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public float multiplier = 5f; - private void OnCollisionEnter(Collision collision) + public float health = 1; + + private void OnCollisionEnter2D(Collision2D other) { - throw new NotImplementedException(); + float fallSpeed = GetComponent().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"); + } } } diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index 07f8ec0..d55ef2a 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -10,7 +10,7 @@ public class DropletMovement : MonoBehaviour private bool isGrounded = true; private float facingDirection = 1f; private bool isDropping = false; - private float fallAngleThreshold = -45f; + // private float fallAngleThreshold = -45f; private float fallTimer; private bool isFalling; public float maxFallTime = 0.5f; @@ -40,25 +40,26 @@ public class DropletMovement : MonoBehaviour { //reset falltimer when start the jump - if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded) - { - fallTimer = 0f; //jump resets falltime - } + // if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded) + // { + // fallTimer = 0f; //jump resets falltime + // } //fall damage - if (isGrounded && fallTimer > 0.6f) - { - Destroy(gameObject); //TODO - } + // if (isGrounded && fallTimer > 0.6f) + // { + // Destroy(gameObject); //TODO + // } //handle jump/midair variables - if (isGrounded) - { - isFalling = false; - } else - { - HandleMidairLogic(); - } + // if (isGrounded) + // { + // isFalling = false; + // } + // else + // { + // HandleMidairLogic(); + // } //dashing if (isDashing) @@ -130,28 +131,28 @@ public class DropletMovement : MonoBehaviour } - [System.Obsolete] - private void HandleMidairLogic() - { - if (rb.linearVelocity.y >= 0) - { - isFalling = false; - fallTimer = 0f; - return; - } - - 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 - //Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping) - bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold)); - - if (fallingDown || rb.velocity.x == 0) - { - isFalling = true; - fallTimer += Time.deltaTime; - Debug.Log($"Fall time: {fallTimer:F2} seconds"); - } - } + // [System.Obsolete] + // private void HandleMidairLogic() + // { + // if (rb.linearVelocity.y >= 0) + // { + // isFalling = false; + // fallTimer = 0f; + // return; + // } + // + // float movementAngle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg; + // //Degrees: 0 - right, 90 - up, -90 - down --> downwards is beteen -90 and -180 + // //Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping) + // bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold)); + // + // if (fallingDown || rb.velocity.x == 0) + // { + // isFalling = true; + // fallTimer += Time.deltaTime; + // Debug.Log($"Fall time: {fallTimer:F2} seconds"); + // } + // } private IEnumerator Dash() { diff --git a/Game/Assets/Scripts/SceneController.cs b/Game/Assets/Scripts/SceneController.cs new file mode 100644 index 0000000..19a6a0d --- /dev/null +++ b/Game/Assets/Scripts/SceneController.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +public class SceneController : MonoBehaviour +{ + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Game/Assets/Scripts/SceneController.cs.meta b/Game/Assets/Scripts/SceneController.cs.meta new file mode 100644 index 0000000..c25c8bf --- /dev/null +++ b/Game/Assets/Scripts/SceneController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bbf8ab4673d6bf447aab098a12320431 \ No newline at end of file diff --git a/Game/Assets/Scripts/TreeSpawner.cs b/Game/Assets/Scripts/TreeSpawner.cs index c75379f..0bd48a2 100644 --- a/Game/Assets/Scripts/TreeSpawner.cs +++ b/Game/Assets/Scripts/TreeSpawner.cs @@ -9,19 +9,23 @@ public class TreeSpawner : MonoBehaviour void Update() { - - Debug.Log("TreeSpawner running"); - - if (hasSpawned) return; - - if (player.position.y < transform.position.y - 3f) + if (hasSpawned == false) { - hasSpawned = true; + if (player.position.y < transform.position.y - 3f) + { + hasSpawned = true; - float treeHeight = GetComponent().bounds.size.y; - Vector3 spawnPos = (transform.position + Vector3.down * treeHeight) - new Vector3(0,-0.2f,0); + float treeHeight = GetComponent().bounds.size.y; + Vector3 spawnPos = transform.position + Vector3.down * treeHeight + new Vector3(0, 0.2f, 0); - Instantiate(treePrefab, spawnPos, Quaternion.identity); + Instantiate(treePrefab, spawnPos, Quaternion.identity); + } + } + + // Delete trees that are far above the player + if (player.position.y < transform.position.y - 40f) + { + Destroy(gameObject); } } } \ No newline at end of file