Some things

This commit is contained in:
Gerard Gascón 2023-08-19 23:55:03 +02:00
parent 6ba30e430e
commit e4cc23e7f0
119 changed files with 70085 additions and 682 deletions

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using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class BalanceCanvas : MonoBehaviour {
public static BalanceCanvas instance;
[SerializeField] Canvas canvas;
PlayerInput _playerInput;
public Action sliderChangedCallback;
[Header("Sliders")]
[SerializeField] Slider speedSlider;
[SerializeField] Slider deathForceSlider;
[SerializeField] Slider jumpSlider;
[SerializeField] Slider accelerationSlider;
[SerializeField] Slider jumpCancelSlider;
[SerializeField] Slider gravitySlider;
[SerializeField] Slider coyoteTime;
[SerializeField] Slider bufferTime;
// Start is called before the first frame update
void Awake() {
instance = this;
_playerInput = new PlayerInput();
_playerInput.Gameplay.Cancel.started += CanvasStateSwitch;
SetupSlider(speedSlider, nameof(PlayerStats.speed));
SetupSlider(deathForceSlider, nameof(PlayerStats.deathForce));
SetupSlider(accelerationSlider, nameof(PlayerStats.acceleration));
SetupSlider(jumpSlider, nameof(PlayerStats.jumpForce));
SetupSlider(jumpCancelSlider, nameof(PlayerStats.jumpCancellationMultiplier));
SetupSlider(gravitySlider, nameof(PlayerStats.Rb.gravityScale));
SetupSlider(coyoteTime, nameof(PlayerStats.coyoteTime));
SetupSlider(bufferTime, nameof(PlayerStats.bufferTime));
}
void SliderChangedCallback(float arg0) => sliderChangedCallback?.Invoke();
void SetupSlider(Slider slider, string valueName) {
slider.onValueChanged.AddListener(value => {
PlayerPrefs.SetFloat(valueName, value);
});
slider.onValueChanged.AddListener(SliderChangedCallback);
slider.SetValueWithoutNotify(PlayerPrefs.GetFloat(valueName, slider.value));
}
void CanvasStateSwitch(InputAction.CallbackContext obj) {
canvas.enabled ^= true;
}
void OnEnable() => _playerInput.Enable();
void OnDisable() => _playerInput.Disable();
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bullet1 : MonoBehaviour {
[SerializeField] float speed;
public void AddForce(int direction) {
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.velocity = Vector2.right * direction * speed;
}
void OnCollisionEnter2D(Collision2D other) {
Destroy(gameObject);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy1 : MonoBehaviour {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
Rigidbody2D _rb;
// Start is called before the first frame update
void Awake() {
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
transform.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
transform.localScale = Vector3.one;
}
}
_rb.velocity = new Vector2(speed * _facingDirection, _rb.velocity.y);
}
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 System;
using UnityEngine;
public class EnemyWeakPoint1 : MonoBehaviour {
Enemy1 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy1>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player")) return;
PlayerMovement1 player = other.GetComponent<PlayerMovement1>();
player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
player.Animator.SetTrigger(PlayerMovement1.Jump1);
Destroy(_enemy.gameObject);
}
}

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using UnityEngine;
namespace Level1 {
public class Bullet1 : MonoBehaviour {
[SerializeField] float speed;
public void AddForce(int direction) {
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.velocity = Vector2.right * direction * speed;
}
void OnCollisionEnter2D(Collision2D other) {
Destroy(gameObject);
}
}
}

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using UnityEngine;
namespace Level1 {
public class Enemy1 : MonoBehaviour {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[SerializeField] Transform sprite;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
Rigidbody2D _rb;
// Start is called before the first frame update
void Awake() {
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
sprite.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
sprite.localScale = Vector3.one;
}
}
_rb.velocity = new Vector2(speed * _facingDirection, _rb.velocity.y);
}
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 UnityEngine;
namespace Level1 {
public class EnemyWeakPoint1 : MonoBehaviour {
Enemy1 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy1>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player")) return;
PlayerMovement1 player = other.GetComponent<PlayerMovement1>();
player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
player.Animator.SetTrigger(PlayerMovement1.Jump1);
Destroy(_enemy.gameObject);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Level1 {
public class PlayerMovement1 : PlayerStats {
[Header("Shooting")]
[SerializeField] Bullet1 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
bool _grounded;
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
public Animator Animator => animator;
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");
void Awake() {
_playerInput = new PlayerInput();
_playerInput.Gameplay.Horizontal.started += HorizontalHandler;
_playerInput.Gameplay.Horizontal.performed += HorizontalHandler;
_playerInput.Gameplay.Horizontal.canceled += HorizontalHandler;
_playerInput.Gameplay.Jump.performed += Jump;
_playerInput.Gameplay.Fire.performed += Fire;
}
void Jump(InputAction.CallbackContext obj) {
if (!_grounded) return;
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
}
void Fire(InputAction.CallbackContext obj) {
Bullet1 bullet1 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet1.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
transform.localScale = new Vector3(_facingDirection, 1, 1);
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
animator.SetFloat(XVelocity, Mathf.Abs(_horizontalInput * speed));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
}
void FixedUpdate() {
_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
Rb.velocity = new Vector2(_horizontalInput * speed, Rb.velocity.y);
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}

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using UnityEngine;
namespace Level2 {
public class Bullet2 : MonoBehaviour {
[SerializeField] float speed;
public void AddForce(int direction) {
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.velocity = Vector2.right * direction * speed;
}
void OnCollisionEnter2D(Collision2D other) {
Destroy(gameObject);
}
}
}

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using UnityEngine;
namespace Level2 {
public class Enemy2 : MonoBehaviour {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[SerializeField] Transform sprite;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
Rigidbody2D _rb;
// Start is called before the first frame update
void Awake() {
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
sprite.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
sprite.localScale = Vector3.one;
}
}
_rb.velocity = new Vector2(speed * _facingDirection, _rb.velocity.y);
}
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 Level1;
using UnityEngine;
namespace Level2 {
public class EnemyWeakPoint2 : MonoBehaviour {
Enemy2 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy2>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player")) return;
PlayerMovement2 player = other.GetComponent<PlayerMovement2>();
player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
player.Animator.SetTrigger(PlayerMovement2.Jump1);
Destroy(_enemy.gameObject);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Level2 {
public class PlayerMovement2 : PlayerStats {
[Header("Shooting")]
[SerializeField] Bullet2 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
float _xVelocity;
float _accelerationVelocity;
bool _grounded;
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
public Animator Animator => animator;
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");
void Awake() {
_playerInput = new PlayerInput();
_playerInput.Gameplay.Horizontal.started += HorizontalHandler;
_playerInput.Gameplay.Horizontal.performed += HorizontalHandler;
_playerInput.Gameplay.Horizontal.canceled += HorizontalHandler;
_playerInput.Gameplay.Jump.performed += Jump;
_playerInput.Gameplay.Fire.performed += Fire;
}
void Jump(InputAction.CallbackContext obj) {
if (!_grounded) return;
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
}
void Fire(InputAction.CallbackContext obj) {
Bullet2 bullet2 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet2.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
transform.localScale = new Vector3(_facingDirection, 1, 1);
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
animator.SetFloat(XVelocity, Mathf.Abs(_horizontalInput * speed));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
}
void FixedUpdate() {
_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
_xVelocity = Rb.velocity.x;
_xVelocity = Mathf.SmoothDamp(_xVelocity, _horizontalInput * speed, ref _accelerationVelocity,
acceleration);;
Rb.velocity = new Vector2(_xVelocity, Rb.velocity.y);
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}

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using UnityEngine;
namespace Level3 {
public class Bullet3 : MonoBehaviour {
[SerializeField] float speed;
public void AddForce(int direction) {
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.velocity = Vector2.right * direction * speed;
}
void OnCollisionEnter2D(Collision2D other) {
Destroy(gameObject);
}
}
}

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using UnityEngine;
namespace Level3 {
public class Enemy3 : MonoBehaviour {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[SerializeField] Transform sprite;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
Rigidbody2D _rb;
// Start is called before the first frame update
void Awake() {
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
sprite.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
sprite.localScale = Vector3.one;
}
}
_rb.velocity = new Vector2(speed * _facingDirection, _rb.velocity.y);
}
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 UnityEngine;
namespace Level3 {
public class EnemyWeakPoint3 : MonoBehaviour {
Enemy3 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy3>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player")) return;
PlayerMovement3 player = other.GetComponent<PlayerMovement3>();
player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
player.Animator.SetTrigger(PlayerMovement3.Jump1);
Destroy(_enemy.gameObject);
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace Level3 {
public class PlayerMovement3 : PlayerStats {
[Header("Shooting")]
[SerializeField] Bullet3 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
float _xVelocity;
float _accelerationVelocity;
bool _grounded;
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
public Animator Animator => animator;
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");
void Awake() {
_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 (_grounded) {
if(!obj.started) return;
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
}else if (Rb.velocity.y > 0f) {
if(!obj.canceled) return;
Rb.velocity = new Vector2(Rb.velocity.x, Rb.velocity.y * jumpCancellationMultiplier);
}
}
void Fire(InputAction.CallbackContext obj) {
Bullet3 bullet3 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet3.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
transform.localScale = new Vector3(_facingDirection, 1, 1);
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
animator.SetFloat(XVelocity, Mathf.Abs(_horizontalInput * speed));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
}
void FixedUpdate() {
_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
_xVelocity = Rb.velocity.x;
_xVelocity = Mathf.SmoothDamp(_xVelocity, _horizontalInput * speed, ref _accelerationVelocity,
acceleration);;
Rb.velocity = new Vector2(_xVelocity, Rb.velocity.y);
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}

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using UnityEngine;
namespace Level4 {
public class Bullet4 : MonoBehaviour {
[SerializeField] float speed;
public void AddForce(int direction) {
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.velocity = Vector2.right * direction * speed;
}
void OnCollisionEnter2D(Collision2D other) {
Destroy(gameObject);
}
}
}

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using UnityEngine;
namespace Level4 {
public class Enemy4 : MonoBehaviour {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[SerializeField] Transform sprite;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
Rigidbody2D _rb;
// Start is called before the first frame update
void Awake() {
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
sprite.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
sprite.localScale = Vector3.one;
}
}
_rb.velocity = new Vector2(speed * _facingDirection, _rb.velocity.y);
}
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 UnityEngine;
namespace Level4 {
public class EnemyWeakPoint4 : MonoBehaviour {
Enemy4 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy4>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player")) return;
PlayerMovement4 player = other.GetComponent<PlayerMovement4>();
player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
player.Animator.SetTrigger(PlayerMovement4.Jump1);
Destroy(_enemy.gameObject);
}
}
}

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fileFormatVersion: 2
guid: b3836e6e5a2237b4585191bfea204e73
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using UnityEngine;
using UnityEngine.InputSystem;
namespace Level4 {
public class PlayerMovement4 : PlayerStats {
[Header("Shooting")]
[SerializeField] Bullet4 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
float _xVelocity;
float _accelerationVelocity;
float _currentCoyoteTime;
bool _grounded;
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
public Animator Animator => animator;
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");
void Awake() {
_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) {
Debug.Log(_currentCoyoteTime);
if (_currentCoyoteTime > 0f) {
if(!obj.started) return;
_currentCoyoteTime = 0f;
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
}else if (Rb.velocity.y > 0f) {
if(!obj.canceled) return;
Rb.velocity = new Vector2(Rb.velocity.x, Rb.velocity.y * jumpCancellationMultiplier);
}
}
void Fire(InputAction.CallbackContext obj) {
Bullet4 bullet4 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet4.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
transform.localScale = new Vector3(_facingDirection, 1, 1);
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
animator.SetFloat(XVelocity, Mathf.Abs(_xVelocity));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
_currentCoyoteTime -= Time.deltaTime;
}
void FixedUpdate() {
_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
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);
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}

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using UnityEngine;
namespace Level5 {
public class Bullet5 : MonoBehaviour {
[SerializeField] float speed;
public void AddForce(int direction) {
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.velocity = Vector2.right * direction * speed;
}
void OnCollisionEnter2D(Collision2D other) {
Destroy(gameObject);
}
}
}

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using UnityEngine;
namespace Level5 {
public class Enemy5 : MonoBehaviour {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[SerializeField] Transform sprite;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
Rigidbody2D _rb;
// Start is called before the first frame update
void Awake() {
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
sprite.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
sprite.localScale = Vector3.one;
}
}
_rb.velocity = new Vector2(speed * _facingDirection, _rb.velocity.y);
}
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 UnityEngine;
namespace Level5 {
public class EnemyWeakPoint5 : MonoBehaviour {
Enemy5 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy5>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player")) return;
PlayerMovement5 player = other.GetComponent<PlayerMovement5>();
player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
player.Animator.SetTrigger(PlayerMovement5.Jump1);
Destroy(_enemy.gameObject);
}
}
}

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fileFormatVersion: 2
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using UnityEngine;
using UnityEngine.InputSystem;
namespace Level5 {
public class PlayerMovement5 : PlayerStats {
[Header("Shooting")]
[SerializeField] Bullet5 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
float _xVelocity, _accelerationVelocity;
float _currentCoyoteTime, _currentBufferTime;
bool _grounded;
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
public Animator Animator => animator;
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");
void Awake() {
_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) {
Bullet5 bullet5 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet5.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
transform.localScale = new Vector3(_facingDirection, 1, 1);
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
animator.SetFloat(XVelocity, Mathf.Abs(_xVelocity));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
if (_currentBufferTime > 0f && _currentCoyoteTime > 0f) {
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
_currentBufferTime = _currentCoyoteTime = 0f;
}
_currentCoyoteTime -= Time.deltaTime;
_currentBufferTime -= Time.deltaTime;
}
void FixedUpdate() {
_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
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);
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}

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using UnityEngine;
namespace Level8 {
public class Bullet8 : MonoBehaviour {
[SerializeField] float speed;
public void AddForce(int direction) {
Rigidbody2D rb = GetComponent<Rigidbody2D>();
rb.velocity = Vector2.right * direction * speed;
}
void OnCollisionEnter2D(Collision2D other) {
Destroy(gameObject);
}
}
}

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using UnityEngine;
namespace Level8 {
public class Enemy8 : MonoBehaviour {
[SerializeField] float speed;
[SerializeField] LayerMask groundLayer;
[SerializeField] Transform sprite;
[Header("Flipping Pivots")]
[SerializeField] Transform flippingPivotLeft;
[SerializeField] Transform flippingPivotRight;
int _facingDirection = 1;
Rigidbody2D _rb;
// Start is called before the first frame update
void Awake() {
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate() {
if (_facingDirection > 0) {
if (Physics2D.OverlapBox(flippingPivotRight.position, flippingPivotRight.localScale, 0, groundLayer)) {
_facingDirection = -1;
sprite.localScale = new Vector3(-1, 1, 1);
}
}else {
if (Physics2D.OverlapBox(flippingPivotLeft.position, flippingPivotLeft.localScale, 0, groundLayer)) {
_facingDirection = 1;
sprite.localScale = Vector3.one;
}
}
_rb.velocity = new Vector2(speed * _facingDirection, _rb.velocity.y);
}
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 UnityEngine;
namespace Level8 {
public class EnemyWeakPoint8 : MonoBehaviour {
Enemy8 _enemy;
void Awake() {
_enemy = GetComponentInParent<Enemy8>();
}
void OnTriggerEnter2D(Collider2D other) {
if (!other.CompareTag("Player")) return;
PlayerMovement8 player = other.GetComponent<PlayerMovement8>();
player.Rb.velocity = new Vector2(player.Rb.velocity.x, player.deathForce);
player.Animator.SetTrigger(PlayerMovement8.Jump1);
Destroy(_enemy.gameObject);
}
}
}

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fileFormatVersion: 2
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using UnityEngine;
namespace Level8 {
public class PlayerFollower8 : MonoBehaviour {
public void SetPosition(Vector3 position, bool grounded) {
if (grounded) {
transform.position = position;
return;
}
Vector3 pos = transform.position;
pos.x = position.x;
transform.position = pos;
}
}
}

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fileFormatVersion: 2
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using UnityEngine;
using UnityEngine.InputSystem;
namespace Level8 {
public class PlayerMovement8 : PlayerStats {
[SerializeField] PlayerFollower8 playerFollower8;
[Header("Shooting")]
[SerializeField] Bullet8 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
float _xVelocity, _accelerationVelocity;
float _currentCoyoteTime, _currentBufferTime;
bool _grounded;
int _facingDirection = 1;
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
public Animator Animator => animator;
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");
void Awake() {
_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) {
Bullet8 bullet8 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet8.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
transform.localScale = new Vector3(_facingDirection, 1, 1);
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
animator.SetFloat(XVelocity, Mathf.Abs(_xVelocity));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
if (_currentBufferTime > 0f && _currentCoyoteTime > 0f) {
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
_currentBufferTime = _currentCoyoteTime = 0f;
}
_currentCoyoteTime -= Time.deltaTime;
_currentBufferTime -= Time.deltaTime;
playerFollower8.SetPosition(transform.position, _grounded);
}
void FixedUpdate() {
_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
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);
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}
}

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@ -1,92 +0,0 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement1 : MonoBehaviour {
public float deathForce = 8f;
[SerializeField] float speed = 5f;
[SerializeField] float jumpForce = 10f;
[Header("Shooting")]
[SerializeField] Bullet1 bullet;
[SerializeField] Transform shootingPos;
[Header("Physics")]
[SerializeField] LayerMask groundMask;
[SerializeField] Vector2 feetSize;
float _horizontalInput;
bool _grounded;
int _facingDirection = 1;
public Rigidbody2D Rb { get; private set; }
PlayerInput _playerInput;
[Header("Animations")]
[SerializeField] Animator animator;
public Animator Animator => animator;
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");
void Awake() {
Rb = GetComponent<Rigidbody2D>();
_playerInput = new PlayerInput();
_playerInput.Gameplay.Horizontal.started += HorizontalHandler;
_playerInput.Gameplay.Horizontal.performed += HorizontalHandler;
_playerInput.Gameplay.Horizontal.canceled += HorizontalHandler;
_playerInput.Gameplay.Jump.performed += Jump;
_playerInput.Gameplay.Fire.performed += Fire;
}
void Jump(InputAction.CallbackContext obj) {
if (!_grounded) return;
Rb.velocity = new Vector2(Rb.velocity.x, jumpForce);
animator.SetTrigger(Jump1);
}
void Fire(InputAction.CallbackContext obj) {
Bullet1 bullet1 = Instantiate(bullet, shootingPos.position, Quaternion.identity);
bullet1.AddForce(_facingDirection);
}
void HorizontalHandler(InputAction.CallbackContext obj) {
_horizontalInput = obj.ReadValue<float>();
_facingDirection = _horizontalInput > 0 ? 1 : _horizontalInput < 0 ? -1 : _facingDirection;
transform.localScale = new Vector3(_facingDirection, 1, 1);
}
void OnEnable() {
_playerInput.Enable();
}
void OnDisable() {
_playerInput.Disable();
}
// Update is called once per frame
void Update() {
animator.SetFloat(XVelocity, Mathf.Abs(_horizontalInput * speed));
animator.SetFloat(YVelocity, Rb.velocity.y);
animator.SetBool(Grounded, _grounded);
}
void FixedUpdate() {
_grounded = Physics2D.OverlapBox(transform.position, feetSize, 0, groundMask);
Rb.velocity = new Vector2(_horizontalInput * speed, Rb.velocity.y);
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, feetSize);
}
}

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using System;
using UnityEngine;
public abstract class PlayerStats : MonoBehaviour{
[HideInInspector] public float deathForce = 8f;
[HideInInspector] public float speed = 5f;
[HideInInspector] public float jumpForce = 10f;
[HideInInspector] public float acceleration = 1f;
[HideInInspector] public float jumpCancellationMultiplier = .5f;
[HideInInspector] public float coyoteTime = .1f;
[HideInInspector] public float bufferTime = .1f;
public Rigidbody2D Rb { get; private set; }
void Start() {
Rb = GetComponent<Rigidbody2D>();
BalanceCanvas.instance.sliderChangedCallback += RefreshStats;
RefreshStats();
}
void OnDestroy() {
BalanceCanvas.instance.sliderChangedCallback -= RefreshStats;
}
void RefreshStats() {
deathForce = PlayerPrefs.GetFloat(nameof(deathForce), deathForce);
speed = PlayerPrefs.GetFloat(nameof(speed), speed);
jumpForce = PlayerPrefs.GetFloat(nameof(jumpForce), jumpForce);
acceleration = PlayerPrefs.GetFloat(nameof(acceleration), acceleration);
jumpCancellationMultiplier = PlayerPrefs.GetFloat(nameof(jumpCancellationMultiplier), jumpCancellationMultiplier);
Rb.gravityScale = PlayerPrefs.GetFloat(nameof(Rb.gravityScale), Rb.gravityScale);
coyoteTime = PlayerPrefs.GetFloat(nameof(coyoteTime), coyoteTime);
bufferTime = PlayerPrefs.GetFloat(nameof(bufferTime), bufferTime);
}
}

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