Moved fall damage to DamageHandler

This commit is contained in:
go38coz
2026-06-06 14:54:57 +02:00
parent 9d1f04c496
commit 18c0e2a9d6
6 changed files with 593 additions and 162 deletions
+4
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@@ -4,11 +4,22 @@ using UnityEngine;
public class DamageHandler : MonoBehaviour public class DamageHandler : MonoBehaviour
{ {
public float threshold = 0.05f; public float threshold = 0.05f;
public float multiplier = 5f; public float multiplier = 5f;
private void OnCollisionEnter(Collision collision) public float health = 1;
private void OnCollisionEnter2D(Collision2D other)
{ {
throw new NotImplementedException(); float fallSpeed = GetComponent<Rigidbody2D>().linearVelocityY;
if (fallSpeed > threshold)
{
float fallDamage = (fallSpeed - threshold) * multiplier;
Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}");
health -= fallDamage;
}
else
{
Debug.Log($"Fell with velocity:{fallSpeed}. No fall damage");
}
} }
} }
+39 -38
View File
@@ -10,7 +10,7 @@ public class DropletMovement : MonoBehaviour
private bool isGrounded = true; private bool isGrounded = true;
private float facingDirection = 1f; private float facingDirection = 1f;
private bool isDropping = false; private bool isDropping = false;
private float fallAngleThreshold = -45f; // private float fallAngleThreshold = -45f;
private float fallTimer; private float fallTimer;
private bool isFalling; private bool isFalling;
public float maxFallTime = 0.5f; public float maxFallTime = 0.5f;
@@ -40,25 +40,26 @@ public class DropletMovement : MonoBehaviour
{ {
//reset falltimer when start the jump //reset falltimer when start the jump
if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded) // if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded)
{ // {
fallTimer = 0f; //jump resets falltime // fallTimer = 0f; //jump resets falltime
} // }
//fall damage //fall damage
if (isGrounded && fallTimer > 0.6f) // if (isGrounded && fallTimer > 0.6f)
{ // {
Destroy(gameObject); //TODO // Destroy(gameObject); //TODO
} // }
//handle jump/midair variables //handle jump/midair variables
if (isGrounded) // if (isGrounded)
{ // {
isFalling = false; // isFalling = false;
} else // }
{ // else
HandleMidairLogic(); // {
} // HandleMidairLogic();
// }
//dashing //dashing
if (isDashing) if (isDashing)
@@ -129,28 +130,28 @@ public class DropletMovement : MonoBehaviour
} }
[System.Obsolete] // [System.Obsolete]
private void HandleMidairLogic() // private void HandleMidairLogic()
{ // {
if (rb.linearVelocity.y >= 0) // if (rb.linearVelocity.y >= 0)
{ // {
isFalling = false; // isFalling = false;
fallTimer = 0f; // fallTimer = 0f;
return; // return;
} // }
//
float movementAngle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg; // float movementAngle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg;
//Degrees: 0 - right, 90 - up, -90 - down --> downwards is beteen -90 and -180 // //Degrees: 0 - right, 90 - up, -90 - down --> downwards is beteen -90 and -180
//Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping) // //Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping)
bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold)); // bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold));
//
if (fallingDown || rb.velocity.x == 0) // if (fallingDown || rb.velocity.x == 0)
{ // {
isFalling = true; // isFalling = true;
fallTimer += Time.deltaTime; // fallTimer += Time.deltaTime;
Debug.Log($"Fall time: {fallTimer:F2} seconds"); // Debug.Log($"Fall time: {fallTimer:F2} seconds");
} // }
} // }
private IEnumerator Dash() private IEnumerator Dash()
{ {
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View File
@@ -10,7 +10,7 @@ public class TreeSpawner : MonoBehaviour
void Update() void Update()
{ {
Debug.Log("TreeSpawner running"); // Debug.Log("TreeSpawner running");
if (hasSpawned) return; if (hasSpawned) return;