updated enemy behavior
added more sprites, increased functionality, etc
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--- !u!95 &5337163787054360807
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--- !u!61 &4224870664944535266
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@ -77,7 +77,7 @@ SpriteRenderer:
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m_FlipX: 0
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File diff suppressed because it is too large
Load Diff
@ -4,7 +4,7 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class CameraMovement : MonoBehaviour {
|
public class CameraMovement : MonoBehaviour {
|
||||||
|
|
||||||
GameObject player;
|
public GameObject player;
|
||||||
|
|
||||||
[Header("Movement Shifting")]
|
[Header("Movement Shifting")]
|
||||||
[SerializeField] float xOffset;
|
[SerializeField] float xOffset;
|
||||||
@ -41,5 +41,8 @@ public class CameraMovement : MonoBehaviour {
|
|||||||
|
|
||||||
public void FindPlayer() {
|
public void FindPlayer() {
|
||||||
player = GameObject.FindGameObjectWithTag("Player");
|
player = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
if (player == null) {
|
||||||
|
print("null player!");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -10,6 +10,11 @@ public class EnemyPatrol : MonoBehaviour {
|
|||||||
public float xRight;
|
public float xRight;
|
||||||
public Vector2 movementVector = Vector2.right;
|
public Vector2 movementVector = Vector2.right;
|
||||||
public float moveSpeed;
|
public float moveSpeed;
|
||||||
|
Animator animator;
|
||||||
|
|
||||||
|
void Awake() {
|
||||||
|
animator = GetComponent<Animator>();
|
||||||
|
}
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start() {
|
void Start() {
|
||||||
@ -23,11 +28,21 @@ public class EnemyPatrol : MonoBehaviour {
|
|||||||
if (!pinned) {
|
if (!pinned) {
|
||||||
if (transform.position.x >= xRight || transform.position.x <= xLeft) {
|
if (transform.position.x >= xRight || transform.position.x <= xLeft) {
|
||||||
movementVector = -movementVector;
|
movementVector = -movementVector;
|
||||||
|
GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
|
||||||
}
|
}
|
||||||
transform.position += new Vector3(movementVector.x, 0, 0) * Time.deltaTime;
|
transform.position += new Vector3(movementVector.x, 0, 0) * Time.deltaTime;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void TogglePin(bool isPinned) {
|
||||||
|
if (isPinned) {
|
||||||
|
animator.speed = 0;
|
||||||
|
} else {
|
||||||
|
animator.speed = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void OnDrawGizmos() {
|
void OnDrawGizmos() {
|
||||||
Gizmos.color = Color.green;
|
Gizmos.color = Color.green;
|
||||||
Gizmos.DrawLine(new Vector3(transform.position.x - range, transform.position.y, transform.position.z), new Vector3(transform.position.x + range, transform.position.y, transform.position.z));
|
Gizmos.DrawLine(new Vector3(transform.position.x - range, transform.position.y, transform.position.z), new Vector3(transform.position.x + range, transform.position.y, transform.position.z));
|
||||||
|
@ -34,6 +34,7 @@ public class PlayerBehavior : MonoBehaviour
|
|||||||
_rb = GetComponent<Rigidbody2D>();
|
_rb = GetComponent<Rigidbody2D>();
|
||||||
stateController = GameObject.Find("StateController").GetComponent<StateController>();
|
stateController = GameObject.Find("StateController").GetComponent<StateController>();
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
|
GameObject.Find("Main Camera").GetComponent<CameraMovement>().player = this.gameObject;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
@ -78,16 +79,16 @@ 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
|
if (forward != -1) { // if character hasnt already flipped
|
||||||
// FlipScale();
|
FlipRenderer();
|
||||||
// }
|
}
|
||||||
forward = -1;
|
forward = -1;
|
||||||
}
|
}
|
||||||
else if (_hInput > 0)
|
else if (_hInput > 0)
|
||||||
{
|
{
|
||||||
// if (forward != 1) { // if character hasnt already flipped
|
if (forward != 1) { // if character hasnt already flipped
|
||||||
// FlipScale();
|
FlipRenderer();
|
||||||
// }
|
}
|
||||||
forward = 1;
|
forward = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -99,6 +100,10 @@ public class PlayerBehavior : MonoBehaviour
|
|||||||
this.gameObject.transform.localScale = currentScale;
|
this.gameObject.transform.localScale = currentScale;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void FlipRenderer() {
|
||||||
|
GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
|
||||||
|
}
|
||||||
|
|
||||||
void ThrowTambourine() {
|
void ThrowTambourine() {
|
||||||
if (hasTambourine && !grapplingRope.isGrappling)
|
if (hasTambourine && !grapplingRope.isGrappling)
|
||||||
{
|
{
|
||||||
|
@ -16,7 +16,7 @@ public class ProjectileEnemy : MonoBehaviour {
|
|||||||
yield return new WaitForSeconds(3f);
|
yield return new WaitForSeconds(3f);
|
||||||
GameObject newProjectile = Instantiate(projectile, firePoint.transform.position, firePoint.transform.rotation);
|
GameObject newProjectile = Instantiate(projectile, firePoint.transform.position, firePoint.transform.rotation);
|
||||||
newProjectile.GetComponent<Rigidbody2D>().AddRelativeForce(new Vector2(80, 0));
|
newProjectile.GetComponent<Rigidbody2D>().AddRelativeForce(new Vector2(80, 0));
|
||||||
newProjectile.transform.Rotate(new Vector3(0,0,45));
|
newProjectile.transform.Rotate(new Vector3(0,0,-90));
|
||||||
StartCoroutine(Fire());
|
StartCoroutine(Fire());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -56,6 +56,7 @@ public class TambourineBehavior : MonoBehaviour {
|
|||||||
if (collidedObject.tag == "Enemy") {
|
if (collidedObject.tag == "Enemy") {
|
||||||
this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
||||||
collidedObject.GetComponent<EnemyPatrol>().pinned = true;
|
collidedObject.GetComponent<EnemyPatrol>().pinned = true;
|
||||||
|
collidedObject.GetComponent<EnemyPatrol>().TogglePin(true);
|
||||||
} else if (collidedObject.tag == "Projectile") {
|
} else if (collidedObject.tag == "Projectile") {
|
||||||
// print("pinned");
|
// print("pinned");
|
||||||
this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
this.gameObject.GetComponent<CircleCollider2D>().enabled = false;
|
||||||
@ -80,6 +81,7 @@ public class TambourineBehavior : MonoBehaviour {
|
|||||||
public void DestroySelf() {
|
public void DestroySelf() {
|
||||||
if (collidedObject != null && collidedObject.tag == "Enemy") {
|
if (collidedObject != null && collidedObject.tag == "Enemy") {
|
||||||
collidedObject.GetComponent<EnemyPatrol>().pinned = false;
|
collidedObject.GetComponent<EnemyPatrol>().pinned = false;
|
||||||
|
collidedObject.GetComponent<EnemyPatrol>().TogglePin(false);
|
||||||
} else if (collidedObject != null && collidedObject.tag == "Projectile") {
|
} else if (collidedObject != null && collidedObject.tag == "Projectile") {
|
||||||
collidedObject.GetComponent<ProjectileBehavior>().Explode();
|
collidedObject.GetComponent<ProjectileBehavior>().Explode();
|
||||||
}
|
}
|
||||||
|
@ -134,7 +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);
|
gunPivot.rotation = Quaternion.AngleAxis(90, Vector3.forward);
|
||||||
// print("disabled");
|
// print("disabled");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -34,7 +34,7 @@ TextureImporter:
|
|||||||
maxTextureSize: 2048
|
maxTextureSize: 2048
|
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textureSettings:
|
textureSettings:
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serializedVersion: 2
|
serializedVersion: 2
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filterMode: 1
|
filterMode: 0
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aniso: 1
|
aniso: 1
|
||||||
mipBias: 0
|
mipBias: 0
|
||||||
wrapU: 1
|
wrapU: 1
|
||||||
|
@ -34,7 +34,7 @@ TextureImporter:
|
|||||||
maxTextureSize: 2048
|
maxTextureSize: 2048
|
||||||
textureSettings:
|
textureSettings:
|
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serializedVersion: 2
|
serializedVersion: 2
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filterMode: 1
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filterMode: 0
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aniso: 1
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aniso: 1
|
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mipBias: 0
|
mipBias: 0
|
||||||
wrapU: 1
|
wrapU: 1
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||||||
|
@ -34,7 +34,7 @@ TextureImporter:
|
|||||||
maxTextureSize: 2048
|
maxTextureSize: 2048
|
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textureSettings:
|
textureSettings:
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serializedVersion: 2
|
serializedVersion: 2
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filterMode: 1
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filterMode: 0
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Loading…
Reference in New Issue
Block a user