Merge branch 'main' of https://github.com/orsolya-st/gamejam_050626
This commit is contained in:
@@ -1,6 +1,5 @@
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using System;
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using System.Collections;
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using UnityEngine;
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using Object = System.Object;
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using UnityEngine.SceneManagement;
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public class DamageHandler : MonoBehaviour
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@@ -26,11 +25,11 @@ public class DamageHandler : MonoBehaviour
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private void Start()
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{
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threshold = 10f;
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multiplier = 0.1f;
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threshold = 10f;
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multiplier = 0.1f;
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maxHealth = 1f;
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minSize = 0.8f;
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maxHealth = 1f;
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minSize = 0.8f;
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health = maxHealth;
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}
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@@ -60,32 +59,32 @@ public class DamageHandler : MonoBehaviour
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private void OnCollisionEnter2D(Collision2D other)
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{
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if (other.collider.CompareTag("Minidrop")){
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UpdateHealth(0.2f);
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}
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//on collision check fall damage
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float fallSpeed = lastYVelocity;
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if (fallSpeed < -threshold)
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{
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float fallDamage = (-fallSpeed - threshold) * multiplier;
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// Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}");
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UpdateHealth(health - fallDamage);
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// Debug.Log($"New health:{health - fallDamage}");
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}
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else
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{
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// Debug.Log($"Fell with velocity:{fallSpeed}. No fall damage");
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}
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}
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public void UpdateHealth(float health)
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{
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{
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this.health = health;
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if (health > maxHealth) this.health = maxHealth;
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Transform transform = GetComponent<Transform>();
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float healthScaling = minSize + (1 - minSize) * (this.health / maxHealth);
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//adjust size based on health
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transform.localScale = new Vector3(healthScaling,healthScaling,healthScaling);
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// Debug.Log("UpdatedScale and health");
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if(this.health <= 0f)
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{
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// Debug.Log("Die");
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Die();
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}
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}
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@@ -8,7 +8,7 @@ public class DropletMovement : MonoBehaviour
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private Collider2D characterCollider;
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// helper variables
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private bool isGrounded = true;
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private bool isGrounded = false;
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private float facingDirection = 1f;
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private bool isDropping = false;
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private float fallTimer;
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@@ -40,7 +40,7 @@ public class DropletMovement : MonoBehaviour
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{
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//dashing
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if (isDashing)
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if (isDashing || isGrounded == false)
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{
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return;
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}
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@@ -91,20 +91,17 @@ public class DropletMovement : MonoBehaviour
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private void FixedUpdate()
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{
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if (isDashing || isDropping)
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{
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{
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return;
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} // was here before
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}
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//wind
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float windForce = 0f;
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if (WindManager.Instance != null)
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{
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windForce = WindManager.Instance.CurrentWindForce;
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}
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rb.linearVelocity = new Vector2(movement.x * moveSpeed + windForce, rb.linearVelocity.y);
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//used to be rb.linearVelocity = new Vector2(movement.x * moveSpeed, rb.linearVelocity.y);
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}
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private void OnTriggerEnter2D(Collider2D other)
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@@ -151,8 +148,23 @@ public class DropletMovement : MonoBehaviour
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}
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private void OnCollisionEnter2D(Collision2D col)
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{
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if (col.collider.CompareTag("Platform") && rb.linearVelocity.y == 0)
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{
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isGrounded = true;
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}
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else
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{
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isGrounded = false;
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}
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}
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private void OnCollisionExit2D(Collision2D collision)
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{
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isGrounded = true;
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if (collision.collider.CompareTag("Platform"))
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{
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isGrounded = false;
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}
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}
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@@ -0,0 +1,14 @@
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using UnityEngine;
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public class MiniDroplet : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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float size = Random.Range(0.3f, 0.7f);
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Vector2 targetSize = new Vector2(size, size);
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transform.localScale = targetSize;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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@@ -2,13 +2,24 @@ using UnityEngine;
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public class PatternSelecter : MonoBehaviour
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{
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bool isStarting = true;
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void Start()
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{
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foreach (Transform child in transform)
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child.gameObject.SetActive(false);
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if (isStarting)
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{
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transform.GetChild(0).gameObject.SetActive(true);
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} else
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{
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foreach (Transform child in transform)
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child.gameObject.SetActive(false);
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int randomIndex = Random.Range(0, transform.childCount);
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int randomIndex = Random.Range(1, transform.childCount);
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transform.GetChild(randomIndex).gameObject.SetActive(true);
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}
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transform.GetChild(randomIndex).gameObject.SetActive(true);
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}
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}
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Block a user