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
This commit is contained in:
slevy14 2023-04-19 17:24:55 -07:00
parent cb059613f9
commit 686bc2528b
19 changed files with 629 additions and 149 deletions

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propertyPath: m_LocalScale.z
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objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: [] m_RemovedGameObjects: []
m_AddedGameObjects: [] m_AddedGameObjects: []
@ -3036,6 +2922,134 @@ BoxCollider2D:
serializedVersion: 2 serializedVersion: 2
m_Size: {x: 1.05, y: 1.2} m_Size: {x: 1.05, y: 1.2}
m_EdgeRadius: 0 m_EdgeRadius: 0
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serializedVersion: 6
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m_Name: Background Audio
m_TagString: Untagged
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m_NavMeshLayer: 0
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SpatializePostEffects: 0
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View File

@ -62,12 +62,25 @@ public class PlayerBehavior : MonoBehaviour
_hInput = value.Get<Vector2>().x; _hInput = value.Get<Vector2>().x;
if (_hInput < 0) if (_hInput < 0)
{ {
// if (forward != -1) { // if character hasnt already flipped
// FlipScale();
// }
forward = -1; forward = -1;
} }
else if (_hInput > 0) else if (_hInput > 0)
{ {
// if (forward != 1) { // if character hasnt already flipped
// FlipScale();
// }
forward = 1; forward = 1;
} }
}
void FlipScale() { // DOENST WORK RIGHT
Vector3 currentScale = this.gameObject.transform.localScale;
currentScale.x *= -1;
this.gameObject.transform.localScale = currentScale;
} }
void ThrowTambourine() { void ThrowTambourine() {

View File

@ -16,6 +16,7 @@ public class TambourineBehavior : MonoBehaviour {
private GameObject player; private GameObject player;
public bool pinned = false; public bool pinned = false;
public AudioSource tambourineHitSound;
void Awake() { void Awake() {
@ -40,9 +41,10 @@ public class TambourineBehavior : MonoBehaviour {
// this.gameObject.transform.position = col.transform.position; // this.gameObject.transform.position = col.transform.position;
timeLerped += Time.deltaTime; timeLerped += Time.deltaTime;
this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, collidedObject.transform.position, timeLerped/timeToLerp); this.gameObject.transform.position = Vector2.Lerp(this.gameObject.transform.position, collidedObject.transform.position, timeLerped/timeToLerp);
if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y) { if (this.gameObject.transform.position.x == collidedObject.transform.position.x && this.gameObject.transform.position.y == collidedObject.transform.position.y && !pinned) {
animator.SetBool("pinned", true); animator.SetBool("pinned", true);
pinned = true; pinned = true;
tambourineHitSound.Play();
} else { } else {
// print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position); // print("pinned, but not same position: " + this.gameObject.transform.position + " / " + collidedObject.transform.position);
} }

View File

@ -51,13 +51,16 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
void Update() { void Update() {
Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue()); // Vector2 mousePos = m_camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
RotateGun(mousePos, true); // RotateGun(mousePos, true);
if (grappleRope.isGrappling && !inDistanceRange && Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) < targetDistance) { if (grappleRope.isGrappling && !inDistanceRange && Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) < targetDistance) {
// print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance); // print(Vector2.Distance(grapplePoint, new Vector2(m_rigidBody2D.transform.position.x, m_rigidBody2D.transform.position.y)) + ", target: " + targetDistance);
inDistanceRange = true; inDistanceRange = true;
} }
if (grappleRope.isGrappling) {
RotateGun(grapplePoint, true);
}
if (inDistanceRange) { if (inDistanceRange) {
m_distanceJoint2D.enabled = true; m_distanceJoint2D.enabled = true;
} }
@ -76,6 +79,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
} }
public void Grapple() { public void Grapple() {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
// print("grapple"); // print("grapple");
m_springJoint2D.autoConfigureDistance = false; m_springJoint2D.autoConfigureDistance = false;
m_distanceJoint2D.autoConfigureDistance = false; m_distanceJoint2D.autoConfigureDistance = false;
@ -89,6 +93,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
} }
public void GrappleToTambourine(GameObject tambourine) { public void GrappleToTambourine(GameObject tambourine) {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
grappleRope.enabled = true; grappleRope.enabled = true;
grapplePoint = tambourine.transform.position; grapplePoint = tambourine.transform.position;
@ -106,6 +111,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
} }
public void GrappleToSurface(Vector2 surfacePoint) { public void GrappleToSurface(Vector2 surfacePoint) {
grappleDistanceVector = grapplePoint - (Vector2)gunPivot.position;
grappleRope.enabled = true; grappleRope.enabled = true;
grapplePoint = surfacePoint; grapplePoint = surfacePoint;
@ -128,6 +134,7 @@ public class Tutorial_GrapplingGun : MonoBehaviour {
m_distanceJoint2D.enabled = false; m_distanceJoint2D.enabled = false;
inDistanceRange = false; inDistanceRange = false;
m_rigidBody2D.gravityScale = 1; m_rigidBody2D.gravityScale = 1;
gunPivot.rotation = Quaternion.AngleAxis(70, Vector3.forward);
// print("disabled"); // print("disabled");
} }

View File

@ -26,6 +26,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
[HideInInspector] public bool isGrappling = true; [HideInInspector] public bool isGrappling = true;
bool straightLine = false; bool straightLine = false;
[Header("Spider")]
bool hasPlayedThwip = false;
[SerializeField] GameObject sirJacques;
private void OnEnable() { private void OnEnable() {
// print("on enabled called"); // print("on enabled called");
@ -37,15 +41,19 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
LinePointsToFirePoint(); LinePointsToFirePoint();
m_lineRenderer.enabled = true; m_lineRenderer.enabled = true;
sirJacques.SetActive(true);
} }
private void OnDisable() { private void OnDisable() {
// print("on disabled called"); // print("on disabled called");
m_lineRenderer.enabled = false; m_lineRenderer.enabled = false;
isGrappling = false; isGrappling = false;
hasPlayedThwip = false;
sirJacques.SetActive(false);
} }
private void LinePointsToFirePoint() { private void LinePointsToFirePoint() {
sirJacques.transform.position = grapplingGun.firePoint.position;
for (int i = 0; i < precision; i++) { for (int i = 0; i < precision; i++) {
m_lineRenderer.SetPosition(i, grapplingGun.firePoint.position); m_lineRenderer.SetPosition(i, grapplingGun.firePoint.position);
} }
@ -53,6 +61,10 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
void Update() { void Update() {
moveTime += Time.deltaTime; moveTime += Time.deltaTime;
if (!hasPlayedThwip) {
this.gameObject.GetComponent<AudioSource>().Play();
hasPlayedThwip = true;
}
DrawRope(); DrawRope();
} }
@ -60,10 +72,11 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
// print("drawing"); // print("drawing");
// print("isGrappling: " + isGrappling); // print("isGrappling: " + isGrappling);
if (!straightLine) { if (!straightLine) {
float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f; // float roundedLinePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 10.0f) * .01f; // float roundedGrapplePos = Mathf.Round(m_lineRenderer.GetPosition(precision - 1).x * 100.0f) * .01f;
// print(roundedLinePos + " / " + roundedGrapplePos); // // print(roundedLinePos + " / " + roundedGrapplePos);
if (roundedLinePos == roundedGrapplePos) { // if (roundedLinePos == roundedGrapplePos) {
if (m_lineRenderer.GetPosition(precision - 1).x == grapplingGun.grapplePoint.x) {
straightLine = true; straightLine = true;
} else { } else {
DrawRopeWaves(); DrawRopeWaves();
@ -87,18 +100,20 @@ public class Tutorial_GrapplingRope : MonoBehaviour {
} }
void DrawRopeWaves() { void DrawRopeWaves() {
print(moveTime); // print(moveTime);
for (int i = 0; i < precision; i++) { for (int i = 0; i < precision; i++) {
float delta = (float)i / ((float)precision - 1f); float delta = (float)i / ((float)precision - 1f);
Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize; Vector2 offset = Vector2.Perpendicular(grapplingGun.grappleDistanceVector).normalized * ropeAnimationCurve.Evaluate(delta) * waveSize;
Vector2 targetPosition = Vector2.Lerp(grapplingGun.firePoint.position, grapplingGun.grapplePoint, delta) + offset; Vector2 targetPosition = Vector2.Lerp(grapplingGun.firePoint.position, grapplingGun.grapplePoint, delta) + offset;
Vector2 currentPosition = Vector2.Lerp(grapplingGun.firePoint.position, targetPosition, ropeProgressionCurve.Evaluate(moveTime) * ropeProgressionSpeed); Vector2 currentPosition = Vector2.Lerp(grapplingGun.firePoint.position, targetPosition, ropeProgressionCurve.Evaluate(moveTime) * ropeProgressionSpeed);
sirJacques.transform.position = currentPosition;
m_lineRenderer.SetPosition(i, currentPosition); m_lineRenderer.SetPosition(i, currentPosition);
} }
} }
void DrawRopeNoWaves() { void DrawRopeNoWaves() {
sirJacques.transform.position = grapplingGun.grapplePoint;
m_lineRenderer.SetPosition(0, grapplingGun.firePoint.position); m_lineRenderer.SetPosition(0, grapplingGun.firePoint.position);
m_lineRenderer.SetPosition(1, grapplingGun.grapplePoint); m_lineRenderer.SetPosition(1, grapplingGun.grapplePoint);
} }

View File

@ -10,6 +10,7 @@ TagManager:
- Projectile - Projectile
- tambourine - tambourine
- instaDeath - instaDeath
- SirJacques
layers: layers:
- Default - Default
- TransparentFX - TransparentFX