This commit is contained in:
Gerard Gascón 2023-08-23 18:27:33 +02:00
parent 16507f4121
commit 436dd245aa
84 changed files with 79361 additions and 75 deletions

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using System;
using DG.Tweening;
using UnityEngine;
namespace Level17 {
public class Bullet17 : BulletStats {
int _currentBounces;
[SerializeField] Sprite red, yellow;
protected override void Start() {
base.Start();
_currentBounces = maxBounces;
}
void FixedUpdate() {
if (Rb.velocity.y <= maxYSpeed) return;
Vector2 velocity = Rb.velocity;
velocity.y = maxYSpeed;
Rb.velocity = velocity;
}
public void AddForce(int direction) {
++PlayerMovement17.instance.Bullets;
GetComponent<Rigidbody2D>().velocity = Vector2.right * direction * bulletSpeed;
}
void OnCollisionEnter2D(Collision2D other) {
transform.DOPunchScale(transform.localScale * 1.5f, .1f);
DOTween.Sequence()
.AppendCallback(() => {
Sprite.sprite = yellow;
}).AppendInterval(.1f)
.AppendCallback(() => {
Sprite.sprite = red;
});
--_currentBounces;
if (_currentBounces != 0 || other.gameObject.CompareTag("Enemy")) return;
Destroy(gameObject);
}
void OnDestroy() {
--PlayerMovement17.instance.Bullets;
}
}
}

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using System;
using DG.Tweening;
using UnityEngine;
namespace Level17 {
public class Enemy17 : EnemyStats {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[SerializeField] SpriteRenderer sprite;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
static readonly int Lerp = Shader.PropertyToID("_Lerp");
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
sprite.transform.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
sprite.transform.localScale = Vector3.one;
}
}
Rb.velocity = new Vector2(speed * _facingDirection, Rb.velocity.y);
}
public void DoKill() {
sprite.material.DOFloat(1f, Lerp, .1f).SetLoops(2, LoopType.Yoyo).SetUpdate(true);
ScreenShake.Shake(5f, .2f);
Collider.enabled = false;
Rb.freezeRotation = false;
Rb.AddForceAtPosition(Vector2.up * throwForce, transform.position + new Vector3(-.5f, .5f), ForceMode2D.Impulse);
}
void OnDrawGizmos() {
if(!flippingPivotLeft || !flippingPivotRight) return;
Gizmos.color = Color.red;
Gizmos.DrawWireCube(flippingPivotLeft.position, flippingPivotLeft.localScale);
Gizmos.DrawWireCube(flippingPivotRight.position, flippingPivotRight.localScale);
}
}
}

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using DG.Tweening;
using UnityEngine;
namespace Level17 {
public class EnemyWeakPoint17 : MonoBehaviour {
Enemy17 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy17>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player") && !other.CompareTag("Bullet")) return;
PlayerMovement17 player = other.GetComponent<PlayerMovement17>();
if(player) player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
if(player) player.Animator.SetTrigger(PlayerMovement17.Jump1);
if(player) player.BounceAnimator.SetTrigger(PlayerMovement17.Bounce);
if(!player) Destroy(other.gameObject);
_enemy.DoKill();
Destroy(gameObject);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Level17 {
public class PlayerMovement17 : PlayerStats {
[Header("Shooting")]
[SerializeField] Bullet17 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
float _xVelocity, _accelerationVelocity;
float _currentCoyoteTime, _currentBufferTime;
bool _grounded;
float _facingDirectionVelocity;
public int Bullets { set; get; }
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
[SerializeField] Animator bounceAnimator;
[Header("Particles")]
[SerializeField] ParticleSystem runningParticles;
[SerializeField] ParticleSystem jumpParticles;
public Animator Animator => animator;
public Animator BounceAnimator => bounceAnimator;
public static readonly int Jump1 = Animator.StringToHash("Jump");
static readonly int XVelocity = Animator.StringToHash("xVelocity");
static readonly int YVelocity = Animator.StringToHash("yVelocity");
static readonly int Grounded = Animator.StringToHash("Grounded");
public static readonly int Bounce = Animator.StringToHash("Bounce");
public static PlayerMovement17 instance;
void Awake() {
instance = this;
_playerInput = new PlayerInput();
_playerInput.Gameplay.Horizontal.started += HorizontalHandler;
_playerInput.Gameplay.Horizontal.performed += HorizontalHandler;
_playerInput.Gameplay.Horizontal.canceled += HorizontalHandler;
_playerInput.Gameplay.Jump.started += Jump;
_playerInput.Gameplay.Jump.canceled += Jump;
_playerInput.Gameplay.Fire.performed += Fire;
}
void Jump(InputAction.CallbackContext obj) {
if (obj.started) {
_currentBufferTime = bufferTime;
}else if (obj.canceled) {
if (Rb.velocity.y < 0f) return;
Rb.velocity = new Vector2(Rb.velocity.x, Rb.velocity.y * jumpCancellationMultiplier);
}
}
void Fire(InputAction.CallbackContext obj) {
if (Bullets >= maxBullets) return;
Bullet17 bullet17 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet17.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
float xScale = Mathf.SmoothDamp(transform.localScale.x, _facingDirection, ref _facingDirectionVelocity,
.1f);
transform.localScale = new Vector3(xScale, 1, 1);
animator.SetFloat(XVelocity, Mathf.Abs(_xVelocity));
bounceAnimator.SetFloat(XVelocity, Mathf.Abs(_xVelocity));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
bounceAnimator.SetBool(Grounded, _grounded);
if (_currentBufferTime > 0f && _currentCoyoteTime > 0f) {
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
bounceAnimator.SetTrigger(Bounce);
Instantiate(jumpParticles, transform);
_currentBufferTime = _currentCoyoteTime = 0f;
}
_currentCoyoteTime -= Time.deltaTime;
_currentBufferTime -= Time.deltaTime;
}
void FixedUpdate() {
bool grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
if (!_grounded && grounded) {
bounceAnimator.SetTrigger(Bounce);
}
_grounded = grounded;
if (_grounded && Rb.velocity.y < .1f)
_currentCoyoteTime = coyoteTime;
_xVelocity = Rb.velocity.x;
_xVelocity = Mathf.SmoothDamp(_xVelocity, _horizontalInput * speed, ref _accelerationVelocity,
acceleration);
Rb.velocity = new Vector2(_xVelocity, Rb.velocity.y);
if(Mathf.Abs(_xVelocity) > 1f && grounded)
runningParticles.Play();
else
runningParticles.Stop();
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}

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