Merge remote-tracking branch 'origin/Syntriax' into Over

This commit is contained in:
OverflowNarhoym 2022-02-26 16:57:33 +01:00
commit db4471e1d7
42 changed files with 2049 additions and 42 deletions

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@ -6,22 +6,27 @@ namespace AI
[RequireComponent(typeof(Rigidbody2D))]
public class Projectile : MonoBehaviour, IPausable
{
[SerializeField] protected float damageOnContact = 50f;
private Rigidbody2D _rigidbody = null;
public Rigidbody2D Rigidbody { get; private set; } = null;
private AudioSource audioSource = null;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody2D>();
Rigidbody = GetComponent<Rigidbody2D>();
audioSource = GetComponent<AudioSource>();
}
public void SetVelocity(Vector2 velocity)
{
_rigidbody.velocity = velocity;
Rigidbody.velocity = velocity;
}
private void OnCollisionEnter2D(Collision2D other)
{
ProjectilePool.Instance.Return(this);
audioSource.Play();
if (other.transform.CompareTag("Player"))
other.gameObject.GetComponent<Player.Death>().Die();
}
public bool IsPaused { get; protected set; } = false;
@ -39,7 +44,7 @@ namespace AI
private void UpdateRigidbody()
{
_rigidbody.simulated = !IsPaused;
Rigidbody.simulated = !IsPaused;
}
}
}

View File

@ -42,14 +42,16 @@ namespace AI
if (projectile == null)
projectile = Instantiate(prefab).GetComponent<Projectile>();
projectile.gameObject.SetActive(true);
projectile.transform.position = Vector3.left * 10000;
projectile.Rigidbody.simulated = true;
return projectile;
}
public void Return(Projectile projectile)
{
projectile.gameObject.SetActive(false);
projectile.Rigidbody.simulated = false;
projectile.transform.position = Vector3.right * 10000;
pool.Push(projectile);
}
}

View File

@ -21,6 +21,7 @@ namespace AI
protected bool isShooting = false;
protected IMovement movement = null;
protected Animator animator = null;
protected AudioSource audioSource = null;
protected int layerMask = ~(1 << 9);
protected bool canShoot => target != null && (target.transform.position - transform.position).sqrMagnitude < attackRangeSquared;
@ -44,6 +45,7 @@ namespace AI
{
movement = transform.GetComponentInParent<IMovement>();
animator = transform.GetComponentInParent<Animator>();
audioSource = transform.GetComponentInParent<AudioSource>();
UpdateTarget(FindObjectOfType<Player.PlayerController>()?.transform);
}
@ -90,6 +92,7 @@ namespace AI
projectile.SetVelocity(velocity);
remainingCooldown = cooldownPerShoot;
audioSource.Play();
OnShoot?.Invoke();
}

View File

@ -0,0 +1,19 @@
using Level;
using UnityEngine;
namespace Player
{
public class Death : MonoBehaviour
{
private AudioSource audioSource = null;
private void Start() => audioSource = GetComponent<AudioSource>();
public void Die()
{
LevelManager.Instance.CurrentLevel.Restart();
// Playing it after the restart because when the player gets deactivated the sound stops so it doesn't play the sound at all
audioSource.Play();
}
}
}

View File

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@ -2,7 +2,6 @@ using System;
using Movement;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using PlayerInput = Input.PlayerInput;
namespace Player
@ -28,6 +27,7 @@ namespace Player
private PlayerInput _controls;
private Rigidbody2D _playerRigidbody2D;
private SpriteRenderer _playerSpriteRenderer;
private AudioSource audioSource = null;
private CollisionChecker _playerGroundTrigger;
private CollisionChecker _playerWallTriggerLeft;
@ -47,7 +47,10 @@ namespace Player
private const string IsMovingParameter = "IsMoving";
private const string IsGroundedParameter = "IsGrounded";
private const string IsWalledParameter = "IsWalled";
private Animator animator = null;
private Death death = null;
private CollisionChecker enemyTrigger = null;
private void Awake()
{
@ -72,6 +75,9 @@ namespace Player
_canJump = true;
animator = GetComponent<Animator>();
audioSource = GetComponent<AudioSource>();
death = transform.Find("Death").gameObject.GetComponent<Death>();
enemyTrigger = GameObject.Find("Enemy Trigger").GetComponent<CollisionChecker>();
BaseSpeed = 0.0f;
}
@ -115,7 +121,9 @@ namespace Player
_playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y);
animator.SetBool(IsMovingParameter, false);
}
animator.SetBool(IsGroundedParameter, _playerGroundTrigger.IsCollided);
animator.SetBool(IsWalledParameter, _playerWallTriggerLeft.IsCollided || _playerWallTriggerRight.IsCollided);
if (_jumpKeyPressed && _playerGroundTrigger.IsCollided && _canJump)
Jump();
@ -128,12 +136,15 @@ namespace Player
{
_isOnAir = !_playerGroundTrigger.IsCollided;
RespawnCheck();
if (enemyTrigger.IsCollided)
death.Die();
}
private void RespawnCheck()
{
if (gameObject.transform.position.y < RespawnLimit)
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
death.Die();
}
// PAUSE METHODS
@ -217,6 +228,7 @@ namespace Player
private void Jump()
{
audioSource.Play();
BaseSpeed = MaxAirSpeed;
_playerRigidbody2D.velocity = new Vector2(_playerRigidbody2D.velocity.x, DefaultJumpForce);
_canJump = false;

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