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

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

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@ -9,7 +9,7 @@ public class PlayerMovement : MonoBehaviour
public float runAcceleration; public float runAcceleration;
public float snappiness = 1; public float snappiness = 1;
public float jumpSpeed; public float jumpSpeed;
[Range(0,1)] public float airSpeedMultiplier; [Range(0, 1)] public float airSpeedMultiplier;
private bool onGround = false; private bool onGround = false;
private float forward = 1; private float forward = 1;
@ -23,6 +23,10 @@ public class PlayerMovement : MonoBehaviour
public Vector2 boxSize; public Vector2 boxSize;
public float maxDistanceFromGround; public float maxDistanceFromGround;
private bool trumpet = false;
public bool in_range = false;
public GameObject enemy;
[Header("State Control:")] [Header("State Control:")]
[SerializeField] private StateController stateController; [SerializeField] private StateController stateController;
@ -46,10 +50,26 @@ public class PlayerMovement : MonoBehaviour
//Debug.Log(this.movement); //Debug.Log(this.movement);
} }
void OnJump() { void OnJump()
if (IsGrounded()) { {
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); 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() void FixedUpdate()
@ -82,25 +102,33 @@ public class PlayerMovement : MonoBehaviour
float frictionAmount = 0.5f; float frictionAmount = 0.5f;
// accelerate // 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); 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); 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); this.rb.AddForce(move * Vector2.right * airSpeedMultiplier * airSpeedMultiplier, ForceMode2D.Force);
} }
// decelerate until stopped // decelerate until stopped
if (onGround && Mathf.Abs(this.movement.x) < 0.1f) 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( float amount = Mathf.Min(
Mathf.Abs(this.rb.velocity.x), Mathf.Abs(this.rb.velocity.x),
Mathf.Abs(frictionAmount) Mathf.Abs(frictionAmount)
); );
amount *= Mathf.Sign(this.rb.velocity.x); amount *= Mathf.Sign(this.rb.velocity.x);
this.rb.AddForce(-amount * Vector2.right * snappiness, ForceMode2D.Impulse); this.rb.AddForce(-amount * Vector2.right * snappiness, ForceMode2D.Impulse);
} else { }
else
{
this.rb.velocity = new Vector2(0, rb.velocity.y); this.rb.velocity = new Vector2(0, rb.velocity.y);
} }
} }

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@ -1 +0,0 @@
Subproject commit 413bfb2c6937c2d11546a7a81aed5ae43d5cc147

View File

@ -16,6 +16,8 @@ TagManager:
- StateController - StateController
- SceneManager - SceneManager
- DebugCanvas - DebugCanvas
- Door
- Trumpet
layers: layers:
- Default - Default
- TransparentFX - TransparentFX