -100,6 +103,8 @@ public class RopeSimulator : MonoBehaviour
private void Update() private void Update()
{ {
colliderToSquezeForce.Clear();
rope.points.First().position = start.position; rope.points.First().position = start.position;
rope.points.Last().position = end.position; rope.points.Last().position = end.position;
@ -128,7 +133,19 @@ public class RopeSimulator : MonoBehaviour
start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce); start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce);
} }
prevStartPos = start.position; // Handle squeze kills
foreach (var collider in colliderToSquezeForce)
{
ISquezeDamageReceiver squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
if (squezeDamageReceiver == null) continue;
squezeDamageReceiver.TakeSquezeDamage(collider.Value);
}
// Update line renderer
var positions = rope.points.Select(p => new Vector3(p.position.x, p.position.y, 0f)).ToArray();
lineRenderer.positionCount = positions.Length;
lineRenderer.SetPositions(positions);
} }
private void OnDrawGizmos() private void OnDrawGizmos()
@ -216,10 +233,17 @@ public class RopeSimulator : MonoBehaviour
Collider2D hitCollider = Physics2D.OverlapCircle(p.position, ropeRadius, staticColliderMask); Collider2D hitCollider = Physics2D.OverlapCircle(p.position, ropeRadius, staticColliderMask);
if (hitCollider == null) return; if (hitCollider == null) return;
// Register the squeze force this rope particle is squezing the collider
Vector2 resolvedPos = hitCollider.ClosestPoint(p.position); Vector2 resolvedPos = hitCollider.ClosestPoint(p.position);
Vector2 penetrationDir = (resolvedPos - p.position).normalized; Vector2 penetration = resolvedPos - p.position;
Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius; Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius;
float squezeForce;
if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce))
colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude);
else
colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
p.position = finalPos; p.position = finalPos;
} }

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class HealthDisplay : MonoBehaviour
{
[SerializeField] string padding = "Health: ";
[SerializeField] TextMeshProUGUI healthText;
[SerializeField] HealthComponent healthComponent;
private void Start()
{
healthText.text = padding + healthComponent.currentHealth;
}
private void OnEnable()
{
healthComponent.OnHealthChange.AddListener(UpdateHealth);
}
private void OnDisable()
{
healthComponent.OnHealthChange.RemoveListener(UpdateHealth);
}
public void UpdateHealth(int prevHealth, int newHealth)
{
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