grenouille assets

This commit is contained in:
Bryanna
2023-04-27 15:56:36 -07:00
parent 043675236f
commit 79194a1015
19 changed files with 22024 additions and 54 deletions

View File

@@ -156,6 +156,11 @@ public class PlayerBehavior : MonoBehaviour
stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
}
else if (col.tag == "Trumpet")
{
this.playerController.in_range = true;
this.playerController.enemy = col.transform.parent.gameObject;
}
}
void OnTriggerExit2D(Collider2D col)
@@ -164,6 +169,11 @@ public class PlayerBehavior : MonoBehaviour
{
grappleSurface = null;
}
else if (col.tag == "Trumpet")
{
this.playerController.in_range = true;
this.playerController.enemy = null;
}
}
void OnCollisionEnter2D(Collision2D collision) {

View File

@@ -9,7 +9,7 @@ public class PlayerMovement : MonoBehaviour
public float runAcceleration;
public float snappiness = 1;
public float jumpSpeed;
[Range(0,1)] public float airSpeedMultiplier;
[Range(0, 1)] public float airSpeedMultiplier;
private bool onGround = false;
private float forward = 1;
@@ -23,6 +23,10 @@ public class PlayerMovement : MonoBehaviour
public Vector2 boxSize;
public float maxDistanceFromGround;
private bool trumpet = false;
public bool in_range = false;
public GameObject enemy;
[Header("State Control:")]
[SerializeField] private StateController stateController;
@@ -46,10 +50,26 @@ public class PlayerMovement : MonoBehaviour
//Debug.Log(this.movement);
}
void OnJump() {
if (IsGrounded()) {
void OnJump()
{
if (IsGrounded())
{
//need to add a condition so that trumpet is only true in certain scenes
trumpet = true;
rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
}
else if (!IsGrounded() && in_range && trumpet)
{
Destroy(enemy.gameObject);
rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
enemy = null;
in_range = false;
}
else if (!IsGrounded() && trumpet && !in_range)
{
rb.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
trumpet = false;
}
}
void FixedUpdate()
@@ -82,25 +102,33 @@ public class PlayerMovement : MonoBehaviour
float frictionAmount = 0.5f;
// accelerate
if (onGround && (Mathf.Abs(this.movement.x) > 0.1f)) { // regular acceleration
if (onGround && (Mathf.Abs(this.movement.x) > 0.1f))
{ // regular acceleration
this.rb.AddForce(move * Vector2.right, ForceMode2D.Force);
} else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f) && !playerBehavior.grapplingRope.isGrappling) { // while in air
}
else if (!onGround && (Mathf.Abs(this.movement.x) > 0.1f) && !playerBehavior.grapplingRope.isGrappling)
{ // while in air
this.rb.AddForce(move * Vector2.right * airSpeedMultiplier, ForceMode2D.Force);
} else if (!playerBehavior.grapplingRope.isGrappling) { // while grappling
}
else if (!playerBehavior.grapplingRope.isGrappling)
{ // while grappling
this.rb.AddForce(move * Vector2.right * airSpeedMultiplier * airSpeedMultiplier, ForceMode2D.Force);
}
// decelerate until stopped
if (onGround && Mathf.Abs(this.movement.x) < 0.1f)
{
if (Mathf.Abs(rb.velocity.x) > 0.1f) {
if (Mathf.Abs(rb.velocity.x) > 0.1f)
{
float amount = Mathf.Min(
Mathf.Abs(this.rb.velocity.x),
Mathf.Abs(frictionAmount)
);
amount *= Mathf.Sign(this.rb.velocity.x);
this.rb.AddForce(-amount * Vector2.right * snappiness, ForceMode2D.Impulse);
} else {
}
else
{
this.rb.velocity = new Vector2(0, rb.velocity.y);
}
}