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71 Commits

Author SHA1 Message Date
BOTAlex 945ffb93f6 Offline co-op working! not tested enough 2024-10-03 05:23:43 +02:00
BOT Alex 5585ecd27b Started on offline coop like 2 player on one computer 2024-10-03 04:36:14 +02:00
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
Sveske_Juice 3364a2785d SMOOTH rope reconciliation
No collisions or enemies tho
2024-05-27 13:40:48 +02:00
Sveske_Juice 15d0079a2d Save ropestate and send RPC 2024-05-27 12:19:16 +02:00
Sveske_Juice 99aa0647f2 Fresh start for new rope network shit
Stripped all functionality for rope to implement multiplayer easier. Play RopeOverhaulGame scene to test this
2024-05-26 21:15:38 +02:00
BOTAlex 007e762a47 Fixed rope startup errors 2024-05-26 03:29:03 +02:00
BOTAlex 9017315bfe Fixed enemy spam spawning if single player 2024-05-26 03:07:59 +02:00
Sveske_Juice c2928c82d5 Merge remote-tracking branch 'origin/main' 2024-03-27 20:28:38 +01:00
BOTAlex cb4ffab588 We forgot time.deltatime... 2024-03-27 20:23:20 +01:00
BOTAlex 5a0f47145f We forgot time.deltatime... 2024-03-27 20:18:28 +01:00
BOTAlex a86576068f Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24 2024-03-27 20:13:34 +01:00
Sveske_Juice acca896c7b rope maybe working pls?? 2024-03-27 20:13:30 +01:00
BOTAlex 7d88e94b08 Added colliders to 2 enemies 2024-03-27 20:13:28 +01:00
BOTAlex a54c7df3c8 Used asserts instead of if 2024-03-27 20:09:45 +01:00
BOTAlex 0a521b51c8 Changed network log level 2024-03-27 19:00:24 +01:00
BOTAlex 93c0fa124f re-added a primitive way to kill enemies 2024-03-27 17:38:09 +01:00
BOTAlex 2934646bcb Added 2 extra test enemies 2024-03-27 17:31:37 +01:00
TheOlivier beeb486064 music changes 2024-03-27 17:19:43 +01:00
Sveske_Juice b037d5077b Give enemies networked synced id
required for reconciliation
2024-03-27 15:55:19 +01:00
Sveske_Juice 9887ee0266 Include enemy posisions in gamestate 2024-03-17 19:59:34 +01:00
Sveske_Juice dc4309fba9 Remove unnecessary assembly definitions
we are using them completely wrong, so there's no gain in having them
2024-03-17 19:59:07 +01:00
Sveske_Juice 0e9b82ca43 Store in circular buffer & gizmo for local and server rope on client 2024-03-17 18:53:53 +01:00
Sveske_Juice c9b874667e Property drawer for circular buffer 2024-03-17 18:17:12 +01:00
Sveske_Juice 35117a5d8b Send game state to client rpc with tick info.
Still WIP on fields in game state (should include player pos, enemies in future)
2024-03-17 17:55:35 +01:00
Sveske_Juice 2d7d7f2d4e Big cleanup of unused packages 2024-03-17 17:36:20 +01:00
Sveske_Juice 2b6f6606fc No need for rope collider and rigidbody on rope points 2024-03-17 13:55:28 +01:00
kimx100 ad1746d4a2 Better layering and added controller support 2024-03-06 23:25:13 +01:00
Sveske_Juice 7d4bb5aae6 Merge remote-tracking branch 'origin/main' 2024-03-05 00:28:36 +01:00
Sveske_Juice 5fbba01ca0 rope :(( 2024-03-05 00:28:27 +01:00
kimx100 751026816c testing better sorting layers 2024-03-05 00:25:35 +01:00
BOTAlex 5da9a7c15d Now synced scale 2024-03-04 23:52:15 +01:00
Sveske_Juice 2a9000b120 Rope overwrite client with server rope 2024-03-04 18:08:18 +01:00
Sveske_Juice add18eb38c Merge remote-tracking branch 'origin/main' 2024-03-04 18:07:37 +01:00
BOTAlex f4ba2d210c Players now not spawning exactly same space 2024-03-04 17:46:15 +01:00
BOTAlex 0cc9832bed Added multiplayer debug ui 2024-03-04 17:41:37 +01:00
Sveske_Juice 0b5240af54 Merge remote-tracking branch 'origin/main' 2024-03-04 17:40:36 +01:00
Sveske_Juice f0f56c5b70 rope wip 2024-03-04 17:40:23 +01:00
BOTAlex 9f6bd2d131 Ignore player and rope collision 2024-03-04 17:18:31 +01:00
BOTAlex 026d427dc0 I think server-side movement working. But rope is weird 2024-03-02 15:07:08 +01:00
kimx100 fe3cf2a44c Enemies pushing player fixed 2024-03-01 21:56:46 +01:00
BOTAlex 99ad7bbe6f Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24 2024-03-01 19:44:27 +01:00
BOTAlex eae9ae9370 Added server-sided movement! 2024-03-01 19:44:22 +01:00
kimx100 92dc931c15 Enemy prefab changed
EnemyBase prefab is the base template for all enemy variants. I've created six different prefab variants from this base prefab, each representing one of the six enemy groups. I've made a variant of each of these six variants, resulting in copies for each enemy version within every group. This setup allows for easy editing of individual enemies and entire enemy groups simultaneously.
2024-03-01 18:44:05 +01:00
BOT Alex 5b2759e65c Added collision to enemies 2024-03-01 10:46:23 +01:00
Sveske_Juice 12cb5d7987 Merge remote-tracking branch 'origin/main' 2024-02-29 20:37:27 +01:00
Sveske_Juice ed46e8ae97 some work on rope and utilities 2024-02-29 20:36:48 +01:00
BOTAlex 49580e68f1 We got enemy spawning!!! 2024-02-29 20:21:36 +01:00
BOTAlex d8f8cdc37a Enemy now spawns and is transform synced 2024-02-29 20:15:48 +01:00
BOTAlex 8b60e45bab Upgraded ZDisabler with support of IsServer 2024-02-29 19:32:14 +01:00
BOT Alex a706cd7e45 Sync + enemies hopefully networked spawning 2024-02-29 17:42:20 +01:00
Sveske Juice 4e8464a52d Merge remote-tracking branch 'origin/main' 2024-02-29 15:45:06 +01:00
Sveske Juice 925934ccda Display rope on client (We need to implement client prediction and reconciliation for rope) 2024-02-29 15:41:53 +01:00
BOT Alex 23c9b80b61 minor change 2024-02-29 12:15:48 +01:00
Sveske_Juice bbbe287c1d Rope now only simulated on server 2024-02-28 20:25:01 +01:00
BOTAlex a5e033535e Enemies now only spawning on server 2024-02-28 19:27:24 +01:00
BOTAlex f203b6d710 Started server-sided rope 2024-02-28 18:59:39 +01:00
BOT Alex 4b228771e5 Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24 2024-02-28 14:50:20 +01:00
BOT Alex 792b5407d2 Rope now connects on join 2024-02-28 14:50:14 +01:00
Sveske Juice 05ace5aea3 network player flip 2024-02-27 21:21:39 +01:00
Sveske Juice e98dd018bb Rope test 2024-02-27 21:17:44 +01:00
BOT Alex 8a4a50bd67 Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24 2024-02-27 21:04:35 +01:00
BOT Alex fb8eee4bdc Cameras now follows players 2024-02-27 21:04:26 +01:00
Sveske Juice 2315d2241e Spawn rope 2024-02-27 20:37:15 +01:00
BOT Alex a2fcdb9d07 QuickPatch 2024-02-27 20:29:37 +01:00
BOT Alex 801dcd3d66 Merge branch 'main' of https://gitea.deprived.dev/Sveskejuice/fgm24 2024-02-27 20:18:39 +01:00
BOT Alex 9a2538c772 Players now registers themselvs to gamemanager 2024-02-27 20:18:17 +01:00
Sveske Juice a076f5000f Refactor rope simulator 2024-02-27 19:54:10 +01:00
BOT Alex f1c39f502c Imported TMP again 2024-02-27 18:45:30 +01:00
BOT Alex 90e3fdd550 Unity version bump 2024-02-27 18:38:16 +01:00
510 changed files with 96831 additions and 47703 deletions

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@ -1211,6 +1474,7 @@ MonoBehaviour:
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@ -1,17 +0,0 @@
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@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using ComputeShaderUtility;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
public struct Droplet
@ -61,6 +62,8 @@ public class BloodComputeShader : MonoBehaviour
[SerializeField]
uint bufferLookPointer = 0;
private bool gameHasStarted = false;
private void Awake()
{
if (Instance != null)
@ -69,7 +72,10 @@ public class BloodComputeShader : MonoBehaviour
return;
}
Instance = this;
GameManager.OnPlayersReady += OnPlayersReady;
}
void Start()
{
ComputeHelper.CreateStructuredBuffer<Droplet>(ref particleBuffer, numParticles);
@ -130,17 +136,35 @@ public class BloodComputeShader : MonoBehaviour
freeBloodReadRequest = AsyncGPUReadback.Request(freeParticleBuffer);
}
void OnPlayersReady(GameObject[] players)
{
mop1 = players[0].GetComponent<Mop>();
mop2 = players[1].GetComponent<Mop>();
gameHasStarted = true;
}
// Update is called once per frame
void Update()
{
if (mop1 == null || mop2 == null) return;
if (Input.GetKeyDown(KeyCode.B))
createBloodTest(1000);
//if (!gameHasStarted) return;
//Assert.IsNotNull(mop1);
//Assert.IsNotNull(mop2);
bloodCompute.SetFloat("deltaTime", Time.deltaTime);
bloodCompute.SetInt("numParticles", numParticles);
bloodCompute.SetFloat("size", size);
bloodCompute.SetFloat("gravity", 9.8f);
bloodCompute.SetVector("mop1Pos", mop1.transform.position);
bloodCompute.SetVector("mop2Pos", mop2.transform.position);
//bloodCompute.SetVector("mop1Pos", mop1.transform.position);
//bloodCompute.SetVector("mop2Pos", mop2.transform.position);
bloodCompute.SetVector("mop1Pos", Vector3.zero); // Debug
bloodCompute.SetVector("mop2Pos", Vector3.zero);
bloodCompute.SetFloat("CleanRadius", CleanRadius);
// if (Input.GetKeyUp(KeyCode.Alpha9)) {

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@ -0,0 +1,24 @@
using Cinemachine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class SetupCinemachine : MonoBehaviour
{
public CinemachineTargetGroup targetbrain;
[SerializeField] private float targetRadius = 3f;
private void OnEnable()
{
GameManager.OnPlayersReady += OnPlayersReady;
}
private void OnPlayersReady(GameObject[] players)
{
var targets = players.Select(x => new CinemachineTargetGroup.Target { target = x.transform, weight = 1, radius = targetRadius }).ToArray();
targetbrain.m_Targets = targets;
}
}

View File

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View File

@ -10,7 +10,9 @@ public class EnemyPathFinding : MonoBehaviour
[SerializeField] public Transform[] targets;
[SerializeField] private float ropeDistCheck = 1f;
//[SerializeField] private float stopBeforeTargetOffset = 1f; //Unused
[SerializeField] private LayerMask ropeCheckMask;
private bool isCollidingWithTarget;
private HealthComponent healthComponent;
@ -20,9 +22,11 @@ public class EnemyPathFinding : MonoBehaviour
agent = GetComponent<NavMeshAgent>();
agent.updateRotation = false;
agent.updateUpAxis = false;
agent.baseOffset = 0;
healthComponent = GetComponent<HealthComponent>();
healthComponent.OnHealthZero.AddListener(Rumble);
}
private void Rumble()
@ -42,8 +46,12 @@ public class EnemyPathFinding : MonoBehaviour
Vector2 dir = closestTarget.position - transform.position;
if (Physics2D.Raycast(transform.position, dir.normalized, ropeDistCheck, ropeCheckMask)) return;
try { agent.SetDestination(closestTarget.position); } catch { }// Fuck this error.
try
{
if (!isCollidingWithTarget)
agent.SetDestination(closestTarget.position);
}
catch { }// Fuck this error.
}
private Transform GetClosestTarget()
@ -61,4 +69,21 @@ public class EnemyPathFinding : MonoBehaviour
}
return shortest;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
isCollidingWithTarget = true;
agent.stoppingDistance = 100;
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
isCollidingWithTarget = false;
agent.stoppingDistance = 0;
}
}
}

View File

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@ -1,16 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Unity.Mathematics;
using Unity.VisualScripting;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UIElements;
public class EnemySpawner : MonoBehaviour
public class EnemySpawner : NetworkBehaviour
{
// Shared
public int Wave = 0;
@ -19,23 +13,35 @@ public class EnemySpawner : MonoBehaviour
// Inspector
[SerializeField] private float difficultyIncreasePerWave = 1f;
[SerializeField] public float WaveTime = 20f;
[SerializeField] private List<float> enemyDifficulties;
[SerializeField] private float SpawnRadius = 10;
[SerializeField] private int NumEnemies = 6;
[SerializeField] public GameObject[] players;
//[SerializeField] private int NumEnemies = 6; //Unused
private GameObject[] players;
[SerializeField] private float initialSpawnDelay = 5;
[Space(10)]
[SerializeField] private Transform SpawnCenter;
// local
private bool nextWaveRequested = false;
public float timer = 0f;
private Camera mainCam;
private GameObject SpawnedEnenmyHolder;
[SerializeField] private List<EnemyPrefabInfo> enemyList;
[SerializeField] private EnemyList enemyList;
private bool SpawnerStarted = false;
public static EnemySpawner instance;
//private static int idCounter = 0; //Unused
private void OnEnable()
{
GameManager.OnPlayersReady += OnPlayersReady;
}
private void OnPlayersReady(GameObject[] players)
{
this.players = players;
}
private void Awake()
{
if (instance == null)
@ -50,17 +56,12 @@ public class EnemySpawner : MonoBehaviour
private void Start()
{
mainCam = Camera.main;
SpawnedEnenmyHolder = new GameObject("SpawnedEnenmyHolder");
for (int i = 0; i < 6; i++)
{
enemyList.Add(new EnemyPrefabInfo() { Difficulty = i+1, prefabs = Resources.LoadAll<GameObject>("Enemies/" + (i+1)) });
}
timer = WaveTime - initialSpawnDelay;
StartSpawning();
if (IsServer || IsHost) // If server then start spawning
StartSpawning();
}
public void Update()
@ -70,8 +71,6 @@ public class EnemySpawner : MonoBehaviour
if (timer > WaveTime || nextWaveRequested)
{
Task.Factory.StartNew(() => { Task.Delay(100); timer = 0; });
SpawnWave(difficulty);
Wave++;
@ -79,7 +78,7 @@ public class EnemySpawner : MonoBehaviour
nextWaveRequested = false;
timer = 0;
}
}
public void StartSpawning() => SpawnerStarted = true;
@ -87,7 +86,11 @@ public class EnemySpawner : MonoBehaviour
void SpawnWave(float difficulty)
{
//SpawnStrongestFirst(difficulty);
if (enemyList.List.Any(x => x.Difficulty < 0.1f))
{
Debug.LogError("Difficulty on prefab too low!", enemyList);
return;
}
if (Wave != 0 && Wave % 10 == 0)
SpawnStrongestFirst(difficulty);
@ -97,15 +100,15 @@ public class EnemySpawner : MonoBehaviour
void SpawnStrongestFirst(float difficulty)
{
var decendingList = enemyList.Where(x => x.Difficulty < difficulty).OrderByDescending(x => x.Difficulty).ToArray();
var decendingList = enemyList.List.Where(x => x.Difficulty < difficulty).OrderByDescending(x => x.Difficulty).ToArray();
for (int i = 0; i < decendingList.Length; i++)
{
while (difficulty > decendingList[i].Difficulty)
{
GameObject enemy = Instantiate(decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)], GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
difficulty -= decendingList[i].Difficulty;
GameObject enemyToSpawn = decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)];
SpawnEnemy(enemyToSpawn);
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x=>x.transform).ToArray();
difficulty -= decendingList[i].Difficulty;
}
}
}
@ -115,7 +118,7 @@ public class EnemySpawner : MonoBehaviour
difficulty *= 1.1f;
while (difficulty > 1f) // Spawn until difficulty is less than 0.5f
{
var validEnemies = enemyList.Where(x => x.Difficulty <= difficulty).ToArray();
var validEnemies = enemyList.List.Where(x => x.Difficulty <= difficulty).ToArray();
int enemyIndex = UnityEngine.Random.Range(0, validEnemies.Length);
var enemyToSpawn = validEnemies[enemyIndex];
difficulty -= enemyToSpawn.Difficulty;
@ -123,12 +126,22 @@ public class EnemySpawner : MonoBehaviour
int variant = UnityEngine.Random.Range(0, enemyToSpawn.prefabs.Length);
GameObject variantToSpawn = enemyToSpawn.prefabs[variant];
GameObject enemy = Instantiate(variantToSpawn, GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x => x.transform).ToArray();
SpawnEnemy(variantToSpawn);
}
}
void SpawnEnemy(GameObject enemyPrefab)
{
GameObject enemy = Instantiate(enemyPrefab, GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
enemy.GetComponent<NetworkObject>().Spawn();
if (players != null)
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x => x.transform).ToArray();
else
enemy.GetComponent<EnemyPathFinding>().targets = new Transform[] { new GameObject("DummyTarget").transform};
}
// Centrum is SpawnCenter
public Vector3 GetRandomPointOnCircle(float radius)
{
Vector3 point;
@ -137,11 +150,11 @@ public class EnemySpawner : MonoBehaviour
float angle = UnityEngine.Random.Range(0f, 360f);
float radians = Mathf.Deg2Rad * angle;
Vector3 position = transform.position;
Vector3 position = SpawnCenter.position;
float x = position.x + radius * Mathf.Cos(radians);
float y = position.y + radius * Mathf.Sin(radians);
point = new Vector3(x, y, position.z);
point = new Vector3(x, y, 0);
} while (IsPointOnNavMesh(point));
return point;

View File

@ -1,20 +0,0 @@
{
"name": "Project.Scritps.Enemy",
"rootNamespace": "",
"references": [
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:2ea4a18a75f268848b43865100892489",
"GUID:055e16077a1232f4780a04598b3bfe00",
"GUID:1031dfc67c8f1a645b71d679ac3bf7db",
"GUID:0ba5c175a7b2c8345a4e996560a9d0ab"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(HealthComponent))]
public class DestroyOnNoHealth : MonoBehaviour
{
HealthComponent health;
private void OnEnable()
{
health = GetComponent<HealthComponent>();
health.OnHealthZero.AddListener(OnDeath);
}
private void OnDisable()
{
health.OnHealthZero.RemoveListener(OnDeath);
}
private void OnDeath()
{
Destroy(gameObject);
}
}

View File

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0c03d2ee433025242bc14fc1bae3a9ab

View File

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

View File

@ -1,22 +0,0 @@
{
"name": "Project.Scripts.HeathSystem",
"rootNamespace": "",
"references": [
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:f0aa6e1ec272fc041a727a9dfb7c1e67",
"GUID:75469ad4d38634e559750d17036d5f7c",
"GUID:42d1898a72cfe6848ae89835fb20acd2",
"GUID:ddd4dba7c768b564a879069c52854fc5",
"GUID:f4c364e1215051e4dbc6c0bc8fb49793",
"GUID:1eb4e3e6c04cdc848bab71651b1e2ecd"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@ -2,7 +2,6 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
public class AudioManager : MonoBehaviour
@ -80,7 +79,7 @@ public class AudioManager : MonoBehaviour
{
Destroy(audioSource.gameObject);
}
catch (SystemException err)
catch (SystemException)
{
}

View File

@ -1,3 +0,0 @@
{
"name": "Project.Scripts.Manager.Audio"
}

View File

@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 0ba5c175a7b2c8345a4e996560a9d0ab
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -8,16 +8,9 @@ using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public List<GameObject> Players = new List<GameObject>();
public Action OnPlayerDied;
private string penisSuriveTime = "";
public int Revives { get; private set; }
public GameObject ReviveParticleSystem;
public TMPro.TextMeshProUGUI ReviveText;
public static Action<GameObject[]> OnPlayersReady;
void Awake()
{
@ -27,71 +20,56 @@ public class GameManager : MonoBehaviour
}
Instance = this;
Revives = 1;
ReviveText.text = Revives + "x";
StartCoroutine(WaitForPlayers());
}
void Start()
private IEnumerator WaitForPlayers()
{
yield return new WaitUntil(()=>Players.Count == 2);
OnPlayersReady?.Invoke(Players.ToArray());
}
public void playerDied(GameObject who)
{
Debug.Log($"{who.name} died");
if (Revives == 0)
{
AudioManager.Instance.StopAllAudio();
AudioManager.PlaySound("Game_Over_Jingle", Vector3.zero);
SceneManager.LoadScene(3);
}
else
{
Revives--;
ReviveText.text = Revives + "x";
Collider2D[] d = Physics2D.OverlapCircleAll(who.transform.position, 3f);
//public void playerDied(GameObject who)
//{
// Debug.Log($"{who.name} died");
// if (Revives == 0)
// {
// AudioManager.Instance.StopAllAudio();
// AudioManager.PlaySound("Game_Over_Jingle", Vector3.zero);
// SceneManager.LoadScene(3);
// }
// else
// {
// Revives--;
// ReviveText.text = Revives + "x";
// Collider2D[] d = Physics2D.OverlapCircleAll(who.transform.position, 3f);
Debug.Log(d);
// Debug.Log(d);
foreach (Collider2D c in d)
{
if (c.gameObject.CompareTag("Enemy"))
{
c.gameObject.GetComponent<HealthComponent>().TakeDamage(69420);
}
}
// foreach (Collider2D c in d)
// {
// if (c.gameObject.CompareTag("Enemy"))
// {
// c.gameObject.GetComponent<HealthComponent>().TakeDamage(69420);
// }
// }
var g = who.GetComponent<HealthComponent>();
// heal
g.setMaxHealth(g.getMaxHealth(), true);
g.resetKillFlag();
// var g = who.GetComponent<HealthComponent>();
// // heal
// g.setMaxHealth(g.getMaxHealth(), true);
// g.resetKillFlag();
// REVIVE SOUND HERE
AudioManager.PlaySound("Revive_SFX", who.transform.position);
RumbleManager.StartRumble(0, 0.3f, 0.1f, 3f);
RumbleManager.StartRumble(1, 0.3f, 0.1f, 3f);
// // REVIVE SOUND HERE
// AudioManager.PlaySound("Revive_SFX", who.transform.position);
// RumbleManager.StartRumble(0, 0.3f, 0.1f, 3f);
// RumbleManager.StartRumble(1, 0.3f, 0.1f, 3f);
GameObject go = Instantiate(ReviveParticleSystem, who.transform.position, Quaternion.identity);
ParticleSystem ps = go.GetComponent<ParticleSystem>();
ps.Play();
// GameObject go = Instantiate(ReviveParticleSystem, who.transform.position, Quaternion.identity);
// ParticleSystem ps = go.GetComponent<ParticleSystem>();
// ps.Play();
go.AddComponent<DestroyAfter>().Init(5f);
}
}
// go.AddComponent<DestroyAfter>().Init(5f);
// }
//}
public void AddRevive()
{
Revives++;
ReviveText.text = Revives + "x";
}
public void setTime(string t)
{
penisSuriveTime = t;
}
// Update is called once per frame
void Update()
{
}
}

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