squeze damage from rope
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minThreshold: 1
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squezeDamageScalor: 1
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@ -0,0 +1,46 @@
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using UnityEngine;
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using UnityEngine.Events;
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using TMPro;
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public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
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{
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[SerializeField] int maxHealth = 100;
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public int currentHealth { get; private set; }
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public UnityEvent OnHealthZero;
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public UnityEvent<int, int> OnHealthChange;
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[Header("Squeze Damage")]
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[SerializeField]
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float minThreshold = 1f;
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[SerializeField]
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float squezeDamageScalor = 1f;
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void Awake()
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{
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currentHealth = maxHealth;
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}
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public void TakeDamage(int damage)
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{
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currentHealth -= damage;
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OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
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if (currentHealth <= 0)
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OnHealthZero?.Invoke();
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}
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public void TakeSquezeDamage(float squezeDamage)
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{
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Debug.Log($"Taking {squezeDamage}");
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if (squezeDamage < minThreshold) return;
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TakeDamage((int) Mathf.Round(squezeDamage * squezeDamageScalor));
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}
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public void SimpleKill()
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{
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Destroy(gameObject);
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}
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}
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@ -1,37 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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public class PlayerHP : MonoBehaviour
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{
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public int maxHealth = 100;
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public int currentHealth;
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public TextMeshProUGUI healthText;
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void Start()
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{
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currentHealth = maxHealth;
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}
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public void Update()
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{
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if (currentHealth <= 0)
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{
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// TODO: Game Over
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}
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if (healthText != null && currentHealth > 0)
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{
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healthText.text = "Health: " + currentHealth;
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}
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else if (healthText != null && currentHealth <= 0)
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healthText.text = "Health: 0";
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if (Input.GetKeyDown(KeyCode.Space))
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TakeDamage(5);
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}
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public void TakeDamage(float damage)
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{
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currentHealth -= (int)damage;
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}
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}
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@ -0,0 +1,4 @@
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public interface ISquezeDamageReceiver
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{
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public void TakeSquezeDamage(float squezeDamage);
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}
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@ -0,0 +1,11 @@
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@ -51,10 +51,10 @@ public class RopeSimulator : MonoBehaviour
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public Vector2 testPos;
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public Vector2 testPos;
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Vector2 prevStartPos;
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Rope rope;
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Rope rope;
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Dictionary<Collider2D, float> colliderToSquezeForce = new();
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private void Start()
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private void Start()
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{
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{
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//rope = new RopeBuilder()
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//rope = new RopeBuilder()
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private void Update()
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private void Update()
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{
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{
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colliderToSquezeForce.Clear();
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rope.points.First().position = start.position;
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rope.points.First().position = start.position;
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rope.points.Last().position = end.position;
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rope.points.Last().position = end.position;
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start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce);
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start.gameObject.GetComponent<Rigidbody2D>().AddForce(pullDirection * overshoot * pullForce);
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}
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}
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prevStartPos = start.position;
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// Handle squeze kills
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foreach (var collider in colliderToSquezeForce)
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{
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ISquezeDamageReceiver squezeDamageReceiver = collider.Key.GetComponent<ISquezeDamageReceiver>();
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if (squezeDamageReceiver == null) continue;
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squezeDamageReceiver.TakeSquezeDamage(collider.Value);
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}
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}
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}
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private void OnDrawGizmos()
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private void OnDrawGizmos()
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Collider2D hitCollider = Physics2D.OverlapCircle(p.position, ropeRadius, staticColliderMask);
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Collider2D hitCollider = Physics2D.OverlapCircle(p.position, ropeRadius, staticColliderMask);
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if (hitCollider == null) return;
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if (hitCollider == null) return;
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// Register the squeze force this rope particle is squezing the collider
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Vector2 resolvedPos = hitCollider.ClosestPoint(p.position);
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Vector2 resolvedPos = hitCollider.ClosestPoint(p.position);
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Vector2 penetrationDir = (resolvedPos - p.position).normalized;
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Vector2 penetration = resolvedPos - p.position;
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Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius;
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Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius;
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float squezeForce;
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if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce))
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colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude);
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else
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colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude;
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p.position = finalPos;
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p.position = finalPos;
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}
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}
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|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8b645cb8aa203484aaefb2b6f86e696c
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,31 @@
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
healthText.text = padding + healthComponent.currentHealth;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6ea817cc94396c24199c7d5b0f34e889
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue