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.gitignore vendored
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@ -72,4 +72,3 @@ crashlytics-build.properties
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@ -1474,7 +1211,6 @@ MonoBehaviour:
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NetworkPrefabsLists:
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@ -1492,7 +1228,7 @@ MonoBehaviour:
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@ -3,7 +3,6 @@ using System.Collections;
using System.Collections.Generic;
using ComputeShaderUtility;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Rendering;
public struct Droplet
@ -62,8 +61,6 @@ public class BloodComputeShader : MonoBehaviour
[SerializeField]
uint bufferLookPointer = 0;
private bool gameHasStarted = false;
private void Awake()
{
if (Instance != null)
@ -72,10 +69,7 @@ public class BloodComputeShader : MonoBehaviour
return;
}
Instance = this;
GameManager.OnPlayersReady += OnPlayersReady;
}
void Start()
{
ComputeHelper.CreateStructuredBuffer<Droplet>(ref particleBuffer, numParticles);
@ -136,35 +130,17 @@ 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 (Input.GetKeyDown(KeyCode.B))
createBloodTest(1000);
//if (!gameHasStarted) return;
//Assert.IsNotNull(mop1);
//Assert.IsNotNull(mop2);
if (mop1 == null || mop2 == null) return;
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", Vector3.zero); // Debug
bloodCompute.SetVector("mop2Pos", Vector3.zero);
bloodCompute.SetVector("mop1Pos", mop1.transform.position);
bloodCompute.SetVector("mop2Pos", mop2.transform.position);
bloodCompute.SetFloat("CleanRadius", CleanRadius);
// if (Input.GetKeyUp(KeyCode.Alpha9)) {

View File

@ -1,8 +1,8 @@
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"name": "Project.Scripts.Blood",
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@ -1,24 +0,0 @@
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;
}
}

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@ -1,2 +0,0 @@
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@ -10,9 +10,7 @@ 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;
@ -22,11 +20,9 @@ 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()
@ -46,12 +42,8 @@ public class EnemyPathFinding : MonoBehaviour
Vector2 dir = closestTarget.position - transform.position;
if (Physics2D.Raycast(transform.position, dir.normalized, ropeDistCheck, ropeCheckMask)) return;
try
{
if (!isCollidingWithTarget)
agent.SetDestination(closestTarget.position);
}
catch { }// Fuck this error.
try { agent.SetDestination(closestTarget.position); } catch { }// Fuck this error.
}
private Transform GetClosestTarget()
@ -69,21 +61,4 @@ 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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@ -1,10 +1,16 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode;
using System.Threading;
using System.Threading.Tasks;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UIElements;
public class EnemySpawner : NetworkBehaviour
public class EnemySpawner : MonoBehaviour
{
// Shared
public int Wave = 0;
@ -13,35 +19,23 @@ public class EnemySpawner : NetworkBehaviour
// 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; //Unused
private GameObject[] players;
[SerializeField] private int NumEnemies = 6;
[SerializeField] public 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 EnemyList enemyList;
[SerializeField] private List<EnemyPrefabInfo> 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)
@ -56,12 +50,17 @@ public class EnemySpawner : NetworkBehaviour
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;
if (IsServer || IsHost) // If server then start spawning
StartSpawning();
StartSpawning();
}
public void Update()
@ -71,6 +70,8 @@ public class EnemySpawner : NetworkBehaviour
if (timer > WaveTime || nextWaveRequested)
{
Task.Factory.StartNew(() => { Task.Delay(100); timer = 0; });
SpawnWave(difficulty);
Wave++;
@ -78,7 +79,7 @@ public class EnemySpawner : NetworkBehaviour
nextWaveRequested = false;
timer = 0;
}
}
public void StartSpawning() => SpawnerStarted = true;
@ -86,11 +87,7 @@ public class EnemySpawner : NetworkBehaviour
void SpawnWave(float difficulty)
{
if (enemyList.List.Any(x => x.Difficulty < 0.1f))
{
Debug.LogError("Difficulty on prefab too low!", enemyList);
return;
}
//SpawnStrongestFirst(difficulty);
if (Wave != 0 && Wave % 10 == 0)
SpawnStrongestFirst(difficulty);
@ -100,15 +97,15 @@ public class EnemySpawner : NetworkBehaviour
void SpawnStrongestFirst(float difficulty)
{
var decendingList = enemyList.List.Where(x => x.Difficulty < difficulty).OrderByDescending(x => x.Difficulty).ToArray();
var decendingList = enemyList.Where(x => x.Difficulty < difficulty).OrderByDescending(x => x.Difficulty).ToArray();
for (int i = 0; i < decendingList.Length; i++)
{
while (difficulty > decendingList[i].Difficulty)
{
GameObject enemyToSpawn = decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)];
SpawnEnemy(enemyToSpawn);
GameObject enemy = Instantiate(decendingList[i].prefabs[UnityEngine.Random.Range(0, decendingList[i].prefabs.Length)], GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
difficulty -= decendingList[i].Difficulty;
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x=>x.transform).ToArray();
}
}
}
@ -118,7 +115,7 @@ public class EnemySpawner : NetworkBehaviour
difficulty *= 1.1f;
while (difficulty > 1f) // Spawn until difficulty is less than 0.5f
{
var validEnemies = enemyList.List.Where(x => x.Difficulty <= difficulty).ToArray();
var validEnemies = enemyList.Where(x => x.Difficulty <= difficulty).ToArray();
int enemyIndex = UnityEngine.Random.Range(0, validEnemies.Length);
var enemyToSpawn = validEnemies[enemyIndex];
difficulty -= enemyToSpawn.Difficulty;
@ -126,22 +123,12 @@ public class EnemySpawner : NetworkBehaviour
int variant = UnityEngine.Random.Range(0, enemyToSpawn.prefabs.Length);
GameObject variantToSpawn = enemyToSpawn.prefabs[variant];
SpawnEnemy(variantToSpawn);
GameObject enemy = Instantiate(variantToSpawn, GetRandomPointOnCircle(SpawnRadius), Quaternion.identity, SpawnedEnenmyHolder.transform);
enemy.GetComponent<EnemyPathFinding>().targets = players.Select(x => x.transform).ToArray();
}
}
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;
@ -150,11 +137,11 @@ public class EnemySpawner : NetworkBehaviour
float angle = UnityEngine.Random.Range(0f, 360f);
float radians = Mathf.Deg2Rad * angle;
Vector3 position = SpawnCenter.position;
Vector3 position = transform.position;
float x = position.x + radius * Mathf.Cos(radians);
float y = position.y + radius * Mathf.Sin(radians);
point = new Vector3(x, y, 0);
point = new Vector3(x, y, position.z);
} while (IsPointOnNavMesh(point));
return point;

View File

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"GUID:0ba5c175a7b2c8345a4e996560a9d0ab"
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@ -1,24 +0,0 @@
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);
}
}

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@ -1,2 +0,0 @@
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@ -13,8 +13,8 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
[SerializeField] private bool onlyCallZeroHealthOnce = true;
[SerializeField] float maxHealth = 100;
//[SerializeField] float damageTickDelay = 0.25f; //Unused
//private float currentDamageTick = 0f; //Unused
[SerializeField] float damageTickDelay = 0.25f;
private float currentDamageTick = 0f;
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

@ -1,15 +1,14 @@
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"name": "Project.Scripts",
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"GUID:1491147abca9d7d4bb7105af628b223e",
"GUID:2aa43b0c797e0d444a7e82e75d4f2082",
"GUID:3b8ed52f1b5c64994af4c4e0aa4b6c4b",
"GUID:6055be8ebefd69e48b49212b09b47b2f",
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"GUID:42d1898a72cfe6848ae89835fb20acd2",
"GUID:ddd4dba7c768b564a879069c52854fc5",
"GUID:f4c364e1215051e4dbc6c0bc8fb49793",
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@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
public class AudioManager : MonoBehaviour
@ -79,7 +80,7 @@ public class AudioManager : MonoBehaviour
{
Destroy(audioSource.gameObject);
}
catch (SystemException)
catch (SystemException err)
{
}

View File

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

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@ -8,9 +8,16 @@ using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public List<GameObject> Players = new List<GameObject>();
public static Action<GameObject[]> OnPlayersReady;
public Action OnPlayerDied;
private string penisSuriveTime = "";
public int Revives { get; private set; }
public GameObject ReviveParticleSystem;
public TMPro.TextMeshProUGUI ReviveText;
void Awake()
{
@ -20,56 +27,71 @@ public class GameManager : MonoBehaviour
}
Instance = this;
StartCoroutine(WaitForPlayers());
Revives = 1;
ReviveText.text = Revives + "x";
}
private IEnumerator WaitForPlayers()
void Start()
{
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()
{
}
}

View File

@ -0,0 +1,20 @@
{
"name": "Project.Scripts.Manager",
"rootNamespace": "",
"references": [
"GUID:6055be8ebefd69e48b49212b09b47b2f",
"GUID:0ba5c175a7b2c8345a4e996560a9d0ab",
"GUID:2ea4a18a75f268848b43865100892489",
"GUID:055e16077a1232f4780a04598b3bfe00",
"GUID:1031dfc67c8f1a645b71d679ac3bf7db"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

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AssemblyDefinitionImporter:
externalObjects: {}
userData:
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View File

@ -0,0 +1,19 @@
{
"name": "Project.Scripts.Manager.Rumble",
"rootNamespace": "",
"references": [
"GUID:75469ad4d38634e559750d17036d5f7c",
"GUID:f4c364e1215051e4dbc6c0bc8fb49793",
"GUID:42d1898a72cfe6848ae89835fb20acd2",
"GUID:f0aa6e1ec272fc041a727a9dfb7c1e67"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

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View File

@ -5,14 +5,14 @@ using UnityEngine.InputSystem;
public class RopeRumbling : MonoBehaviour
{
//[SerializeField] private float RopeRubleTolerance = 0.5f; //Unused
[SerializeField] private float RopeRubleTolerance = 0.5f;
[SerializeField] private float MaxVibration = 0.8f;
private PlayerInput pInput;
private Gamepad pad;
// Rope
[SerializeField] private RopeSimulatorOld rope;
[SerializeField] private RopeSimulator rope;
private void Start()
{

View File

@ -0,0 +1,21 @@
{
"name": "Project.Scripts.Misc",
"rootNamespace": "",
"references": [
"GUID:75469ad4d38634e559750d17036d5f7c",
"GUID:2ea4a18a75f268848b43865100892489",
"GUID:f4c364e1215051e4dbc6c0bc8fb49793",
"GUID:42d1898a72cfe6848ae89835fb20acd2",
"GUID:0ba5c175a7b2c8345a4e996560a9d0ab",
"GUID:4307f53044263cf4b835bd812fc161a4"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 1031dfc67c8f1a645b71d679ac3bf7db
AssemblyDefinitionImporter:
externalObjects: {}
userData:
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