Merge branch 'main' of https://github.com/orsolya-st/gamejam_050626
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine.SceneManagement;
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public class DropletMovement : MonoBehaviour
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{
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@@ -10,7 +11,6 @@ public class DropletMovement : MonoBehaviour
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private bool isGrounded = true;
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private float facingDirection = 1f;
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private bool isDropping = false;
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// private float fallAngleThreshold = -45f;
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private float fallTimer;
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private bool isFalling;
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public float maxFallTime = 0.5f;
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@@ -38,28 +38,6 @@ public class DropletMovement : MonoBehaviour
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[System.Obsolete]
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void Update()
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{
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//reset falltimer when start the jump
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// if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) && isGrounded)
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// {
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// fallTimer = 0f; //jump resets falltime
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// }
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//fall damage
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// if (isGrounded && fallTimer > 0.6f)
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// {
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// Destroy(gameObject); //TODO
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// }
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//handle jump/midair variables
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// if (isGrounded)
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// {
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// isFalling = false;
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// }
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// else
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// {
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// HandleMidairLogic();
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// }
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//dashing
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if (isDashing)
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@@ -125,44 +103,17 @@ public class DropletMovement : MonoBehaviour
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private void OnTriggerEnter2D(Collider2D other)
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{
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/*if (other.CompareTag("Border"))
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{
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Destroy(gameObject); //for now it destroys the droplet
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Debug.Log("Droplet dropped down, animation, game end!");
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}*/
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//Hole
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if (other.CompareTag("Hole"))
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{
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SceneManager.LoadScene(2, LoadSceneMode.Single);
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Destroy(gameObject);
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Debug.Log("Fell in hole!");
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}
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}
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// [System.Obsolete]
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// private void HandleMidairLogic()
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// {
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// if (rb.linearVelocity.y >= 0)
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// {
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// isFalling = false;
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// fallTimer = 0f;
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// return;
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// }
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//
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// float movementAngle = Mathf.Atan2(rb.velocity.y, rb.velocity.x) * Mathf.Rad2Deg;
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// //Degrees: 0 - right, 90 - up, -90 - down --> downwards is beteen -90 and -180
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// //Standard treshhold (degree) = -45 --> between -45 and -135 degrees is falling (instead of jumping)
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// bool fallingDown = (movementAngle < fallAngleThreshold && movementAngle > (-180f - fallAngleThreshold));
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//
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// if (fallingDown || rb.velocity.x == 0)
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// {
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// isFalling = true;
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// fallTimer += Time.deltaTime;
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// Debug.Log($"Fall time: {fallTimer:F2} seconds");
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// }
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// }
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||||
private IEnumerator Dash()
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||||
{
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||||
canDash = false;
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@@ -198,10 +149,6 @@ public class DropletMovement : MonoBehaviour
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isGrounded = true;
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}
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||||
private void OnCollisionExit2D(Collision2D col)
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||||
{
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||||
isGrounded = false;
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||||
}
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||||
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||||
private void DropDown()
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||||
{
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||||
@@ -232,7 +179,7 @@ public class DropletMovement : MonoBehaviour
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||||
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||||
//move down the height of the collider
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||||
float dropDistance = playerCollider.bounds.size.y;
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||||
float speed = dropDistance/duration;
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||||
float speed = dropDistance / duration;
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||||
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while (elapsed < duration)
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{
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@@ -1,14 +0,0 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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||||
|
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public class SceneController : MonoBehaviour
|
||||
{
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||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
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public int sceneIndex;
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private void OggerEnter2D(Collider2D collision)
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{
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Debug.Log("Hole");
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SceneManager.LoadScene(sceneIndex, LoadSceneMode.Single);
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Reference in New Issue
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