Merge remote-tracking branch 'origin/main'

This commit is contained in:
Sveske Juice 2024-02-03 20:50:16 -08:00
commit dd827bee2f
71 changed files with 2448 additions and 1047 deletions

View File

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@ -20,7 +20,7 @@ AnimationClip:
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@ -20,7 +20,7 @@ AnimationClip:
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@ -62,7 +62,7 @@ AnimatorStateTransition:
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value: -11.016855
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View File

@ -17,6 +17,6 @@ public class PS5Controller : MonoBehaviour
// Update is called once per frame
void Update()
{
Gamepad.all[0].SetMotorSpeeds(100, 100);
}
}

View File

@ -7,6 +7,8 @@ public class EnemyAnimationHandler : MonoBehaviour
{
Animator animator;
bool isDying = false;
public GameObject healthBar;
void Start()
{
animator = GetComponent<Animator>();
@ -17,8 +19,9 @@ public class EnemyAnimationHandler : MonoBehaviour
}
void EnemyDie()
{
//GetComponent<Collider2D>().enabled = false;
//GetComponent<NavMeshAgent>().enabled = false;
GetComponentInParent<Collider2D>().enabled = false;
GetComponentInParent<NavMeshAgent>().enabled = false;
if (!isDying)
StartCoroutine(AnimationDie());
isDying = true;
@ -39,6 +42,7 @@ public class EnemyAnimationHandler : MonoBehaviour
public void Die()
{
animator.SetTrigger("Die");
AudioManager.PlaySound("Slice_Enemy_SFX", transform.position).volume = 0.65f;
}
public void DestroyGameobject()
{

View File

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
public static class FloatExtensions
{
/// <summary>
/// Refrence link: https://forum.unity.com/attachments/upload_2021-1-14_13-8-33-png.773578/
/// </summary>
public static float Remap(this float from, float fromMin, float fromMax, float toMin, float toMax)
{
var fromAbs = from - fromMin;
var fromMaxAbs = fromMax - fromMin;
var normal = fromAbs / fromMaxAbs;
var toMaxAbs = toMax - toMin;
var toAbs = toMaxAbs * normal;
var to = toAbs + toMin;
return to;
}
/// <summary>
/// Just clamps the value between two numbers (Easier to write)
/// </summary>
public static float Clamp(this float input, float min, float max) => math.clamp(input, min, max);
}

View File

@ -0,0 +1,11 @@
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View File

@ -1,3 +1,5 @@
using System.Collections.Generic;
using System;
using UnityEngine;
namespace UnityUtils
@ -56,5 +58,22 @@ namespace UnityUtils
v1.y != 0 ? v0.y / v1.y : v0.y,
v1.z != 0 ? v0.z / v1.z : v0.z);
}
public static Vector3 Mean(this List<Vector3> vectors)
{
if (vectors == null || vectors.Count == 0)
{
throw new ArgumentException("The input list of vectors is empty or null.");
}
Vector3 sum = Vector3.zero;
foreach (var vector in vectors)
{
sum += vector;
}
return sum / vectors.Count;
}
}
}

View File

@ -36,7 +36,7 @@ public class AudioManager : MonoBehaviour
return Instance.audioLibrary.Clips.First(x => x.name == nameOfClip);
}
public static AudioSource PlaySound(string nameOfClip, Vector3 sourcePos, bool is3D = true, bool loop = false, bool fadeIn = false)
public static AudioSource PlaySound(string nameOfClip, Vector3 sourcePos, bool manuallyHandle = false, bool is3D = true, bool loop = false, bool fadeIn = false)
{
if (Instance == null)
{
@ -57,7 +57,8 @@ public class AudioManager : MonoBehaviour
audioSource.spatialBlend = 1f;
}
Instance.StartCoroutine(Instance.StartSound(audioSource, fadeIn));
if (!manuallyHandle)
Instance.StartCoroutine(Instance.StartSound(audioSource, fadeIn));
return audioSource;
}

View File

@ -14,17 +14,27 @@ public class HealthBar : MonoBehaviour
private void OnEnable()
{
attachedHealth.OnHealthChange.AddListener(UpdateHealthBar);
if (healthBarImg != null)
attachedHealth.OnHealthChange.AddListener(UpdateHealthBar);
}
private void OnDisable()
{
attachedHealth.OnHealthChange.RemoveListener(UpdateHealthBar);
if (healthBarImg != null)
attachedHealth.OnHealthChange.RemoveListener(UpdateHealthBar);
}
private void UpdateHealthBar(float prevHealth, float newHealth)
{
float percent = newHealth / attachedHealth.getMaxHealth();
healthBarImg.fillAmount = percent;
if (percent <= 0)
{
for (int i = 0; i < transform.childCount; i++)
{
transform.GetChild(i).gameObject.SetActive(false);
}
}
}
}

View File

@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainMenuMusic : MonoBehaviour
{
void Start()
{
AudioManager.PlaySound("", new Vector3(0f, 0f, 0f)).volume = 1f;
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -74,10 +74,13 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
OnHealthZero?.Invoke();
int blood = (int)(maxHealth * 100.0f * BloodComputeShader.Instance.scoreMult);
if (BloodComputeShader.Instance != null)
{
int blood = (int)(maxHealth * 100.0f * BloodComputeShader.Instance.scoreMult);
BloodComputeShader.Instance.createBlood(transform.position, blood/2, maxHealth / 8.0f);
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
BloodComputeShader.Instance.createBlood(transform.position, blood / 2, maxHealth / 8.0f);
}
}
}

View File

@ -3,6 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using System.Linq;
using UnityEngine.Windows;
using UnityEngine.InputSystem.DualShock;
[RequireComponent(typeof(PlayerInput))]
public class PlayerMovement : MonoBehaviour
@ -13,11 +15,6 @@ public class PlayerMovement : MonoBehaviour
private bool right = false;
private bool vibrate = false;
[SerializeField] private float stepCooldown = 0.05f;
[SerializeField] private float stepVibrationTime = 0.05f;
[SerializeField] private GameObject rumble;
[Header("Whipping")]
[SerializeField]
@ -31,29 +28,26 @@ public class PlayerMovement : MonoBehaviour
private PlayerInput playerInput;
private HealthComponent hp;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
playerInput = GetComponent<PlayerInput>();
hp = GetComponent<HealthComponent>();
if (gameObject.name == "Player2")
{
playerInput.useArrowKeys = true;
}
StartCoroutine(ToggleWithDelay());
}
if (playerInput.controller != null)
{
var pad = (DualShockGamepad)Gamepad.all.ElementAtOrDefault(playerInput.PlayerNum);
if (pad == null) return;
void Update()
{
if (playerInput.movement != Vector2.zero)
{
RumbleWalk();
animationHandler.Run(true);
}
else
{
animationHandler.Run(false);
if (playerInput.PlayerNum == 1)
pad.SetLightBarColor(Color.red);
}
}
private void FixedUpdate()
@ -78,29 +72,4 @@ public class PlayerMovement : MonoBehaviour
}
}
private void RumbleWalk()
{
if (vibrate && playerInput.controller != null)
{
if (right)
{
rumble.GetComponent<RumbleManager>().RumblePulse(0.0f, 0.004f, stepVibrationTime, playerInput.PlayerNum);
right = false;
}
else if (!right)
{
rumble.GetComponent<RumbleManager>().RumblePulse(0.004f, 0.0f, stepVibrationTime, playerInput.PlayerNum);
right = true;
}
vibrate = false;
}
}
private IEnumerator ToggleWithDelay()
{
while (true)
{
vibrate = !vibrate;
yield return new WaitForSeconds(stepCooldown);
}
}
}

View File

@ -66,7 +66,7 @@ public class RopeSimulator : MonoBehaviour
public float Overshoot => rope.CalculateLengthOvershoot();
Rope rope;
public Rope rope;
Dictionary<Collider2D, float> colliderToSquezeForce = new();
@ -127,7 +127,7 @@ public class RopeSimulator : MonoBehaviour
if (prevSubDivision - (int) subDivision >= 0) return;
// Extend from start
// Max from start
rope.points.Insert(1, new Point(rope.points[1].position));
rope.sticks.Clear();

View File

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@ -0,0 +1,84 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerRumbling : MonoBehaviour
{
[SerializeField] private float RopeRubleTolerance = 0.5f;
private PlayerInput pInput;
private Gamepad pad;
// Rope
[SerializeField] private RopeSimulator rope;
private void Start()
{
Invoke("LateStart", 0.1f);
}
void LateStart()
{
pInput = GetComponent<PlayerInput>();
pad = Gamepad.all.ElementAtOrDefault(pInput.PlayerNum);
if (pad == null)
{
this.enabled = false;
}
hasInit = true;
}
bool hasInit = false;
private void Update()
{
if (!hasInit) return;
var rumble = new RumbleData();
float ropeClamed = Mathf.Max(0, rope.Overshoot);
if (ropeClamed > RopeRubleTolerance)
{
float mapped = ropeClamed.Remap(0.5f, 1f, 0f, 1f);
rumble.Max(mapped, mapped);
}
rumble.Commit(pad);
}
}
public class RumbleData
{
private bool modified = false;
private float lowFreq = 0;
private float highFreq = 0;
public void Max(float low, float high)
{
modified = true;
lowFreq = Mathf.Max(lowFreq, low);
highFreq = Mathf.Max(highFreq, high);
}
public void Min(float low, float high)
{
modified = true;
lowFreq = Mathf.Min(lowFreq, low);
highFreq = Mathf.Min(highFreq, high);
}
public void Add(float low, float high)
{
modified = true;
lowFreq += low;
highFreq += high;
}
public void Commit(Gamepad target)
{
modified = false;
target.SetMotorSpeeds(lowFreq, highFreq);
}
}

View File

@ -0,0 +1,11 @@
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@ -1,4 +1,5 @@
using System.Collections;
using TMPro;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
@ -59,6 +60,7 @@ public class Upgrader : MonoBehaviour
private bool prevCouldUpgrade = true;
public Image BloodMeter;
public TMPro.TextMeshProUGUI description;
// Start is called before the first frame update
void Start()
@ -179,6 +181,8 @@ public class Upgrader : MonoBehaviour
}
else
{
description.text = "";
if (acceptTime > 0f)
{
foreach (Image i in upgradeImages)
@ -194,14 +198,18 @@ public class Upgrader : MonoBehaviour
}
else if (prevCouldUpgrade)
{
background.color = Color.gray;
foreach (Image i in upgradeImages)
{
i.color = Color.gray;
}
// TODO: PLAY SOUND HERE!!
Player1Cursor.gameObject.SetActive(false);
Player2Cursor.gameObject.SetActive(false);
description.text = "";
background.color = Color.gray;
foreach (Image i in upgradeImages)
{
i.color = Color.gray;
i.gameObject.transform.localScale = Vector3.one;
}
Player1Cursor.gameObject.SetActive(false);
Player2Cursor.gameObject.SetActive(false);
}
Player1Cursor.localPosition = Player1Input.look.normalized * (125 - 12);
@ -213,6 +221,7 @@ public class Upgrader : MonoBehaviour
/// Increases mop radius by 10%
public void UpgradeMopSize()
{
description.text = upgrades.mopUpgrade.name;
bloodManager.CleanRadius *= mopSizeIncrease;
upgrades.mopUpgrade.amount++;
}
@ -220,6 +229,7 @@ public class Upgrader : MonoBehaviour
/// Increases move speed by 10%
public void UpgradeSpeed()
{
description.text = upgrades.speedUpgrade.name;
player1.GetComponent<PlayerMovement>().moveSpeed *= speedIncrease;
player2.GetComponent<PlayerMovement>().moveSpeed *= speedIncrease;
upgrades.speedUpgrade.amount++;
@ -228,12 +238,15 @@ public class Upgrader : MonoBehaviour
public void RopeUpgrade()
{
// todo: public methods
description.text = upgrades.ropeUpgrade.name;
rope.ropeMaxLength *= ropeIncrease;
upgrades.ropeUpgrade.amount++;
}
public void HealthUpgrade()
{
description.text = upgrades.healthUpgrade.name;
var comp1 = player1.GetComponent<HealthComponent>();
comp1.setMaxHealth((int)(comp1.getMaxHealth() * healthIncrease));
@ -244,6 +257,7 @@ public class Upgrader : MonoBehaviour
public void DamageUpgrade()
{
description.text = upgrades.damageUpgrade.name;
// todo: public rope methods
// rope.da
upgrades.damageUpgrade.amount++;
@ -251,6 +265,7 @@ public class Upgrader : MonoBehaviour
public void BloodUpgrade()
{
description.text = upgrades.bloodUpgrade.name;
bloodManager.scoreMult *= bloodIncrease;
upgrades.bloodUpgrade.amount++;
}
@ -258,17 +273,20 @@ public class Upgrader : MonoBehaviour
public void ReelUpgrade()
{
// todo rope methods
description.text = upgrades.reelUpgrade.name;
rope.ropeExtendSpeed *= reelIncrease;
upgrades.reelUpgrade.amount++;
}
IEnumerator updateBloodMeter() {
while (true) {
IEnumerator updateBloodMeter()
{
while (true)
{
yield return new WaitForSeconds(0.5f);
BloodMeter.fillAmount = ((float)bloodManager.score)/((float)upgradeCost);
BloodMeter.fillAmount = ((float)bloodManager.score) / ((float)upgradeCost);
}
// dont care
yield return null;
}

8
Assets/Sounding.meta Normal file
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@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityUtils;
public class RopeSounding : MonoBehaviour
{
[SerializeField] private float PlayTime = 1f;
RopeSimulator rope;
AudioSource AS;
float playTimeLeft = 0;
// Update is called once per frame
void Update()
{
if (rope == null)
{
if (TryGetComponent(out rope))
{
}
}
if (AS == null)
{
TryGetComponent(out AS);
AS.Play();
AS.Pause();
}
if (rope.Overshoot >= 0.5f)
{
Vector3 soundPos = rope.rope.points.Select(x => x.position).ToList().Mean();
AS.transform.position = soundPos;
AS.UnPause();
}
else
{
// Pause
AS.Pause();
}
}
}

View File

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