added a way for the player to die and respawn, reconfigured test level

ALSO installed TMP but it has been giving me ISSUES
This commit is contained in:
slevy14
2023-04-13 16:52:11 -07:00
parent f7581dad01
commit 4b7bb231a9
84 changed files with 20683 additions and 867 deletions

View File

@@ -0,0 +1,78 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OLD_StateController : MonoBehaviour {
// this is mostly a placeholder for making the programmer HUD work properly
// something like this will be needed later but like with real variables
public bool canTrumpet = true;
public bool canTambourine = true;
public bool canClarinet = true;
public bool canCymbal = true;
public enum PlayerStates {
Idle,
Running,
Jumping,
Falling,
TrumpetJumping,
TambourineThrowing,
SpiderGrappling,
ClarinetDiving,
CymbalParrying,
}
public PlayerStates currentState = PlayerStates.Idle;
// Start is called before the first frame update
void Start() {
}
// Update is called once per frame
void Update() {
if (Input.GetKeyDown(KeyCode.Q)) {
canTrumpet = !canTrumpet;
print("Q");
}
if (Input.GetKeyDown(KeyCode.W)) {
canTambourine = !canTambourine;
}
if (Input.GetKeyDown(KeyCode.E)) {
canClarinet = !canClarinet;
}
if (Input.GetKeyDown(KeyCode.R)) {
canCymbal = !canCymbal;
}
if (Input.GetKeyDown("1")) {
currentState = PlayerStates.Idle;
}
if (Input.GetKeyDown("2")) {
currentState = PlayerStates.Running;
}
if (Input.GetKeyDown("3")) {
currentState = PlayerStates.Jumping;
}
if (Input.GetKeyDown("4")) {
currentState = PlayerStates.Falling;
}
if (Input.GetKeyDown("5")) {
currentState = PlayerStates.TrumpetJumping;
}
if (Input.GetKeyDown("6")) {
currentState = PlayerStates.TambourineThrowing;
}
if (Input.GetKeyDown("7")) {
currentState = PlayerStates.SpiderGrappling;
}
if (Input.GetKeyDown("8")) {
currentState = PlayerStates.ClarinetDiving;
}
if (Input.GetKeyDown("9")) {
currentState = PlayerStates.CymbalParrying;
}
}
}

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@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
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defaultReferences: []
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userData:
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@@ -27,20 +27,17 @@ public class PlayerBehavior : MonoBehaviour {
[SerializeField] public Tutorial_GrapplingRope grapplingRope;
private GameObject grappleSurface;
[Header("State Control:")]
private StateController stateController;
void Start() {
_rb = GetComponent<Rigidbody2D>();
airSpeed = .5f * moveSpeed;
stateController = GameObject.Find("StateController").GetComponent<StateController>();
}
void Update() {
// move
// _hInput = Input.GetAxis("Horizontal");
// if (_hInput < 0) {
// forward = -1;
// } else if (_hInput > 0) {
// forward = 1;
// }
// jump
// if (Input.GetKeyDown(KeyCode.Space)) {
@@ -102,7 +99,6 @@ public class PlayerBehavior : MonoBehaviour {
} else if (_hInput > 0) {
forward = 1;
}
print(_hInput);
}
void FixedUpdate() {
@@ -125,6 +121,9 @@ public class PlayerBehavior : MonoBehaviour {
void OnTriggerEnter2D(Collider2D col) {
if (col.tag == "grappleSurface") {
grappleSurface = col.gameObject;
} else if (col.tag == "instaDeath") {
stateController.ToggleDeathCanvas();
Destroy(this.gameObject);
}
}

View File

@@ -13,7 +13,7 @@ public class ProgrammerHUDController : MonoBehaviour {
[SerializeField] TMP_Text stateText;
[SerializeField] GameObject programmerHUD;
[SerializeField] StateController stateController;
[SerializeField] OLD_StateController stateController;
// Start is called before the first frame update
void Start() {

View File

@@ -4,75 +4,21 @@ using UnityEngine;
public class StateController : MonoBehaviour {
// this is mostly a placeholder for making the programmer HUD work properly
// something like this will be needed later but like with real variables
[Header("Respawning")]
[SerializeField] GameObject player;
public GameObject spawnPoint;
[SerializeField] private GameObject deathCanvas;
public bool canTrumpet = true;
public bool canTambourine = true;
public bool canClarinet = true;
public bool canCymbal = true;
public enum PlayerStates {
Idle,
Running,
Jumping,
Falling,
TrumpetJumping,
TambourineThrowing,
SpiderGrappling,
ClarinetDiving,
CymbalParrying,
}
public PlayerStates currentState = PlayerStates.Idle;
// Start is called before the first frame update
void Start() {
void Awake() {
deathCanvas.SetActive(false);
}
// Update is called once per frame
void Update() {
if (Input.GetKeyDown(KeyCode.Q)) {
canTrumpet = !canTrumpet;
print("Q");
}
if (Input.GetKeyDown(KeyCode.W)) {
canTambourine = !canTambourine;
}
if (Input.GetKeyDown(KeyCode.E)) {
canClarinet = !canClarinet;
}
if (Input.GetKeyDown(KeyCode.R)) {
canCymbal = !canCymbal;
}
public void RespawnPlayer() {
ToggleDeathCanvas();
Instantiate(player, spawnPoint.transform.position, spawnPoint.transform.rotation);
}
if (Input.GetKeyDown("1")) {
currentState = PlayerStates.Idle;
}
if (Input.GetKeyDown("2")) {
currentState = PlayerStates.Running;
}
if (Input.GetKeyDown("3")) {
currentState = PlayerStates.Jumping;
}
if (Input.GetKeyDown("4")) {
currentState = PlayerStates.Falling;
}
if (Input.GetKeyDown("5")) {
currentState = PlayerStates.TrumpetJumping;
}
if (Input.GetKeyDown("6")) {
currentState = PlayerStates.TambourineThrowing;
}
if (Input.GetKeyDown("7")) {
currentState = PlayerStates.SpiderGrappling;
}
if (Input.GetKeyDown("8")) {
currentState = PlayerStates.ClarinetDiving;
}
if (Input.GetKeyDown("9")) {
currentState = PlayerStates.CymbalParrying;
}
public void ToggleDeathCanvas() {
deathCanvas.SetActive(!deathCanvas.activeSelf);
}
}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
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@@ -51,6 +51,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
void Start() {
m_camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
grappleRope.enabled = false;
m_springJoint2D.enabled = false;
m_distanceJoint2D.distance = targetDistance + .5f;