grenouille assets
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Assets/GrenouilleAssets
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20926
Assets/Scenes/GrenouilleVillage.unity
Normal file
20926
Assets/Scenes/GrenouilleVillage.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/GrenouilleVillage.unity.meta
Normal file
7
Assets/Scenes/GrenouilleVillage.unity.meta
Normal file
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@ -156,6 +156,11 @@ public class PlayerBehavior : MonoBehaviour
|
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stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
|
stateController.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
|
||||||
col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
|
col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
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}
|
}
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else if (col.tag == "Trumpet")
|
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|
{
|
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|
this.playerController.in_range = true;
|
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|
this.playerController.enemy = col.transform.parent.gameObject;
|
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|
}
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}
|
}
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|
|
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void OnTriggerExit2D(Collider2D col)
|
void OnTriggerExit2D(Collider2D col)
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@ -164,6 +169,11 @@ public class PlayerBehavior : MonoBehaviour
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{
|
{
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grappleSurface = null;
|
grappleSurface = null;
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}
|
}
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else if (col.tag == "Trumpet")
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{
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this.playerController.in_range = true;
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this.playerController.enemy = null;
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}
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}
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}
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void OnCollisionEnter2D(Collision2D collision) {
|
void OnCollisionEnter2D(Collision2D collision) {
|
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|
@ -9,7 +9,7 @@ public class PlayerMovement : MonoBehaviour
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public float runAcceleration;
|
public float runAcceleration;
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public float snappiness = 1;
|
public float snappiness = 1;
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public float jumpSpeed;
|
public float jumpSpeed;
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[Range(0,1)] public float airSpeedMultiplier;
|
[Range(0, 1)] public float airSpeedMultiplier;
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private bool onGround = false;
|
private bool onGround = false;
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private float forward = 1;
|
private float forward = 1;
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@ -23,6 +23,10 @@ public class PlayerMovement : MonoBehaviour
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public Vector2 boxSize;
|
public Vector2 boxSize;
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public float maxDistanceFromGround;
|
public float maxDistanceFromGround;
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|
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|
private bool trumpet = false;
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|
public bool in_range = false;
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|
public GameObject enemy;
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[Header("State Control:")]
|
[Header("State Control:")]
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[SerializeField] private StateController stateController;
|
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|
||||||
@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -1 +0,0 @@
|
|||||||
Subproject commit 413bfb2c6937c2d11546a7a81aed5ae43d5cc147
|
|
@ -16,6 +16,8 @@ TagManager:
|
|||||||
- StateController
|
- StateController
|
||||||
- SceneManager
|
- SceneManager
|
||||||
- DebugCanvas
|
- DebugCanvas
|
||||||
|
- Door
|
||||||
|
- Trumpet
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
Loading…
Reference in New Issue
Block a user