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/MiniDroplet.prefab b/Game/Assets/Prefabs/MiniDroplet.prefab index 5465ec5..4c55f5e 100644 --- a/Game/Assets/Prefabs/MiniDroplet.prefab +++ b/Game/Assets/Prefabs/MiniDroplet.prefab @@ -16,7 +16,7 @@ GameObject: - component: {fileID: 8211840801622381919} m_Layer: 0 m_Name: MiniDroplet - m_TagString: Untagged + m_TagString: Minidrop m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 @@ -140,7 +140,7 @@ Animation: m_GameObject: {fileID: 3724115605263402928} m_Enabled: 1 serializedVersion: 4 - m_Animation: {fileID: 0} + m_Animation: {fileID: 7400000, guid: e4158635e9083d84b8d27001bfbda9b7, type: 2} m_Animations: [] m_WrapMode: 0 m_PlayAutomatically: 1 @@ -157,7 +157,7 @@ Animator: m_GameObject: {fileID: 3724115605263402928} m_Enabled: 1 m_Avatar: {fileID: 0} - m_Controller: {fileID: 0} + m_Controller: {fileID: 9100000, guid: 3bbead65504fbb048ac08d62468d0776, type: 2} m_CullingMode: 0 m_UpdateMode: 0 m_ApplyRootMotion: 0 diff --git a/Game/Assets/Prefabs/ObstaclePreFabs/LeaveObstacle.prefab b/Game/Assets/Prefabs/ObstaclePreFabs/LeaveObstacle.prefab index 2751700..309758d 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 3cac9f7..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 @@ -26,11 +25,11 @@ public class DamageHandler : MonoBehaviour private void Start() { - threshold = 10f; - multiplier = 0.1f; + threshold = 10f; + multiplier = 0.1f; - maxHealth = 1f; - minSize = 0.8f; + maxHealth = 1f; + minSize = 0.8f; health = maxHealth; } @@ -60,32 +59,32 @@ 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) { float fallDamage = (-fallSpeed - threshold) * multiplier; - // Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}"); UpdateHealth(health - fallDamage); - // Debug.Log($"New health:{health - fallDamage}"); - } - else - { - // Debug.Log($"Fell with velocity:{fallSpeed}. No fall damage"); } } 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 transform.localScale = new Vector3(healthScaling,healthScaling,healthScaling); - // Debug.Log("UpdatedScale and health"); if(this.health <= 0f) { - // Debug.Log("Die"); Die(); } } 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/Assets/Scripts/MiniDroplet.cs b/Game/Assets/Scripts/MiniDroplet.cs index 3d3542f..0aac007 100644 --- a/Game/Assets/Scripts/MiniDroplet.cs +++ b/Game/Assets/Scripts/MiniDroplet.cs @@ -2,15 +2,13 @@ using UnityEngine; public class MiniDroplet : MonoBehaviour { + // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { - - } + float size = Random.Range(0.3f, 0.7f); + Vector2 targetSize = new Vector2(size, size); - // Update is called once per frame - void Update() - { - + transform.localScale = targetSize; } } diff --git a/Game/ProjectSettings/TagManager.asset b/Game/ProjectSettings/TagManager.asset index f4a2fa8..c98edfa 100644 --- a/Game/ProjectSettings/TagManager.asset +++ b/Game/ProjectSettings/TagManager.asset @@ -6,6 +6,8 @@ TagManager: tags: - Border - Hole + - Minidrop + - Platform layers: - Default - TransparentFX