Muchas cosas
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359
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359
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--- !u!91 &9100000
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8
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8
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68
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Normal file
68
Assets/Animations/PlayerDie.anim
Normal file
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@ -0,0 +1,68 @@
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%YAML 1.1
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39
Assets/IceRules.asset
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Assets/IceRules.asset
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219
Assets/Scripts/Blit.cs
Normal file
219
Assets/Scripts/Blit.cs
Normal file
|
@ -0,0 +1,219 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Blit Renderer Feature https://github.com/Cyanilux/URP_BlitRenderFeature
|
||||||
|
* ------------------------------------------------------------------------------------------------------------------------
|
||||||
|
* Based on the Blit from the UniversalRenderingExamples
|
||||||
|
* https://github.com/Unity-Technologies/UniversalRenderingExamples/tree/master/Assets/Scripts/Runtime/RenderPasses
|
||||||
|
*
|
||||||
|
* Extended to allow for :
|
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|
* - Specific access to selecting a source and destination (via current camera's color / texture id / render texture object
|
||||||
|
* - (Pre-2021.2/v12) Automatic switching to using _AfterPostProcessTexture for After Rendering event, in order to correctly handle the blit after post processing is applied
|
||||||
|
* - Setting a _InverseView matrix (cameraToWorldMatrix), for shaders that might need it to handle calculations from screen space to world.
|
||||||
|
* e.g. Reconstruct world pos from depth : https://www.cyanilux.com/tutorials/depth/#blit-perspective
|
||||||
|
* - (2020.2/v10 +) Enabling generation of DepthNormals (_CameraNormalsTexture)
|
||||||
|
* This will only include shaders who have a DepthNormals pass (mostly Lit Shaders / Graphs)
|
||||||
|
(workaround for Unlit Shaders / Graphs: https://gist.github.com/Cyanilux/be5a796cf6ddb20f20a586b94be93f2b)
|
||||||
|
* ------------------------------------------------------------------------------------------------------------------------
|
||||||
|
* @Cyanilux
|
||||||
|
*/
|
||||||
|
|
||||||
|
namespace Cyan {
|
||||||
|
/*
|
||||||
|
CreateAssetMenu here allows creating the ScriptableObject without being attached to a Renderer Asset
|
||||||
|
Can then Enqueue the pass manually via https://gist.github.com/Cyanilux/8fb3353529887e4184159841b8cad208
|
||||||
|
as a workaround for 2D Renderer not supporting features (prior to 2021.2). Uncomment if needed.
|
||||||
|
*/
|
||||||
|
// [CreateAssetMenu(menuName = "Cyan/Blit")]
|
||||||
|
public class Blit : ScriptableRendererFeature {
|
||||||
|
|
||||||
|
public class BlitPass : ScriptableRenderPass {
|
||||||
|
|
||||||
|
public Material blitMaterial = null;
|
||||||
|
public FilterMode filterMode { get; set; }
|
||||||
|
|
||||||
|
private BlitSettings settings;
|
||||||
|
|
||||||
|
private RenderTargetIdentifier source { get; set; }
|
||||||
|
private RenderTargetIdentifier destination { get; set; }
|
||||||
|
|
||||||
|
RenderTargetHandle m_TemporaryColorTexture;
|
||||||
|
RenderTargetHandle m_DestinationTexture;
|
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|
string m_ProfilerTag;
|
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|
|
||||||
|
#if !UNITY_2020_2_OR_NEWER // v8
|
||||||
|
private ScriptableRenderer renderer;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public BlitPass(RenderPassEvent renderPassEvent, BlitSettings settings, string tag) {
|
||||||
|
this.renderPassEvent = renderPassEvent;
|
||||||
|
this.settings = settings;
|
||||||
|
blitMaterial = settings.blitMaterial;
|
||||||
|
m_ProfilerTag = tag;
|
||||||
|
m_TemporaryColorTexture.Init("_TemporaryColorTexture");
|
||||||
|
if (settings.dstType == Target.TextureID) {
|
||||||
|
m_DestinationTexture.Init(settings.dstTextureId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Setup(ScriptableRenderer renderer) {
|
||||||
|
#if UNITY_2020_2_OR_NEWER // v10+
|
||||||
|
if (settings.requireDepthNormals)
|
||||||
|
ConfigureInput(ScriptableRenderPassInput.Normal);
|
||||||
|
#else // v8
|
||||||
|
this.renderer = renderer;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
|
||||||
|
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
|
||||||
|
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
|
||||||
|
opaqueDesc.depthBufferBits = 0;
|
||||||
|
|
||||||
|
// Set Source / Destination
|
||||||
|
#if UNITY_2020_2_OR_NEWER // v10+
|
||||||
|
var renderer = renderingData.cameraData.renderer;
|
||||||
|
#else // v8
|
||||||
|
// For older versions, cameraData.renderer is internal so can't be accessed. Will pass it through from AddRenderPasses instead
|
||||||
|
var renderer = this.renderer;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// note : Seems this has to be done in here rather than in AddRenderPasses to work correctly in 2021.2+
|
||||||
|
if (settings.srcType == Target.CameraColor) {
|
||||||
|
source = renderer.cameraColorTarget;
|
||||||
|
} else if (settings.srcType == Target.TextureID) {
|
||||||
|
source = new RenderTargetIdentifier(settings.srcTextureId);
|
||||||
|
} else if (settings.srcType == Target.RenderTextureObject) {
|
||||||
|
source = new RenderTargetIdentifier(settings.srcTextureObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (settings.dstType == Target.CameraColor) {
|
||||||
|
destination = renderer.cameraColorTarget;
|
||||||
|
} else if (settings.dstType == Target.TextureID) {
|
||||||
|
destination = new RenderTargetIdentifier(settings.dstTextureId);
|
||||||
|
} else if (settings.dstType == Target.RenderTextureObject) {
|
||||||
|
destination = new RenderTargetIdentifier(settings.dstTextureObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (settings.setInverseViewMatrix) {
|
||||||
|
Shader.SetGlobalMatrix("_InverseView", renderingData.cameraData.camera.cameraToWorldMatrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (settings.dstType == Target.TextureID) {
|
||||||
|
if (settings.overrideGraphicsFormat) {
|
||||||
|
opaqueDesc.graphicsFormat = settings.graphicsFormat;
|
||||||
|
}
|
||||||
|
cmd.GetTemporaryRT(m_DestinationTexture.id, opaqueDesc, filterMode);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Debug.Log($"src = {source}, dst = {destination} ");
|
||||||
|
// Can't read and write to same color target, use a TemporaryRT
|
||||||
|
if (source == destination || (settings.srcType == settings.dstType && settings.srcType == Target.CameraColor)) {
|
||||||
|
cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
|
||||||
|
Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, settings.blitMaterialPassIndex);
|
||||||
|
Blit(cmd, m_TemporaryColorTexture.Identifier(), destination);
|
||||||
|
} else {
|
||||||
|
Blit(cmd, source, destination, blitMaterial, settings.blitMaterialPassIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
context.ExecuteCommandBuffer(cmd);
|
||||||
|
CommandBufferPool.Release(cmd);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void FrameCleanup(CommandBuffer cmd) {
|
||||||
|
if (settings.dstType == Target.TextureID) {
|
||||||
|
cmd.ReleaseTemporaryRT(m_DestinationTexture.id);
|
||||||
|
}
|
||||||
|
if (source == destination || (settings.srcType == settings.dstType && settings.srcType == Target.CameraColor)) {
|
||||||
|
cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public class BlitSettings {
|
||||||
|
public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
|
||||||
|
|
||||||
|
public Material blitMaterial = null;
|
||||||
|
public int blitMaterialPassIndex = 0;
|
||||||
|
public bool setInverseViewMatrix = false;
|
||||||
|
public bool requireDepthNormals = false;
|
||||||
|
|
||||||
|
public Target srcType = Target.CameraColor;
|
||||||
|
public string srcTextureId = "_CameraColorTexture";
|
||||||
|
public RenderTexture srcTextureObject;
|
||||||
|
|
||||||
|
public Target dstType = Target.CameraColor;
|
||||||
|
public string dstTextureId = "_BlitPassTexture";
|
||||||
|
public RenderTexture dstTextureObject;
|
||||||
|
|
||||||
|
public bool overrideGraphicsFormat = false;
|
||||||
|
public UnityEngine.Experimental.Rendering.GraphicsFormat graphicsFormat;
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum Target {
|
||||||
|
CameraColor,
|
||||||
|
TextureID,
|
||||||
|
RenderTextureObject
|
||||||
|
}
|
||||||
|
|
||||||
|
public BlitSettings settings = new BlitSettings();
|
||||||
|
public BlitPass blitPass;
|
||||||
|
|
||||||
|
public override void Create() {
|
||||||
|
var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;
|
||||||
|
settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
|
||||||
|
blitPass = new BlitPass(settings.Event, settings, name);
|
||||||
|
|
||||||
|
#if !UNITY_2021_2_OR_NEWER
|
||||||
|
if (settings.Event == RenderPassEvent.AfterRenderingPostProcessing) {
|
||||||
|
Debug.LogWarning("Note that the \"After Rendering Post Processing\"'s Color target doesn't seem to work? (or might work, but doesn't contain the post processing) :( -- Use \"After Rendering\" instead!");
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
if (settings.graphicsFormat == UnityEngine.Experimental.Rendering.GraphicsFormat.None) {
|
||||||
|
settings.graphicsFormat = SystemInfo.GetGraphicsFormat(UnityEngine.Experimental.Rendering.DefaultFormat.LDR);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
|
||||||
|
|
||||||
|
if (settings.blitMaterial == null) {
|
||||||
|
Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if !UNITY_2021_2_OR_NEWER
|
||||||
|
// AfterRenderingPostProcessing event is fixed in 2021.2+ so this workaround is no longer required
|
||||||
|
|
||||||
|
if (settings.Event == RenderPassEvent.AfterRenderingPostProcessing) {
|
||||||
|
} else if (settings.Event == RenderPassEvent.AfterRendering && renderingData.postProcessingEnabled) {
|
||||||
|
// If event is AfterRendering, and src/dst is using CameraColor, switch to _AfterPostProcessTexture instead.
|
||||||
|
if (settings.srcType == Target.CameraColor) {
|
||||||
|
settings.srcType = Target.TextureID;
|
||||||
|
settings.srcTextureId = "_AfterPostProcessTexture";
|
||||||
|
}
|
||||||
|
if (settings.dstType == Target.CameraColor) {
|
||||||
|
settings.dstType = Target.TextureID;
|
||||||
|
settings.dstTextureId = "_AfterPostProcessTexture";
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// If src/dst is using _AfterPostProcessTexture, switch back to CameraColor
|
||||||
|
if (settings.srcType == Target.TextureID && settings.srcTextureId == "_AfterPostProcessTexture") {
|
||||||
|
settings.srcType = Target.CameraColor;
|
||||||
|
settings.srcTextureId = "";
|
||||||
|
}
|
||||||
|
if (settings.dstType == Target.TextureID && settings.dstTextureId == "_AfterPostProcessTexture") {
|
||||||
|
settings.dstType = Target.CameraColor;
|
||||||
|
settings.dstTextureId = "";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
blitPass.Setup(renderer);
|
||||||
|
renderer.EnqueuePass(blitPass);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Blit.cs.meta
Normal file
11
Assets/Scripts/Blit.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 49b68c654e9718c4d988a5f0a8baf11c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/Scripts/Ghost.meta
Normal file
8
Assets/Scripts/Ghost.meta
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 567bcdbc30b48f04b8ca65b4b274f08e
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
21
Assets/Scripts/Ghost/GhostController.cs
Normal file
21
Assets/Scripts/Ghost/GhostController.cs
Normal file
|
@ -0,0 +1,21 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GhostController : MonoBehaviour {
|
||||||
|
|
||||||
|
[SerializeField] float speed;
|
||||||
|
[SerializeField] Transform player;
|
||||||
|
|
||||||
|
Rigidbody2D _rb2d;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Awake() {
|
||||||
|
_rb2d = GetComponent<Rigidbody2D>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void FixedUpdate() {
|
||||||
|
_rb2d.position = Vector2.MoveTowards(_rb2d.position, player.position, Time.deltaTime * speed);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Ghost/GhostController.cs.meta
Normal file
11
Assets/Scripts/Ghost/GhostController.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2e4dbc96420fbe34daab8e57e23db5e5
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -7,6 +7,7 @@ using UnityEngine.Events;
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public enum OrbTypes {
|
public enum OrbTypes {
|
||||||
|
None,
|
||||||
Blue,
|
Blue,
|
||||||
Red,
|
Red,
|
||||||
InvertedControls,
|
InvertedControls,
|
||||||
|
@ -20,8 +21,9 @@ public enum OrbTypes {
|
||||||
|
|
||||||
public class GameManager : MonoBehaviour {
|
public class GameManager : MonoBehaviour {
|
||||||
|
|
||||||
[SerializeField] GenericDictionary<OrbTypes, UnityEvent> orbEffects;
|
[SerializeField] GenericDictionary<OrbTypes, UnityEvent> orbStartEffects;
|
||||||
[SerializeField] OrbTypes currentType;
|
[SerializeField] GenericDictionary<OrbTypes, UnityEvent> orbEndEffects;
|
||||||
|
[SerializeField] OrbTypes currentType = OrbTypes.None;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start(){
|
void Start(){
|
||||||
|
@ -33,8 +35,16 @@ public class GameManager : MonoBehaviour {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Space, SerializeField] OrbTypes forceEventChangeType = OrbTypes.None;
|
||||||
|
[ButtonMethod]
|
||||||
|
void ForceEventChange() {
|
||||||
|
if (!Application.isPlaying) return;
|
||||||
|
ChangeEventCall(forceEventChangeType);
|
||||||
|
}
|
||||||
|
|
||||||
void ChangeEventCall(OrbTypes type) {
|
void ChangeEventCall(OrbTypes type) {
|
||||||
|
if(currentType != OrbTypes.None) orbEndEffects[currentType].Invoke();
|
||||||
currentType = type;
|
currentType = type;
|
||||||
orbEffects[currentType].Invoke();
|
if(type != OrbTypes.None) orbStartEffects[currentType].Invoke();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,6 +1,9 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Cinemachine;
|
||||||
|
using MyBox;
|
||||||
|
using SimpleTools.Cinemachine;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Serialization;
|
using UnityEngine.Serialization;
|
||||||
|
|
||||||
|
@ -8,6 +11,7 @@ public class PlayerController : MonoBehaviour {
|
||||||
|
|
||||||
[Header("Stats")]
|
[Header("Stats")]
|
||||||
[SerializeField] float speed = 50f;
|
[SerializeField] float speed = 50f;
|
||||||
|
float _currentSpeed;
|
||||||
[SerializeField, Range(0f, .5f)] float acceleration = .1f;
|
[SerializeField, Range(0f, .5f)] float acceleration = .1f;
|
||||||
[SerializeField, Range(0f, .5f)] float flipSmooth = .1f;
|
[SerializeField, Range(0f, .5f)] float flipSmooth = .1f;
|
||||||
[SerializeField] float jumpForce = 10f;
|
[SerializeField] float jumpForce = 10f;
|
||||||
|
@ -31,11 +35,37 @@ public class PlayerController : MonoBehaviour {
|
||||||
[SerializeField, Range(0f, .5f)] float jumpBuffer;
|
[SerializeField, Range(0f, .5f)] float jumpBuffer;
|
||||||
float _jumpBuffer;
|
float _jumpBuffer;
|
||||||
|
|
||||||
|
[Header("Camera")]
|
||||||
|
[SerializeField, OverrideLabel("vCam")] CinemachineVirtualCamera vCam;
|
||||||
|
Transform _cameraTarget;
|
||||||
|
|
||||||
|
Animator _anim;
|
||||||
|
static readonly int Speed = Animator.StringToHash("Speed");
|
||||||
|
static readonly int Grounded = Animator.StringToHash("Grounded");
|
||||||
|
static readonly int Die = Animator.StringToHash("Die");
|
||||||
|
|
||||||
|
bool _dead;
|
||||||
|
|
||||||
void Awake() {
|
void Awake() {
|
||||||
_rb2d = GetComponent<Rigidbody2D>();
|
_rb2d = GetComponent<Rigidbody2D>();
|
||||||
|
_anim = GetComponent<Animator>();
|
||||||
|
|
||||||
|
_cameraTarget = new GameObject("Camera Target").transform;
|
||||||
|
vCam.m_Follow = _cameraTarget;
|
||||||
|
|
||||||
|
ResetSpeed();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
|
Vector3 localScale;
|
||||||
|
if (_dead) {
|
||||||
|
localScale = transform.localScale;
|
||||||
|
localScale = new Vector3(Mathf.SmoothDamp(localScale.x, _facingDirection, ref _flipVelocity, flipSmooth),
|
||||||
|
localScale.y, localScale.z);
|
||||||
|
transform.localScale = localScale;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
_input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
|
_input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
|
||||||
_facingDirection = _input.x switch {
|
_facingDirection = _input.x switch {
|
||||||
> 0f => 1,
|
> 0f => 1,
|
||||||
|
@ -43,12 +73,13 @@ public class PlayerController : MonoBehaviour {
|
||||||
_ => _facingDirection
|
_ => _facingDirection
|
||||||
};
|
};
|
||||||
|
|
||||||
Vector3 localScale = transform.localScale;
|
localScale = transform.localScale;
|
||||||
localScale = new Vector3(Mathf.SmoothDamp(localScale.x, _facingDirection, ref _flipVelocity, flipSmooth),
|
localScale = new Vector3(Mathf.SmoothDamp(localScale.x, _facingDirection, ref _flipVelocity, flipSmooth),
|
||||||
localScale.y, localScale.z);
|
localScale.y, localScale.z);
|
||||||
transform.localScale = localScale;
|
transform.localScale = localScale;
|
||||||
|
|
||||||
_isGrounded = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, groundMask);
|
_isGrounded = Physics2D.OverlapBox(feetPos.position, new Vector2(feetWidth, feetHeight), 0f, groundMask);
|
||||||
|
_anim.SetBool(Grounded, _isGrounded);
|
||||||
if (_isGrounded && _rb2d.velocity.y <= 0f) _coyoteTime = coyoteTime;
|
if (_isGrounded && _rb2d.velocity.y <= 0f) _coyoteTime = coyoteTime;
|
||||||
|
|
||||||
if (Input.GetKeyDown(KeyCode.Space)) _jumpBuffer = jumpBuffer;
|
if (Input.GetKeyDown(KeyCode.Space)) _jumpBuffer = jumpBuffer;
|
||||||
|
@ -59,7 +90,10 @@ public class PlayerController : MonoBehaviour {
|
||||||
}
|
}
|
||||||
|
|
||||||
void FixedUpdate() {
|
void FixedUpdate() {
|
||||||
_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * speed, ref _xVelocity, acceleration), _rb2d.velocity.y);
|
if (_dead) return;
|
||||||
|
|
||||||
|
_rb2d.velocity = new Vector2(Mathf.SmoothDamp(_rb2d.velocity.x, _input.x * _currentSpeed, ref _xVelocity, acceleration), _rb2d.velocity.y);
|
||||||
|
_anim.SetFloat(Speed, Mathf.Abs(_rb2d.velocity.x));
|
||||||
|
|
||||||
if (_coyoteTime > 0f && _jumpBuffer > 0f) {
|
if (_coyoteTime > 0f && _jumpBuffer > 0f) {
|
||||||
_rb2d.velocity = new Vector2(_rb2d.velocity.x, 0f);
|
_rb2d.velocity = new Vector2(_rb2d.velocity.x, 0f);
|
||||||
|
@ -73,8 +107,32 @@ public class PlayerController : MonoBehaviour {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void LateUpdate() {
|
||||||
|
if (_dead) return;
|
||||||
|
|
||||||
|
float yPos = _isGrounded && _rb2d.velocity.y <= 0f ? transform.position.y : _cameraTarget.position.y;
|
||||||
|
_cameraTarget.position = new Vector3(transform.position.x, yPos);
|
||||||
|
}
|
||||||
|
|
||||||
void OnDrawGizmosSelected() {
|
void OnDrawGizmosSelected() {
|
||||||
Gizmos.color = Color.red;
|
Gizmos.color = Color.red;
|
||||||
if (feetPos) Gizmos.DrawWireCube(feetPos.position, new Vector3(feetWidth, feetHeight));
|
if (feetPos) Gizmos.DrawWireCube(feetPos.position, new Vector3(feetWidth, feetHeight));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void OnTriggerEnter2D(Collider2D col) {
|
||||||
|
if (col.CompareTag("Ghost")) {
|
||||||
|
_anim.SetTrigger(Die);
|
||||||
|
_dead = true;
|
||||||
|
ScreenShake.Shake(20f, .5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#region OrbPowerups
|
||||||
|
public void ResetSpeed() {
|
||||||
|
_currentSpeed = speed;
|
||||||
|
}
|
||||||
|
public void SetSpeed(float newSpeed) {
|
||||||
|
_currentSpeed = newSpeed;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
|
|
72
Assets/Scripts/Thunder.cs
Normal file
72
Assets/Scripts/Thunder.cs
Normal file
|
@ -0,0 +1,72 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using SimpleTools.Cinemachine;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Thunder : MonoBehaviour{
|
||||||
|
|
||||||
|
[SerializeField] private Camera camera;
|
||||||
|
[SerializeField] private UnityEngine.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);
|
||||||
|
ScreenShake.Shake(5, .5f);
|
||||||
|
|
||||||
|
//thunderSound.pitch = Random.Range(0.5f, 1f);
|
||||||
|
//thunderSound.Play();
|
||||||
|
|
||||||
|
globalLight.color = lightingColor;
|
||||||
|
camera.backgroundColor = lightingColor;
|
||||||
|
globalLight.intensity = 1f;
|
||||||
|
//Invoke("MiniStrike", 0.05f);
|
||||||
|
Invoke("MiniStrike", 0.15f);
|
||||||
|
// Invoke("ResetLights", 2.25f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void MiniStrike(){
|
||||||
|
globalLight.color = lightingColor;
|
||||||
|
// camera.backgroundColor = lightingColor;
|
||||||
|
globalLight.intensity = .75f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ResetLights(){
|
||||||
|
globalLight.color = orgLightColor;
|
||||||
|
camera.backgroundColor = orgCamBGColor;
|
||||||
|
globalLight.intensity = orgIntensity;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Thunder.cs.meta
Normal file
11
Assets/Scripts/Thunder.cs.meta
Normal file
|
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1955
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Normal file
File diff suppressed because it is too large
Load diff
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Normal file
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44
Assets/Shaders/GhostMaterial.mat
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44
Assets/Shaders/GhostMaterial.mat
Normal file
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2037
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Normal file
File diff suppressed because it is too large
Load diff
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Assets/Shaders/RetroShader.shadergraph.meta
Normal file
10
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Normal file
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Normal file
56
Assets/Shaders/ScanLines.mat
Normal file
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2295
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2295
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Normal file
File diff suppressed because it is too large
Load diff
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Reference in a new issue