From d86c98d5174007d2017bced81bf56746a42fbaaa Mon Sep 17 00:00:00 2001 From: go38coz Date: Sat, 6 Jun 2026 02:44:48 +0200 Subject: [PATCH 01/11] try to fix --- Game/Assets/Scripts/DropletMovement.cs | 17 +++++------------ Game/ProjectSettings/EditorSettings.asset | 2 +- 2 files changed, 6 insertions(+), 13 deletions(-) diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index cd8b0b6..f957b51 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -110,21 +110,11 @@ public class DropletMovement : MonoBehaviour isGrounded = false; } - private void DropDown() - { - //when "s" or "down key" is pressed turn of/disable collider; - //move object slowly down (1 seconds, move down the height of the collision box) - //after that enable collider again - - if (isGrounded && (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))) - { - StartCoroutine(DropRoutine()); - } - } - + private IEnumerator DropRoutine() { Collider2D playerCollider = GetComponent(); + rb = GetComponent(); playerCollider.isTrigger = true; @@ -137,12 +127,15 @@ public class DropletMovement : MonoBehaviour while (elapsed < duration) { + rb.useGravity = false; transform.Translate(Vector3.down * speed * Time.deltaTime); elapsed += Time.deltaTime; //update time yield return null; } //enable collider --> not a trigger anymore + rb.useGravity = true; playerCollider.isTrigger = false; + } } \ No newline at end of file diff --git a/Game/ProjectSettings/EditorSettings.asset b/Game/ProjectSettings/EditorSettings.asset index 5a91c95..b00a6a7 100644 --- a/Game/ProjectSettings/EditorSettings.asset +++ b/Game/ProjectSettings/EditorSettings.asset @@ -27,7 +27,7 @@ EditorSettings: m_UnlockBlockShaders: 0 m_PrefabModeAllowAutoSave: 1 m_EnterPlayModeOptionsEnabled: 1 - m_EnterPlayModeOptions: 0 + m_EnterPlayModeOptions: 3 m_GameObjectNamingDigits: 1 m_GameObjectNamingScheme: 0 m_AssetNamingUsesSpace: 1 From 2b6a1ebdf3c3a434cfc20202c689018f71bfae87 Mon Sep 17 00:00:00 2001 From: go38coz Date: Sat, 6 Jun 2026 02:47:20 +0200 Subject: [PATCH 02/11] try to fix --- Game/Assets/Scripts/DropletMovement.cs | 4 ---- 1 file changed, 4 deletions(-) diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index ce18e9b..c251bb1 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -128,12 +128,8 @@ public class DropletMovement : MonoBehaviour while (elapsed < duration) { -<<<<<<< HEAD - rb.useGravity = false; -======= isDropping = true; rb.gravityScale = 0; ->>>>>>> origin/main transform.Translate(Vector3.down * speed * Time.deltaTime); elapsed += Time.deltaTime; //update time yield return null; From 6f76a4c04f4524b2024124a1c591413e4bdc42f1 Mon Sep 17 00:00:00 2001 From: go38coz Date: Sat, 6 Jun 2026 02:48:23 +0200 Subject: [PATCH 03/11] try to fix --- Game/Assets/Scripts/DropletMovement.cs | 4 ---- 1 file changed, 4 deletions(-) diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index f507559..86de56d 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -137,10 +137,6 @@ public class DropletMovement : MonoBehaviour } //enable collider --> not a trigger anymore -<<<<<<< HEAD - rb.useGravity = true; - playerCollider.isTrigger = false; -======= rb.gravityScale = 1; playerCollider.isTrigger = false; isDropping = false; From 9d1f04c496bc59da905f19b896351d5fa9220a33 Mon Sep 17 00:00:00 2001 From: go38coz Date: Sat, 6 Jun 2026 14:10:28 +0200 Subject: [PATCH 04/11] Got updated Scripts from main --- Game/Assets/Scripts/DropletMovement.cs | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/Game/Assets/Scripts/DropletMovement.cs b/Game/Assets/Scripts/DropletMovement.cs index 9326e5b..11baa7b 100644 --- a/Game/Assets/Scripts/DropletMovement.cs +++ b/Game/Assets/Scripts/DropletMovement.cs @@ -192,7 +192,18 @@ public class DropletMovement : MonoBehaviour isGrounded = false; } - + private void DropDown() + { + //when "s" or "down key" is pressed turn of/disable collider; + //move object slowly down (1 seconds, move down the height of the collision box) + //after that enable collider again + + if (isGrounded && (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))) + { + StartCoroutine(DropRoutine()); + } + } + private IEnumerator DropRoutine() { Collider2D playerCollider = GetComponent(); From 4564e89403153352fd5a7c74129f914d020e7964 Mon Sep 17 00:00:00 2001 From: orsolya-st Date: Sat, 6 Jun 2026 14:43:51 +0200 Subject: [PATCH 05/11] hole size fixup --- Game/Assets/Scenes/MainScene.unity | 24 ++++++++++++++++++++++-- 1 file changed, 22 insertions(+), 2 deletions(-) diff --git a/Game/Assets/Scenes/MainScene.unity b/Game/Assets/Scenes/MainScene.unity index b15284c..7a25ab3 100644 --- a/Game/Assets/Scenes/MainScene.unity +++ b/Game/Assets/Scenes/MainScene.unity @@ -478,13 +478,25 @@ PrefabInstance: propertyPath: m_Name value: Hole objectReference: {fileID: 0} + - 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m_Size: {x: 1, y: 1} + m_Size: {x: 0.8, y: 0.8} m_Direction: 0 From 48c5da2894128155245e98621a2644b66a3bfeb3 Mon Sep 17 00:00:00 2001 From: cemt1363 Date: Sat, 6 Jun 2026 14:45:55 +0200 Subject: [PATCH 07/11] no more infinite trees --- Game/Assets/Scripts/TreeSpawner.cs | 24 ++++++++++++++---------- 1 file changed, 14 insertions(+), 10 deletions(-) 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 From e734df15f7e3173c117fe3b2a4f6c5ac248fd254 Mon Sep 17 00:00:00 2001 From: orsolya-st Date: Sat, 6 Jun 2026 14:47:18 +0200 Subject: [PATCH 08/11] hole2 update --- Game/Assets/Prefabs/Hole2.prefab | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Game/Assets/Prefabs/Hole2.prefab b/Game/Assets/Prefabs/Hole2.prefab index 25cb50b..83a7b9f 100644 --- a/Game/Assets/Prefabs/Hole2.prefab +++ b/Game/Assets/Prefabs/Hole2.prefab @@ -14,15 +14,15 @@ PrefabInstance: objectReference: {fileID: 8202443142119586323, guid: ff1510cecc7e92d4998f1cd52dad891f, type: 3} - target: {fileID: 3028864304894384228, guid: 2104fa77ddd078b48b1f646a4be3ccf8, type: 3} propertyPath: m_Name - value: Hole2 Variant + value: Hole2 objectReference: {fileID: 0} - 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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 11baa7b..2dbbabd 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) @@ -129,28 +130,28 @@ 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/TreeSpawner.cs b/Game/Assets/Scripts/TreeSpawner.cs index c75379f..24fb310 100644 --- a/Game/Assets/Scripts/TreeSpawner.cs +++ b/Game/Assets/Scripts/TreeSpawner.cs @@ -10,7 +10,7 @@ public class TreeSpawner : MonoBehaviour void Update() { - Debug.Log("TreeSpawner running"); + // Debug.Log("TreeSpawner running"); if (hasSpawned) return;