lots of small changes lol
worked on tambourine level layout, improved tambourine throwing, created enemy respawn system
This commit is contained in:
@@ -41,8 +41,8 @@ public class CameraMovement : MonoBehaviour {
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public void FindPlayer() {
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player = GameObject.FindGameObjectWithTag("Player");
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if (player == null) {
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print("null player!");
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}
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// if (player == null) {
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// print("null player!");
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// }
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}
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}
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@@ -68,6 +68,10 @@ public class EnemyPatrol : MonoBehaviour {
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}
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public void DefeatEnemy() {
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this.gameObject.SetActive(false);
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}
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void OnDrawGizmos() {
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Gizmos.color = Color.green;
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if (isHorizontal){
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@@ -179,7 +179,7 @@ public class PlayerBehavior : MonoBehaviour
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void OnCollisionEnter2D(Collision2D collision) {
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if (collision.gameObject.tag == "Enemy") {
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if (collision.transform.position.y < transform.position.y) {
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Destroy(collision.gameObject);
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collision.gameObject.GetComponent<EnemyPatrol>().DefeatEnemy();
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} else {
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DestroyPlayer();
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}
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@@ -192,6 +192,13 @@ public class PlayerBehavior : MonoBehaviour
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public void DestroyPlayer() {
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this.stateController.SetDeathCanvasActive(true);
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// destroy all tambourines
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GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
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foreach (GameObject tambourine in currentTambourines) {
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tambourine.GetComponent<TambourineBehavior>().DestroySelf();
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}
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Destroy(this.gameObject);
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}
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}
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@@ -97,14 +97,14 @@ public class PlayerMovement : MonoBehaviour
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CheckDirectionToFace(_moveInput.x > 0);
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#endregion
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if (!IsJumping)
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{
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print("not jumping");
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}
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else
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{
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print("jumping, " + RB.velocity.y);
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}
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// if (!IsJumping)
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// {
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// print("not jumping");
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// }
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// else
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// {
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// print("jumping, " + RB.velocity.y);
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// }
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#region COLLISION CHECKS
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if (!IsJumping)
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@@ -164,7 +164,7 @@ public class PlayerMovement : MonoBehaviour
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Jump();
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if (!IsGrounded() && in_range && trumpet > 0)
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{
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Destroy(enemy.gameObject);
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enemy.GetComponent<EnemyPatrol>().DefeatEnemy();
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enemy = null;
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in_range = false;
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}
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@@ -19,6 +19,9 @@ public class StateController : MonoBehaviour {
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public bool inDebugMode;
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GameObject debugCanvas;
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[Header("Enemies")]
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GameObject[] enemiesInScene;
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void Awake() {
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// check to see if a state controller already exists
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if (GameObject.FindGameObjectWithTag("StateController") != null) {
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@@ -50,6 +53,10 @@ public class StateController : MonoBehaviour {
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TogglePauseMenu(false);
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}
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// keep track of all enemies
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enemiesInScene = GameObject.FindGameObjectsWithTag("Enemy");
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// print(enemiesInScene);
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if (isPaused) {
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Unpause();
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}
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@@ -87,9 +94,16 @@ public class StateController : MonoBehaviour {
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public void RespawnPlayer() {
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SetDeathCanvasActive(false);
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GameObject.Find("Main Camera").GetComponent<CameraMovement>().FindPlayer();
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RespawnEnemies();
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Instantiate(player, spawnPoint.transform.position, player.transform.rotation);
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}
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public void RespawnEnemies() {
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foreach (GameObject enemy in enemiesInScene) {
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enemy.SetActive(true);
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}
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}
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public void SetDeathCanvasActive(bool activeState) {
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deathCanvas.SetActive(activeState);
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}
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@@ -11,7 +11,7 @@ public class TambourineBehavior : MonoBehaviour {
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private GameObject collidedObject;
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private float timeLerped = 0.0f;
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private float timeToLerp = 0.5f;
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private float timeToLerp = 0.2f;
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private GameObject player;
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@@ -52,7 +52,7 @@ public class TambourineBehavior : MonoBehaviour {
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}
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void OnTriggerEnter2D(Collider2D col) {
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print(col.tag);
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// print(col.tag);
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if (col.tag == "Enemy") {
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collidedObject = col.gameObject;
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print("Pinning to enemy");
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@@ -74,7 +74,7 @@ public class TambourineBehavior : MonoBehaviour {
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}
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IEnumerator CheckToDestroy() {
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yield return new WaitForSeconds(5f);
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yield return new WaitForSeconds(3f);
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// print("waited 5");
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if (!player.GetComponent<PlayerBehavior>().grapplingRope.isGrappling) {
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DestroySelf();
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