Added sounds, fixed some bugs
added a sound for the tambourine, spider web, and background music.\n- finally fixed the web animation\n- added Sir Jacques to the web animation\n- changed the way the fire point tracks the grapple
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if (_hInput < 0)
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{
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void ThrowTambourine() {
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@ -16,6 +16,7 @@ public class TambourineBehavior : MonoBehaviour {
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private GameObject player;
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public bool pinned = false;
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public AudioSource tambourineHitSound;
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void Awake() {
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// this.gameObject.transform.position = col.transform.position;
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timeLerped += Time.deltaTime;
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this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, collidedObject.transform.position, timeLerped/timeToLerp);
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if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y) {
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if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !pinned) {
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pinned = true;
|
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tambourineHitSound.Play();
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} else {
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// print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position);
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}
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|
@ -51,13 +51,16 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
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void Update() {
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Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
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RotateGun(mousePos, true);
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// Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
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// print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
|
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}
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}
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if (inDistanceRange) {
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}
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@ -76,6 +79,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
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}
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public void Grapple() {
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grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
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// print("grapple");
|
||||
m_springJoint2D.autoConfigureDistance = false;
|
||||
m_distanceJoint2D.autoConfigureDistance = false;
|
||||
@ -89,6 +93,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
|
||||
}
|
||||
|
||||
public void GrappleToTambourine(GameObject tambourine) {
|
||||
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
|
||||
grappleRope.enabled = true;
|
||||
|
||||
grapplePoint = tambourine.transform.position;
|
||||
@ -106,6 +111,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
|
||||
}
|
||||
|
||||
public void GrappleToSurface(Vector2 surfacePoint) {
|
||||
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
|
||||
grappleRope.enabled = true;
|
||||
|
||||
grapplePoint = surfacePoint;
|
||||
@ -128,6 +134,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
|
||||
m_distanceJoint2D.enabled = false;
|
||||
inDistanceRange = false;
|
||||
m_rigidBody2D.gravityScale = 1;
|
||||
gunPivot.rotation = Quaternion.AngleAxis(70, Vector3.forward);
|
||||
// print("disabled");
|
||||
}
|
||||
|
||||
|
@ -25,6 +25,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
|
||||
|
||||
[HideInInspector] public bool isGrappling = true;
|
||||
bool straightLine = false;
|
||||
|
||||
[Header("Spider")]
|
||||
bool hasPlayedThwip = false;
|
||||
[SerializeField] GameObject sirJacques;
|
||||
|
||||
|
||||
private void OnEnable() {
|
||||
@ -37,15 +41,19 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
|
||||
LinePointsToFirePoint();
|
||||
|
||||
m_lineRenderer.enabled = true;
|
||||
sirJacques.SetActive(true);
|
||||
}
|
||||
|
||||
private void OnDisable() {
|
||||
// print("on disabled called");
|
||||
m_lineRenderer.enabled = false;
|
||||
isGrappling = false;
|
||||
hasPlayedThwip = false;
|
||||
sirJacques.SetActive(false);
|
||||
}
|
||||
|
||||
private void LinePointsToFirePoint() {
|
||||
sirJacques.transform.position = grapplingGun.firePoint.position;
|
||||
for (int i = 0; i < precision; i++) {
|
||||
m_lineRenderer.SetPosition(i, grapplingGun.firePoint.position);
|
||||
}
|
||||
@ -53,6 +61,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
|
||||
|
||||
void Update() {
|
||||
moveTime += Time.deltaTime;
|
||||
if (!hasPlayedThwip) {
|
||||
this.gameObject.GetComponent<AudioSource>().Play();
|
||||
hasPlayedThwip = true;
|
||||
}
|
||||
DrawRope();
|
||||
}
|
||||
|
||||
@ -60,10 +72,11 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
|
||||
// print("drawing");
|
||||
// print("isGrappling: " + isGrappling);
|
||||
if (!straightLine) {
|
||||
float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
|
||||
float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f;
|
||||
// print(roundedLinePos + " / " + roundedGrapplePos);
|
||||
if (roundedLinePos == roundedGrapplePos) {
|
||||
// float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
|
||||
// float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
|
||||
// // print(roundedLinePos + " / " + roundedGrapplePos);
|
||||
// if (roundedLinePos == roundedGrapplePos) {
|
||||
if (m_lineRenderer.GetPosition(precision - 1).x == grapplingGun.grapplePoint.x) {
|
||||
straightLine = true;
|
||||
} else {
|
||||
DrawRopeWaves();
|
||||
@ -87,18 +100,20 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
|
||||
}
|
||||
|
||||
void DrawRopeWaves() {
|
||||
print(moveTime);
|
||||
// print(moveTime);
|
||||
for (int i = 0; i < precision; i++) {
|
||||
float delta = (float)i / ((float)precision - 1f);
|
||||
Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize;
|
||||
Vector2 targetPosition = Vector2.Lerp(grapplingGun.firePoint.position, grapplingGun.grapplePoint, delta) + offset;
|
||||
Vector2 currentPosition = Vector2.Lerp(grapplingGun.firePoint.position, targetPosition, ropeProgressionCurve.Evaluate(moveTime) * ropeProgressionSpeed);
|
||||
|
||||
sirJacques.transform.position = currentPosition;
|
||||
m_lineRenderer.SetPosition(i, currentPosition);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawRopeNoWaves() {
|
||||
sirJacques.transform.position = grapplingGun.grapplePoint;
|
||||
m_lineRenderer.SetPosition(0, grapplingGun.firePoint.position);
|
||||
m_lineRenderer.SetPosition(1, grapplingGun.grapplePoint);
|
||||
}
|
||||
|
@ -10,6 +10,7 @@ TagManager:
|
||||
- Projectile
|
||||
- tambourine
|
||||
- instaDeath
|
||||
- SirJacques
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
Loading…
Reference in New Issue
Block a user