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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# See: https://github.com/github/gitignore/tree/main/Global
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#
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@@ -0,0 +1,14 @@
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using System;
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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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using UnityEngine;
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using System.Collections;
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public class DropletMovement : MonoBehaviour
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{
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private Rigidbody2D rb;
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public float moveSpeed = 5f;
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public float jumpingPower = 5f;
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private Vector2 movement;
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private Animator playerAnim; //for animation
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private float xInput;
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//helper variables
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// helper variables
|
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private bool isGrounded = true;
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[SerializeField] private float dashSpeed;
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[SerializeField] private float dashDuration;
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private float dashTime;
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private float facingDirection = 1f;
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// movement
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private Vector2 movement;
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public float jumpingPower = 5f;
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public float moveSpeed = 5f;
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// dashing
|
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private bool canDash = true;
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private bool isDashing;
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public float dashingPower = 24f;
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public float dashingTime = 0.2f;
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public float dashingCooldown = 1f;
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[SerializeField] private TrailRenderer tr;
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void Start()
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{
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@@ -22,18 +30,119 @@ public class DropletMovement : MonoBehaviour
|
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|
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void Update()
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{
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|
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//dashing
|
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if (isDashing)
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{
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return;
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}
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movement.x = Input.GetAxisRaw("Horizontal");
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if (isGrounded && Input.GetKeyDown(KeyCode.Space))
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if (movement.x < 0) facingDirection = -1;
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if (movement.x > 0) facingDirection = 1;
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if (isGrounded &&
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(Input.GetKeyDown(KeyCode.Space) ||
|
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Input.GetKeyDown(KeyCode.UpArrow) ||
|
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Input.GetKeyDown(KeyCode.W)))
|
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{
|
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rb.linearVelocity = new Vector2(rb.linearVelocity.x, jumpingPower);
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}
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if (Input.GetKeyDown(KeyCode.LeftShift) && canDash)
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{
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StartCoroutine(Dash());
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}
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//dropdown
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if (!isGrounded){return;}
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if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S))
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{
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DropDown();
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}
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}
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private void FixedUpdate()
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{
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if (isDashing)
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{
|
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return;
|
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}
|
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|
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rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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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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isDashing = true;
|
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|
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float originalGravity = rb.gravityScale;
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rb.gravityScale = 0f;
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|
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rb.linearVelocity = new Vector2(facingDirection * dashingPower, 0f);
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if (tr != null)
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{
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tr.emitting = true;
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}
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yield return new WaitForSeconds(dashingTime);
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if (tr != null)
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{
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tr.emitting = false;
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}
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rb.gravityScale = originalGravity;
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isDashing = false;
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yield return new WaitForSeconds(dashingCooldown);
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canDash = true;
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}
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private void OnCollisionEnter2D(Collision2D col)
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{
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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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private void DropDown()
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{
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//when "s" or "down key" is pressed turn of/disable collider;
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//move object slowly down (1 seconds, move down the height of the collision box)
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//after that enable collider again
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if (isGrounded && (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)))
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{
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StartCoroutine(DropRoutine());
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}
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}
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private IEnumerator DropRoutine()
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{
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Collider2D playerCollider = GetComponent<Collider2D>();
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playerCollider.isTrigger = true;
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float duration = 1f;
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float elapsed = 0f; //measure time
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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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while (elapsed < duration)
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{
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transform.Translate(Vector3.down * speed * Time.deltaTime);
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elapsed += Time.deltaTime; //update time
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yield return null;
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}
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//enable collider --> not a trigger anymore
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playerCollider.isTrigger = false;
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}
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}
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Reference in New Issue
Block a user