Compare commits

..

2 Commits

Author SHA1 Message Date
BOTAlex 2d93c013d4 Started debugging snorre's blood shit. (Partly working) 2024-06-01 16:32:54 +02:00
BOTAlex 2626dde244 Removed all warnings 2024-06-01 16:26:03 +02:00
10 changed files with 42 additions and 40 deletions

View File

@ -4128,7 +4128,6 @@ MonoBehaviour:
difficultyIncreasePerWave: 3 difficultyIncreasePerWave: 3
WaveTime: 20 WaveTime: 20
SpawnRadius: 22.6 SpawnRadius: 22.6
NumEnemies: 6
initialSpawnDelay: 5 initialSpawnDelay: 5
SpawnCenter: {fileID: 5796191506433166635} SpawnCenter: {fileID: 5796191506433166635}
timer: 0 timer: 0

View File

@ -147,17 +147,24 @@ public class BloodComputeShader : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if (!gameHasStarted) return; if (Input.GetKeyDown(KeyCode.B))
createBloodTest(1000);
Assert.IsNotNull(mop1); //if (!gameHasStarted) return;
Assert.IsNotNull(mop2);
//Assert.IsNotNull(mop1);
//Assert.IsNotNull(mop2);
bloodCompute.SetFloat("deltaTime", Time.deltaTime); bloodCompute.SetFloat("deltaTime", Time.deltaTime);
bloodCompute.SetInt("numParticles", numParticles); bloodCompute.SetInt("numParticles", numParticles);
bloodCompute.SetFloat("size", size); bloodCompute.SetFloat("size", size);
bloodCompute.SetFloat("gravity", 9.8f); bloodCompute.SetFloat("gravity", 9.8f);
bloodCompute.SetVector("mop1Pos", mop1.transform.position); //bloodCompute.SetVector("mop1Pos", mop1.transform.position);
bloodCompute.SetVector("mop2Pos", mop2.transform.position); //bloodCompute.SetVector("mop2Pos", mop2.transform.position);
bloodCompute.SetVector("mop1Pos", Vector3.zero); // Debug
bloodCompute.SetVector("mop2Pos", Vector3.zero);
bloodCompute.SetFloat("CleanRadius", CleanRadius); bloodCompute.SetFloat("CleanRadius", CleanRadius);
// if (Input.GetKeyUp(KeyCode.Alpha9)) { // if (Input.GetKeyUp(KeyCode.Alpha9)) {

View File

@ -10,7 +10,7 @@ public class EnemyPathFinding : MonoBehaviour
[SerializeField] public Transform[] targets; [SerializeField] public Transform[] targets;
[SerializeField] private float ropeDistCheck = 1f; [SerializeField] private float ropeDistCheck = 1f;
[SerializeField] private float stopBeforeTargetOffset = 1f; //[SerializeField] private float stopBeforeTargetOffset = 1f; //Unused
[SerializeField] private LayerMask ropeCheckMask; [SerializeField] private LayerMask ropeCheckMask;
private bool isCollidingWithTarget; private bool isCollidingWithTarget;

View File

@ -14,7 +14,7 @@ public class EnemySpawner : NetworkBehaviour
[SerializeField] private float difficultyIncreasePerWave = 1f; [SerializeField] private float difficultyIncreasePerWave = 1f;
[SerializeField] public float WaveTime = 20f; [SerializeField] public float WaveTime = 20f;
[SerializeField] private float SpawnRadius = 10; [SerializeField] private float SpawnRadius = 10;
[SerializeField] private int NumEnemies = 6; //[SerializeField] private int NumEnemies = 6; //Unused
private GameObject[] players; private GameObject[] players;
[SerializeField] private float initialSpawnDelay = 5; [SerializeField] private float initialSpawnDelay = 5;
[Space(10)] [Space(10)]
@ -30,7 +30,7 @@ public class EnemySpawner : NetworkBehaviour
public static EnemySpawner instance; public static EnemySpawner instance;
private static int idCounter = 0; //private static int idCounter = 0; //Unused
private void OnEnable() private void OnEnable()
{ {

View File

@ -13,8 +13,8 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
[SerializeField] private bool onlyCallZeroHealthOnce = true; [SerializeField] private bool onlyCallZeroHealthOnce = true;
[SerializeField] float maxHealth = 100; [SerializeField] float maxHealth = 100;
[SerializeField] float damageTickDelay = 0.25f; //[SerializeField] float damageTickDelay = 0.25f; //Unused
private float currentDamageTick = 0f; //private float currentDamageTick = 0f; //Unused
private float accumulatedDamageInTick = 0f; private float accumulatedDamageInTick = 0f;
public float currentHealth { get; private set; } public float currentHealth { get; private set; }
@ -87,23 +87,22 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
void Update() void Update()
{ {
return; //// blod regen
// blod regen //if (bloodRegen)
if (bloodRegen) //{
{ // PlayerInput playerInput = GetComponent<PlayerInput>();
PlayerInput playerInput = GetComponent<PlayerInput>(); // float bloodAccumalted = playerInput.PlayerNum == 0 ? BloodComputeShader.Instance.mop1Clean : BloodComputeShader.Instance.mop2Clean;
float bloodAccumalted = playerInput.PlayerNum == 0 ? BloodComputeShader.Instance.mop1Clean : BloodComputeShader.Instance.mop2Clean; // TakeDamage(-bloodAccumalted / regen);
TakeDamage(-bloodAccumalted / regen); //}
}
if (currentDamageTick < Time.time) //if (currentDamageTick < Time.time)
{ //{
if (accumulatedDamageInTick < 1f) return; // if (accumulatedDamageInTick < 1f) return;
OnHealthChangeAtPos?.Invoke(transform.position.Add(y: 2f), accumulatedDamageInTick); // OnHealthChangeAtPos?.Invoke(transform.position.Add(y: 2f), accumulatedDamageInTick);
currentDamageTick = Time.time + damageTickDelay; // currentDamageTick = Time.time + damageTickDelay;
accumulatedDamageInTick = 0f; // accumulatedDamageInTick = 0f;
} //}
} }
public float getMaxHealth() { public float getMaxHealth() {

View File

@ -79,7 +79,7 @@ public class AudioManager : MonoBehaviour
{ {
Destroy(audioSource.gameObject); Destroy(audioSource.gameObject);
} }
catch (SystemException err) catch (SystemException)
{ {
} }

View File

@ -5,7 +5,7 @@ using UnityEngine.InputSystem;
public class RopeRumbling : MonoBehaviour public class RopeRumbling : MonoBehaviour
{ {
[SerializeField] private float RopeRubleTolerance = 0.5f; //[SerializeField] private float RopeRubleTolerance = 0.5f; //Unused
[SerializeField] private float MaxVibration = 0.8f; [SerializeField] private float MaxVibration = 0.8f;
private PlayerInput pInput; private PlayerInput pInput;

View File

@ -11,7 +11,7 @@ public class PlayerMovement : MonoBehaviour
public float moveSpeed = 5f; public float moveSpeed = 5f;
private Rigidbody2D rb; private Rigidbody2D rb;
private bool right = false; //private bool right = false; //Unused
[Header("Whipping")] [Header("Whipping")]
[SerializeField] [SerializeField]
@ -19,11 +19,11 @@ public class PlayerMovement : MonoBehaviour
public float whipSmashSpeed = 2f; public float whipSmashSpeed = 2f;
public float whipSmashDamageMult = 2f; public float whipSmashDamageMult = 2f;
[SerializeField] //[SerializeField] //Unused
private float whipMoveSpeed = 25f; //private float whipMoveSpeed = 25f;
[SerializeField] //[SerializeField] //Unused
private float maxWhipMoveSpeed = 30f; //private float maxWhipMoveSpeed = 30f;
private IMoveData playerInput; private IMoveData playerInput;

View File

@ -52,13 +52,13 @@ public class Upgrader : MonoBehaviour
private PlayerInput Player1Input; private PlayerInput Player1Input;
private PlayerInput Player2Input; private PlayerInput Player2Input;
private float acceptTime = 0f; //private float acceptTime = 0f; //Unused
private Image background; private Image background;
private Image[] upgradeImages = new Image[8]; private Image[] upgradeImages = new Image[8];
private bool prevCouldUpgrade = true; // private bool prevCouldUpgrade = true; //Unused
public Image BloodMeter; public Image BloodMeter;
public TMPro.TextMeshProUGUI description; public TMPro.TextMeshProUGUI description;
@ -370,9 +370,6 @@ public class Upgrader : MonoBehaviour
BloodMeter.fillAmount = ((float)bloodManager.score) / ((float)upgradeCost); BloodMeter.fillAmount = ((float)bloodManager.score) / ((float)upgradeCost);
} }
// dont care
yield return null;
} }
} }

View File

@ -6,12 +6,12 @@ using UnityUtils;
public class RopeSounding : MonoBehaviour public class RopeSounding : MonoBehaviour
{ {
[SerializeField] private float PlayTime = 1f; // [SerializeField] private float PlayTime = 1f; //Unused
RopeSimulatorOld rope; RopeSimulatorOld rope;
AudioSource AS; AudioSource AS;
float playTimeLeft = 0; //float playTimeLeft = 0; //Unused
// Update is called once per frame // Update is called once per frame
void Update() void Update()