Merge branch 'main' of https://github.com/orsolya-st/gamejam_050626
This commit is contained in:
@@ -5,6 +5,7 @@
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|||||||
# Recommended: add any editor/OS/tool-specific ignore rules from the Global/ templates as needed.
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# Recommended: add any editor/OS/tool-specific ignore rules from the Global/ templates as needed.
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||||||
# See: https://github.com/github/gitignore/tree/main/Global
|
# See: https://github.com/github/gitignore/tree/main/Global
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||||||
#
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#
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||||||
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.idea/
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||||||
.utmp/
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.utmp/
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||||||
/[Ll]ibrary/
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/[Ll]ibrary/
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/[Tt]emp/
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/[Tt]emp/
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@@ -104,3 +105,4 @@ InitTestScene*.unity*
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# Auto-generated cache in Assets folder
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# Auto-generated cache in Assets folder
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/[Aa]ssets/[Ss]ceneDependencyCache*
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/[Aa]ssets/[Ss]ceneDependencyCache*
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.idea/
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Vendored
-5
@@ -1,5 +0,0 @@
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{
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"recommendations": [
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"visualstudiotoolsforunity.vstuc"
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]
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}
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Vendored
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Attach to Unity",
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"type": "vstuc",
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"request": "attach"
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}
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]
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}
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{
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"**/*.unityproj": true,
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"**/*.dll": true,
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"**/*.wav": true,
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"**/*.gif": true,
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"**/*.ico": true,
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"**/*.jpg": true,
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"**/*.jpeg": true,
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"**/*.png": true,
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"**/*.psd": true,
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"**/*.tga": true,
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"**/*.tif": true,
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"**/*.tiff": true,
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"**/*.3ds": true,
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"**/*.3DS": true,
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"**/*.fbx": true,
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"**/*.FBX": true,
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"**/*.lxo": true,
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"**/*.LXO": true,
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"**/*.ma": true,
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"**/*.MA": true,
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"**/*.obj": true,
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"**/*.OBJ": true,
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"**/*.asset": true,
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"**/*.cubemap": true,
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"**/*.flare": true,
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"**/*.mat": true,
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"**/*.meta": true,
|
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"**/*.prefab": true,
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|
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"**/*.unity": true,
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|
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"build/": true,
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|
||||||
"Build/": true,
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|
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"Library/": true,
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|
||||||
"library/": true,
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|
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"obj/": true,
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"Obj/": true,
|
|
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"Logs/": true,
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|
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"logs/": true,
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"ProjectSettings/": true,
|
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"UserSettings/": true,
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"temp/": true,
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"Temp/": true
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},
|
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"files.associations": {
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"*.asset": "yaml",
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"*.meta": "yaml",
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"*.prefab": "yaml",
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"*.unity": "yaml",
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},
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|
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"explorer.fileNesting.enabled": true,
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"explorer.fileNesting.patterns": {
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"*.sln": "*.csproj",
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"*.slnx": "*.csproj"
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},
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"dotnet.defaultSolution": "Game.slnx",
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"dotnet.enableWorkspaceBasedDevelopment": false
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}
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@@ -0,0 +1,14 @@
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|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
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||||||
|
public class DamageHandler : MonoBehaviour
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|
{
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public float threshold = 0.05f;
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public float multiplier = 5f;
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private void OnCollisionEnter(Collision collision)
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{
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|
throw new NotImplementedException();
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}
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}
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guid: 2b3b9fc97a2d39d2d84c4be43a79247a
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@@ -1,19 +1,27 @@
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using UnityEngine;
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
public class DropletMovement : MonoBehaviour
|
public class DropletMovement : MonoBehaviour
|
||||||
{
|
{
|
||||||
private Rigidbody2D rb;
|
private Rigidbody2D rb;
|
||||||
public float moveSpeed = 5f;
|
|
||||||
public float jumpingPower = 5f;
|
|
||||||
private Vector2 movement;
|
|
||||||
private Animator playerAnim; //for animation
|
|
||||||
private float xInput;
|
|
||||||
|
|
||||||
//helper variables
|
// helper variables
|
||||||
private bool isGrounded = true;
|
private bool isGrounded = true;
|
||||||
[SerializeField] private float dashSpeed;
|
private float facingDirection = 1f;
|
||||||
[SerializeField] private float dashDuration;
|
|
||||||
private float dashTime;
|
// movement
|
||||||
|
private Vector2 movement;
|
||||||
|
public float jumpingPower = 5f;
|
||||||
|
public float moveSpeed = 5f;
|
||||||
|
|
||||||
|
// dashing
|
||||||
|
private bool canDash = true;
|
||||||
|
private bool isDashing;
|
||||||
|
public float dashingPower = 24f;
|
||||||
|
public float dashingTime = 0.2f;
|
||||||
|
public float dashingCooldown = 1f;
|
||||||
|
|
||||||
|
[SerializeField] private TrailRenderer tr;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@@ -22,18 +30,119 @@ public class DropletMovement : MonoBehaviour
|
|||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
//dashing
|
||||||
|
if (isDashing)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
movement.x = Input.GetAxisRaw("Horizontal");
|
movement.x = Input.GetAxisRaw("Horizontal");
|
||||||
|
if (movement.x < 0) facingDirection = -1;
|
||||||
|
if (movement.x > 0) facingDirection = 1;
|
||||||
|
if (isGrounded &&
|
||||||
if (isGrounded && Input.GetKeyDown(KeyCode.Space))
|
(Input.GetKeyDown(KeyCode.Space) ||
|
||||||
|
Input.GetKeyDown(KeyCode.UpArrow) ||
|
||||||
|
Input.GetKeyDown(KeyCode.W)))
|
||||||
{
|
{
|
||||||
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
|
rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
|
||||||
}
|
}
|
||||||
|
if (Input.GetKeyDown(KeyCode.LeftShift) && canDash)
|
||||||
|
{
|
||||||
|
StartCoroutine(Dash());
|
||||||
|
}
|
||||||
|
|
||||||
|
//dropdown
|
||||||
|
if (!isGrounded){return;}
|
||||||
|
if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S))
|
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|
{
|
||||||
|
DropDown();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
if (isDashing)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
|
rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private IEnumerator Dash()
|
||||||
|
{
|
||||||
|
canDash = false;
|
||||||
|
isDashing = true;
|
||||||
|
|
||||||
|
float originalGravity = rb.gravityScale;
|
||||||
|
rb.gravityScale = 0f;
|
||||||
|
|
||||||
|
rb.linearVelocity = new Vector2(facingDirection * dashingPower, 0f);
|
||||||
|
|
||||||
|
if (tr != null)
|
||||||
|
{
|
||||||
|
tr.emitting = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(dashingTime);
|
||||||
|
|
||||||
|
if (tr != null)
|
||||||
|
{
|
||||||
|
tr.emitting = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
rb.gravityScale = originalGravity;
|
||||||
|
isDashing = false;
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(dashingCooldown);
|
||||||
|
|
||||||
|
canDash = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionEnter2D(Collision2D col)
|
||||||
|
{
|
||||||
|
isGrounded = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionExit2D(Collision2D col)
|
||||||
|
{
|
||||||
|
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<Collider2D>();
|
||||||
|
|
||||||
|
playerCollider.isTrigger = true;
|
||||||
|
|
||||||
|
float duration = 1f;
|
||||||
|
float elapsed = 0f; //measure time
|
||||||
|
|
||||||
|
//move down the height of the collider
|
||||||
|
float dropDistance = playerCollider.bounds.size.y;
|
||||||
|
float speed = dropDistance/duration;
|
||||||
|
|
||||||
|
while (elapsed < duration)
|
||||||
|
{
|
||||||
|
transform.Translate(Vector3.down * speed * Time.deltaTime);
|
||||||
|
elapsed += Time.deltaTime; //update time
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
//enable collider --> not a trigger anymore
|
||||||
|
playerCollider.isTrigger = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user