diff --git a/Game/Assets/Prefabs/Branch.prefab b/Game/Assets/Prefabs/Branch.prefab index d960d87..cc902e5 100644 --- a/Game/Assets/Prefabs/Branch.prefab +++ b/Game/Assets/Prefabs/Branch.prefab @@ -14,7 +14,7 @@ GameObject: - component: {fileID: 5321372118810808216} m_Layer: 0 m_Name: Branch - m_TagString: Untagged + m_TagString: Platform m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 diff --git a/Game/Assets/Prefabs/ObstaclePreFabs/LeaveObstacle.prefab b/Game/Assets/Prefabs/ObstaclePreFabs/LeaveObstacle.prefab index 29a5562..9505324 100644 --- a/Game/Assets/Prefabs/ObstaclePreFabs/LeaveObstacle.prefab +++ b/Game/Assets/Prefabs/ObstaclePreFabs/LeaveObstacle.prefab @@ -105,7 +105,7 @@ GameObject: - component: {fileID: 1462837664068369080} m_Layer: 0 m_Name: LeaveObstacle - m_TagString: Untagged + m_TagString: Platform m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 diff --git a/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch 1.prefab b/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch 1.prefab index 22a2f10..36b52dd 100644 --- a/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch 1.prefab +++ b/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch 1.prefab @@ -14,7 +14,7 @@ GameObject: - component: {fileID: 1230605949537068183} m_Layer: 0 m_Name: RealBranch 1 - m_TagString: Untagged + m_TagString: Platform m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 diff --git a/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch.prefab b/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch.prefab index e04fc13..53c710f 100644 --- a/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch.prefab +++ b/Game/Assets/Prefabs/ObstaclePreFabs/RealBranch.prefab @@ -14,7 +14,7 @@ GameObject: - component: {fileID: 1230605949537068183} m_Layer: 0 m_Name: RealBranch - m_TagString: Untagged + m_TagString: Platform m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 diff --git a/Game/Assets/Scripts/DamageHandler.cs b/Game/Assets/Scripts/DamageHandler.cs index 951de68..e5c33e3 100644 --- a/Game/Assets/Scripts/DamageHandler.cs +++ b/Game/Assets/Scripts/DamageHandler.cs @@ -1,6 +1,5 @@ -using System; +using System.Collections; using UnityEngine; -using Object = System.Object; using UnityEngine.SceneManagement; public class DamageHandler : MonoBehaviour @@ -60,6 +59,11 @@ public class DamageHandler : MonoBehaviour private void OnCollisionEnter2D(Collision2D other) { + + if (other.collider.CompareTag("Minidrop")){ + UpdateHealth(0.2f); + } + //on collision check fall damage float fallSpeed = lastYVelocity; if (fallSpeed < -threshold) { @@ -70,8 +74,10 @@ public class DamageHandler : MonoBehaviour public void UpdateHealth(float health) - { + { this.health = health; + if (health > maxHealth) this.health = maxHealth; + Transform transform = GetComponent(); float healthScaling = minSize + (1 - minSize) * (this.health / maxHealth); //adjust size based on health diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index 9ea8f6b..39f0803 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -8,7 +8,7 @@ public class DropletMovement : MonoBehaviour private Collider2D characterCollider; // helper variables - private bool isGrounded = true; + private bool isGrounded = false; private float facingDirection = 1f; private bool isDropping = false; private float fallTimer; @@ -40,7 +40,7 @@ public class DropletMovement : MonoBehaviour { //dashing - if (isDashing) + if (isDashing || isGrounded == false) { return; } @@ -91,20 +91,17 @@ public class DropletMovement : MonoBehaviour private void FixedUpdate() { if (isDashing || isDropping) - { + { return; - } // was here before + } + //wind float windForce = 0f; - if (WindManager.Instance != null) { windForce = WindManager.Instance.CurrentWindForce; } - rb.linearVelocity = new Vector2(movement.x * moveSpeed + windForce, rb.linearVelocity.y); - - //used to be rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y); } private void OnTriggerEnter2D(Collider2D other) @@ -151,8 +148,23 @@ public class DropletMovement : MonoBehaviour } private void OnCollisionEnter2D(Collision2D col) + { + if (col.collider.CompareTag("Platform") && rb.linearVelocity.y == 0) + { + isGrounded = true; + } + else + { + isGrounded = false; + } + } + + private void OnCollisionExit2D(Collision2D collision) { - isGrounded = true; + if (collision.collider.CompareTag("Platform")) + { + isGrounded = false; + } } diff --git a/Game/ProjectSettings/TagManager.asset b/Game/ProjectSettings/TagManager.asset index a1f1fa5..c98edfa 100644 --- a/Game/ProjectSettings/TagManager.asset +++ b/Game/ProjectSettings/TagManager.asset @@ -7,6 +7,7 @@ TagManager: - Border - Hole - Minidrop + - Platform layers: - Default - TransparentFX