From 357f5dff6550aab65ea3170913fb5d6ceabe9081 Mon Sep 17 00:00:00 2001 From: BOT Alex <44818698+MagicBOTAlex@users.noreply.github.com> Date: Sun, 4 Feb 2024 11:25:54 +0100 Subject: [PATCH 1/3] Added minimal screenshake --- Assets/CameraShaker.cs | 56 ++++++++++++++++++++++++ Assets/CameraShaker.cs.meta | 11 +++++ Assets/Prefabs/CameraRig.prefab | 31 +++++++++++++ Assets/Scenes/GameScene.unity | 52 +++++++++++++++++++++- Assets/Scripts/Enemy/EnemyPathFinding.cs | 1 + 5 files changed, 150 insertions(+), 1 deletion(-) create mode 100644 Assets/CameraShaker.cs create mode 100644 Assets/CameraShaker.cs.meta diff --git a/Assets/CameraShaker.cs b/Assets/CameraShaker.cs new file mode 100644 index 0000000..e3bb773 --- /dev/null +++ b/Assets/CameraShaker.cs @@ -0,0 +1,56 @@ +using System.Collections; +using UnityEngine; +using Cinemachine; // Ensure you have the Cinemachine namespace + +public class CameraShaker : MonoBehaviour +{ + public static CameraShaker Instance; + public CinemachineCameraOffset offsetter; + + // Variables for tracking shake duration and original offset + private Vector3 originalOffset; + private Coroutine shakeCoroutine; + + private void Awake() + { + if (Instance == null) + { + Instance = this; + originalOffset = new Vector3(0, 0, 0); // Initialize with your default offset + } + else + { + Destroy(gameObject); + } + + offsetter = GetComponent(); + } + + public static void ShakecShake(float strength, float time) + { + // Check if a shake is already happening and restart it if so + if (Instance.shakeCoroutine != null) + { + Instance.StopCoroutine(Instance.shakeCoroutine); + } + Instance.shakeCoroutine = Instance.StartCoroutine(Instance.DoShake(strength, time)); + } + + private IEnumerator DoShake(float strength, float time) + { + float elapsed = 0f; + + while (elapsed < time) + { + elapsed += Time.deltaTime; + float x = Random.Range(-1f, 1f) * strength; + float y = Random.Range(-1f, 1f) * strength; + + offsetter.m_Offset = new Vector3(x, y, originalOffset.z); + yield return null; // Wait for the next frame + } + + // Reset the offset to the original position + offsetter.m_Offset = originalOffset; + } +} diff --git a/Assets/CameraShaker.cs.meta b/Assets/CameraShaker.cs.meta new file mode 100644 index 0000000..674cfec --- /dev/null +++ b/Assets/CameraShaker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea81d9be44682764ba43ffdbef0ef976 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/CameraRig.prefab b/Assets/Prefabs/CameraRig.prefab index 2e83e06..ba9821d 100644 --- a/Assets/Prefabs/CameraRig.prefab +++ b/Assets/Prefabs/CameraRig.prefab @@ -197,6 +197,7 @@ MonoBehaviour: - 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p.GetComponent().velocity = (GameObject.FindWithTag("Player").transform.position - transform.position).normalized * currentPattern.Speed; + p.GetComponent().velocity = (GetShortestPlayer() - transform.position).normalized * currentPattern.Speed; + p.AddComponent().Init(20f); } CanShootTime = Time.time + currentPattern.Cooldown; @@ -71,6 +79,23 @@ public class InstantiateOverTime : MonoBehaviour } } + Vector3 GetShortestPlayer() + { + GameObject[] players = GameObject.FindGameObjectsWithTag("Player"); + float dist = Mathf.Infinity; + GameObject closestPlayer = players[0]; + for (int i = 0; i < players.Length; i++) + { + float distance = Vector2.Distance(transform.position, players[i].transform.position); + if (distance < dist) + { + dist = distance; + closestPlayer = players[i]; + } + } + return closestPlayer.transform.position; + } + BulletPatternSequence getRandomPattern() { return Patterns[Random.Range(0, Patterns.Count)]; diff --git a/Assets/Scripts/Misc/Projectile.cs b/Assets/Scripts/Misc/Projectile.cs new file mode 100644 index 0000000..07d0cb9 --- /dev/null +++ b/Assets/Scripts/Misc/Projectile.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Projectile : MonoBehaviour +{ + [SerializeField] private float damage; + + private bool haveBeenReflected = false; + public void Init(float speed) + { + GetComponent().velocity = transform.up * speed; + } + + private void OnCollisionEnter2D(Collision2D collision) + { + // Hvad fuck er det her kode �rligt. hj�lp + { + if (haveBeenReflected && collision.gameObject.CompareTag("Enemy")) + { + HealthComponent enemyHealth = collision.gameObject.GetComponent(); + enemyHealth.TakeDamage(damage); + Destroy(gameObject); + } + else if (collision.gameObject.CompareTag("Player")) + { + HealthComponent playerHealth = collision.gameObject.GetComponent(); + playerHealth.TakeDamage(damage); + Destroy(gameObject); + } + } + } +} diff --git a/Assets/Scripts/Misc/Projectile.cs.meta b/Assets/Scripts/Misc/Projectile.cs.meta new file mode 100644 index 0000000..53caadd --- /dev/null +++ b/Assets/Scripts/Misc/Projectile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 567913d2c1877ed46a40e5552f3e9e09 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Rope/RopeSimulator.cs b/Assets/Scripts/Rope/RopeSimulator.cs index ea101bf..750c4a4 100644 --- a/Assets/Scripts/Rope/RopeSimulator.cs +++ b/Assets/Scripts/Rope/RopeSimulator.cs @@ -196,6 +196,7 @@ public class RopeSimulator : MonoBehaviour foreach (var point in rope.points) { GameObject ropeCollider = new GameObject("Rope Collider"); + ropeCollider.tag = "Rope"; ropeCollider.transform.parent = ropeCollidersParent; ropeCollider.transform.position = point.position; ropeCollider.layer = LayerMask.NameToLayer("Rope"); diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index 5bc7a2d..3c399d5 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -18,7 +18,7 @@ PhysicsManager: m_ClothInterCollisionDistance: 0.1 m_ClothInterCollisionStiffness: 0.2 m_ContactsGeneration: 1 - m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffff3fffffff3fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: fffdfffffffdfffffffdfffffffffffffffdfffffffdffff3ffdffff3ffffffffffdffff88fcffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_SimulationMode: 0 m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 1 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 571ded4..2240937 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -5,6 +5,7 @@ TagManager: serializedVersion: 2 tags: - Enemy + - Rope layers: - Default - TransparentFX @@ -15,7 +16,7 @@ TagManager: - Rope - Player - Post Processing - - + - Projectile - - -