This commit is contained in:
Gerard Gascón 2025-04-24 14:15:32 +02:00
commit 8103d0d89d
514 changed files with 211049 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonEnableDisable : MonoBehaviour{
public bool pressed;
bool alreadyPressed;
[Space]
public Transform pressPos;
public float pressRadius;
public LayerMask whatIsPlayer;
bool press;
[Space]
public GameObject[] enable;
public GameObject[] disable;
public BoxCollider2D[] colliders;
[Space]
public Sprite enabledState;
public Sprite disabledState;
SpriteRenderer sprite;
// Start is called before the first frame update
void Start(){
sprite = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update(){
if (pressed && !alreadyPressed){
if(enable != null){
foreach(GameObject o in enable){
o.SetActive(true);
}
}
if (disable != null){
foreach (GameObject o in disable){
o.SetActive(false);
}
}
foreach(BoxCollider2D col in colliders){
col.enabled = false;
}
sprite.sprite = disabledState;
alreadyPressed = true;
}else if(!alreadyPressed){
press = Physics2D.OverlapCircle(pressPos.position, pressRadius, whatIsPlayer);
if (press){
pressed = true;
}
sprite.sprite = enabledState;
}
}
void OnDrawGizmos(){
Gizmos.DrawWireSphere(pressPos.position, pressRadius);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyController : MonoBehaviour{
public float speed;
Vector2 velocity = Vector2.zero;
[Range(0, .3f)] public float movementSmoothing = .1f;
public GameObject bloodExplosion;
public float turnTime;
float time;
float horizontalFacing = 1;
GameObject player;
Rigidbody2D rb2d;
[Space]
public Transform boxDetectionPos;
public LayerMask whatIsPlayer;
public float boxDetectionSize;
bool playerDetected;
bool detectPlayer;
[Space]
public Animator anim;
// Start is called before the first frame update
void Start(){
rb2d = GetComponent<Rigidbody2D>();
}
bool dead;
// Update is called once per frame
void Update(){
if (!playerDetected){
time += Time.deltaTime;
if (time >= turnTime){
horizontalFacing *= -1;
Flip(horizontalFacing);
time = 0;
}
detectPlayer = Physics2D.OverlapCircle(boxDetectionPos.position, boxDetectionSize, whatIsPlayer);
if (detectPlayer){
anim.SetBool("Running", true);
playerDetected = true;
}
}
else{
if(Mathf.Abs(player.transform.position.x - transform.position.x) >= .1f ){
Flip(Mathf.RoundToInt(Mathf.Clamp((player.transform.position.x - transform.position.x) * 100, -1f, 1f)));
}
}
}
void FixedUpdate(){
if (player != null && playerDetected && !dead){
Vector2 targetVelocity = new Vector2(Mathf.RoundToInt(Mathf.Clamp(player.transform.position.x - transform.position.x, -1f, 1f)) * speed, rb2d.velocity.y);
rb2d.velocity = Vector2.SmoothDamp(rb2d.velocity, targetVelocity, ref velocity, movementSmoothing);
}
}
void Flip(float h){
transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x) * h, transform.localScale.y, transform.localScale.z);
}
public void WhoIsPlayer(GameObject player){
this.player = player;
}
public void Die(){
GetComponent<CapsuleCollider2D>().isTrigger = true;
rb2d.velocity = Vector2.zero;
rb2d.AddForce(new Vector2(-horizontalFacing * 10, 15), ForceMode2D.Impulse);
Invoke("DeathExplode", 1);
anim.SetTrigger("Die");
dead = true;
}
void DeathExplode(){
Instantiate(bloodExplosion, transform.position, Quaternion.identity);
Destroy(gameObject);
}
void OnTriggerEnter2D(Collider2D col){
if(col.gameObject.tag == "InstantDeath"){
Die();
}
}
void OnDrawGizmos(){
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(boxDetectionPos.position, boxDetectionSize);
}
}

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15
Assets/Scripts/Paralax.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Paralax : MonoBehaviour{
[SerializeField] GameObject reference;
[SerializeField] float scroll;
// Update is called once per frame
void Update(){
Vector2 pos = new Vector2(reference.transform.position.x * scroll, transform.position.y * .05f);
transform.position = pos;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class PlayerController : MonoBehaviour{
EnemyController[] enemies;
public SceneLoader sceneLoader;
public bool active;
public GameObject otherPlayer;
[Space]
public GameObject bloodExplosion;
[Space]
public float shootSpeed = 2;
public GameObject spiritPrefab;
public float spawnOffset;
[Space]
public CinemachineVirtualCamera vCam;
[Space]
public float speed;
[Range(0, .3f)] public float movementSmoothing = .05f;
float horizontalMove;
Vector2 velocity = Vector2.zero;
[Header("Jump")]
public float jumpForce;
public float fallMultiplier = 2.5f;
public float lowJumpMultiplier = 2f;
float gravityScale;
[Range(0, .3f)] public float jumpPressedRememberTime;
float jumpPressedRemember;
[Range(0, .3f)] public float groundedRememberTime;
float groundedRemember;
public Transform feetPos;
[Range(0, .5f)] public float feetRadius;
public LayerMask whatIsGround;
bool isGrounded;
bool wasGrounded;
bool jump;
[Header("Bounce")]
public float bounceForce;
public LayerMask whatIsBouncing;
public float playerBounceForce;
public LayerMask whatIsPlayerBouncing;
bool bouncing;
[Space]
public Animator anim;
public Animator bounce;
public Animator lightController;
Rigidbody2D rb2d;
void Awake(){
enemies = FindObjectsOfType<EnemyController>();
}
// Start is called before the first frame update
void Start(){
rb2d = GetComponent<Rigidbody2D>();
gravityScale = rb2d.gravityScale;
lightController.SetBool("Enabled", active);
}
bool canMove;
int h;
bool wasActive;
// Update is called once per frame
void Update(){
if(active && !wasActive){
foreach(EnemyController e in enemies){
e.WhoIsPlayer(gameObject);
}
wasActive = true;
}
if (canMove){
horizontalMove = Input.GetAxis("Horizontal") * speed;
if (Input.GetAxisRaw("Horizontal") != 0){
Flip(Input.GetAxisRaw("Horizontal"));
h = Mathf.RoundToInt(Input.GetAxisRaw("Horizontal"));
}
if (Input.GetButtonDown("Fire1")){
ShootSpirit((h == 0) ? 1 : h);
}
}else{
horizontalMove = 0;
}
isGrounded = Physics2D.OverlapCircle(feetPos.position, feetRadius, whatIsGround);
anim.SetBool("Grounded", isGrounded);
if (active){
canMove = true;
lightController.SetBool("Enabled", true);
}else{
canMove = false;
lightController.SetBool("Enabled", false);
}
#region Jump
if (isGrounded && !wasGrounded){
bounce.SetTrigger("Bounce");
wasGrounded = true;
}else if (!isGrounded){
wasGrounded = false;
}
jumpPressedRemember -= Time.deltaTime;
if (Input.GetButtonDown("Jump")){
jumpPressedRemember = jumpPressedRememberTime;
}
groundedRemember -= Time.deltaTime;
if (isGrounded){
groundedRemember = groundedRememberTime;
bouncing = false;
}
if ((jumpPressedRemember > 0) && (groundedRemember > 0)){
if (canMove){
jump = true;
jumpPressedRemember = 0;
groundedRemember = 0;
}
}
#endregion
bool isBouncing = Physics2D.OverlapCircle(feetPos.position, feetRadius, whatIsBouncing);
if (isBouncing){
Jump(bounceForce);
bouncing = true;
isBouncing = false;
}
bool isPlayerBouncing = Physics2D.OverlapCircle(feetPos.position, feetRadius, whatIsPlayerBouncing);
if (isPlayerBouncing){
Jump(playerBounceForce);
otherPlayer.GetComponent<PlayerController>().PlayBounceAnimation();
bouncing = true;
isBouncing = false;
}
}
void FixedUpdate(){
Vector2 targetVelocity = new Vector2(horizontalMove, rb2d.velocity.y);
rb2d.velocity = Vector2.SmoothDamp(rb2d.velocity, targetVelocity, ref velocity, movementSmoothing);
anim.SetFloat("Velocity", Mathf.Abs(rb2d.velocity.x));
#region Jump
if(!bouncing && canMove){
if (rb2d.velocity.y < 0){
rb2d.gravityScale = fallMultiplier * gravityScale;
}else if (rb2d.velocity.y > 0 && !Input.GetButton("Jump")){
rb2d.gravityScale = lowJumpMultiplier * gravityScale;
}else{
rb2d.gravityScale = gravityScale;
}
}
if (jump){
Jump(jumpForce);
jump = false;
}
#endregion
}
public void PlayBounceAnimation(){
bounce.SetTrigger("Bounce");
}
void Jump(float force){
bounce.SetTrigger("Bounce");
rb2d.velocity = new Vector2(rb2d.velocity.x, 0);
rb2d.AddForce(Vector2.up * force, ForceMode2D.Impulse);
}
void Flip(float h){
transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x) * h, transform.localScale.y, transform.localScale.z);
}
void ShootSpirit(int direction){
var spirit = Instantiate(spiritPrefab, transform.position, transform.rotation);
Rigidbody2D rigidbody = spirit.GetComponent<Rigidbody2D>();
spirit.transform.position += new Vector3(spawnOffset * direction, 0, 0);
rigidbody.AddForce(new Vector2(shootSpeed * direction, 5), ForceMode2D.Impulse);
vCam.Follow = spirit.transform;
spirit.GetComponent<SpiritBall>().SetCamera(vCam, GetComponent<PlayerController>());
foreach(EnemyController e in enemies){
e.WhoIsPlayer(null);
}
wasActive = false;
active = false;
}
void Die(){
Instantiate(bloodExplosion, transform.position, Quaternion.identity);
sceneLoader.LoadScene(0);
gameObject.SetActive(false);
otherPlayer.SetActive(false);
}
void OnTriggerEnter2D(Collider2D col){
if(col.gameObject.tag == "InstantDeath"){
Die();
}
if(col.gameObject.tag == "Win"){
Time.timeScale = 0;
sceneLoader.LoadScene(0);
}
}
void OnCollisionEnter2D(Collision2D col){
if(col.gameObject.tag == "Enemy"){
Die();
}
}
void OnDrawGizmos(){
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(feetPos.position, feetRadius);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class ScreenshakeHandler : MonoBehaviour{
[SerializeField] private CinemachineVirtualCamera cam;
private static CinemachineBasicMultiChannelPerlin noise;
private static float timer = 0;
void Start(){
noise = cam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
void Update(){
timer -= Time.deltaTime;
if (timer <= 0){
timer = 0;
noise.m_AmplitudeGain = 0;
noise.m_FrequencyGain = 0;
}
}
public static void AddScreenShake(float amplitude, float frequency, float duration){
//Prevents small shakes from overriding big ones
if (amplitude < noise.m_AmplitudeGain || frequency < noise.m_FrequencyGain) return;
noise.m_AmplitudeGain = amplitude;
noise.m_FrequencyGain = frequency;
timer = duration;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
public class SpiritBall : MonoBehaviour{
public float spiritballLifeTime = 2f;
public GameObject particles;
public float particleLifetime = 1f;
public GameObject deathEffectPrefab;
public float deathEffectLifetime;
CinemachineVirtualCamera vCam;
PlayerController player;
bool playerCollided;
// Start is called before the first frame update
void Start(){
Invoke("DestroyFireball", spiritballLifeTime);
}
// Update is called once per frame
void Update(){
}
void DestroyFireball(){
ScreenshakeHandler.AddScreenShake(3, 5, .1f);
particles.transform.parent = null;
particles.GetComponent<ParticleSystem>().Stop();
Destroy(particles, particleLifetime);
var deathEffect = Instantiate(deathEffectPrefab, transform.position, transform.rotation);
Destroy(deathEffect, deathEffectLifetime);
if (!playerCollided){
player.active = true;
vCam.Follow = player.gameObject.transform;
}
Destroy(gameObject);
}
public void SetCamera(CinemachineVirtualCamera camera, PlayerController from){
vCam = camera;
player = from;
}
void OnCollisionEnter2D(Collision2D col){
if(col.gameObject.tag == "Player"){
vCam.Follow = col.gameObject.transform;
col.gameObject.GetComponent<PlayerController>().active = true;
playerCollided = true;
CancelInvoke("DestroyFireball");
DestroyFireball();
}
if(col.gameObject.tag == "Enemy"){
vCam.Follow = col.gameObject.transform;
col.gameObject.GetComponent<EnemyController>().Die();
CancelInvoke("DestroyFireball");
DestroyFireball();
}
}
}

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70
Assets/Scripts/Thunder.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Thunder : MonoBehaviour{
[SerializeField] private Camera camera;
[SerializeField] private UnityEngine.Experimental.Rendering.Universal.Light2D globalLight;
[SerializeField] private Color lightingColor;
[SerializeField] private AudioSource thunderSound;
[SerializeField] private float intervalTime = 5f;
private Color orgLightColor;
private Color orgCamBGColor;
private float orgIntensity;
private float timer;
// Start is called before the first frame update
void Start(){
orgLightColor = globalLight.color;
orgIntensity = globalLight.intensity;
orgCamBGColor = camera.backgroundColor;
timer = intervalTime;
}
// Update is called once per frame
void Update(){
timer -= Time.deltaTime;
if (timer <= 0){
LightningStrike();
timer = intervalTime + Random.Range(-intervalTime * 0.3f, intervalTime * 0.3f);
}
if (globalLight.intensity > orgIntensity){
globalLight.intensity -= Time.deltaTime * 2.5f;
camera.backgroundColor = Color.Lerp(camera.backgroundColor, orgCamBGColor, Mathf.PingPong(Time.time, 0.2f));
}else{
ResetLights();
}
}
private void LightningStrike(){
ScreenshakeHandler.AddScreenShake(5, 5, 0.5f);
//thunderSound.pitch = Random.Range(0.5f, 1f);
//thunderSound.Play();
globalLight.color = lightingColor;
camera.backgroundColor = lightingColor;
globalLight.intensity = 1.25f;
//Invoke("MiniStrike", 0.05f);
Invoke("MiniStrike", 0.15f);
// Invoke("ResetLights", 2.25f);
}
private void MiniStrike(){
globalLight.color = lightingColor;
// camera.backgroundColor = lightingColor;
globalLight.intensity = 1f;
}
private void ResetLights(){
globalLight.color = orgLightColor;
camera.backgroundColor = orgCamBGColor;
globalLight.intensity = orgIntensity;
}
}

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