Merge branch 'master' of https://gitlab.nicholasnovak.io/fums/ofb
This commit is contained in:
commit
7e2c255fd5
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--- !u!114 &4111321198473826588
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BIN
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BIN
Assets/SFX/cymbal.mp3
Normal file
Binary file not shown.
23
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Normal file
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File diff suppressed because it is too large
Load Diff
1013
Assets/Scenes/GameEndScreen.unity
Normal file
1013
Assets/Scenes/GameEndScreen.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
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Normal file
7
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Normal file
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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File diff suppressed because it is too large
Load Diff
25
Assets/Scripts/Bouncepad.cs
Normal file
25
Assets/Scripts/Bouncepad.cs
Normal file
@ -0,0 +1,25 @@
|
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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|
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public class Bouncepad : MonoBehaviour
|
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{
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public enum Facing
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{
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Left,
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Right,
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}
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[SerializeField]
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Facing bounceDirection = Facing.Left;
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[SerializeField]
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public float bounceForce = 20f;
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[SerializeField]
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public float verticalModifier = 1.0f;
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public Facing Direction()
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{
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return this.bounceDirection;
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}
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}
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11
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Normal file
11
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Normal file
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@ -6,10 +6,18 @@ using TMPro;
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public class DebugSceneSwitcher : MonoBehaviour
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{
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public static DebugSceneSwitcher Instance = null;
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public bool showDropdown;
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void Awake()
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{
|
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if (Instance == null) {
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Instance = this;
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} else {
|
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Destroy(this.gameObject);
|
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return;
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}
|
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// Keep the object around when we switch scenes
|
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DontDestroyOnLoad(this.gameObject);
|
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CreateDropdownOptions();
|
||||
|
@ -17,6 +17,9 @@ public class DialogBoxes : MonoBehaviour
|
||||
[SerializeField] Image backgroundImageObject;
|
||||
[SerializeField] Sprite[] images;
|
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[Header("Buttons:")]
|
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[SerializeField] GameObject backToMenuButton;
|
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|
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|
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// Start is called before the first frame update
|
||||
void Start()
|
||||
@ -37,9 +40,13 @@ public class DialogBoxes : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{ // no more dialog messages, advance the scene
|
||||
if (backToMenuButton != null) {
|
||||
backToMenuButton.SetActive(true);
|
||||
} else {
|
||||
SceneController.Instance.NextScene();
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
void ReconfigureSpriteArray()
|
||||
{
|
||||
|
@ -23,6 +23,7 @@ public class EnemyPatrol : MonoBehaviour {
|
||||
[Header("General")]
|
||||
public float moveSpeed;
|
||||
Animator animator;
|
||||
public bool isPlayingDefeatAnimation = false;
|
||||
|
||||
void Awake() {
|
||||
animator = GetComponent<Animator>();
|
||||
@ -73,11 +74,13 @@ public class EnemyPatrol : MonoBehaviour {
|
||||
}
|
||||
|
||||
IEnumerator Defeat() {
|
||||
isPlayingDefeatAnimation = true;
|
||||
this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
|
||||
animator.Play("Explosion");
|
||||
this.gameObject.GetComponent<AudioSource>().Play();
|
||||
yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
|
||||
this.gameObject.GetComponent<BoxCollider2D>().enabled = true;
|
||||
isPlayingDefeatAnimation = false;
|
||||
this.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
@ -10,21 +10,26 @@ public class GameUIController : MonoBehaviour
|
||||
public GameObject trumpetBackground;
|
||||
public GameObject tambourineBackground;
|
||||
public GameObject clarinetBackground;
|
||||
public GameObject cymbalBackground;
|
||||
[HideInInspector] public GameObject trumpetUI;
|
||||
[HideInInspector] public GameObject tambourineUI;
|
||||
[HideInInspector] public GameObject clarinetUI;
|
||||
[HideInInspector] public GameObject cymbalUI;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
this.trumpetUI = trumpetBackground.transform.GetChild(0).gameObject;
|
||||
this.tambourineUI = tambourineBackground.transform.GetChild(0).gameObject;
|
||||
this.clarinetUI = clarinetBackground.transform.GetChild(0).gameObject;
|
||||
this.cymbalUI = this.cymbalBackground.transform.GetChild(0).gameObject;
|
||||
}
|
||||
|
||||
void Start() {
|
||||
void Start()
|
||||
{
|
||||
this.trumpetBackground.SetActive(StateController.Instance.HasTrumpet());
|
||||
this.tambourineBackground.SetActive(StateController.Instance.HasTambourine());
|
||||
this.clarinetBackground.SetActive(StateController.Instance.HasClarinet());
|
||||
this.cymbalBackground.SetActive(StateController.Instance.HasCymbal());
|
||||
}
|
||||
|
||||
public void ToggleTrumpet(bool toggleState)
|
||||
@ -54,10 +59,20 @@ public class GameUIController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void ToggleCymbal(bool toggleState)
|
||||
{
|
||||
bool curEnabled = cymbalUI.GetComponent<Image>().enabled;
|
||||
if (curEnabled != toggleState)
|
||||
{
|
||||
cymbalUI.GetComponent<Image>().enabled = toggleState;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateInstrumentUI()
|
||||
{
|
||||
this.ToggleTrumpet(StateController.Instance.HasTrumpet());
|
||||
this.ToggleTambourine(StateController.Instance.HasTambourine());
|
||||
this.ToggleClarinet(StateController.Instance.HasClarinet());
|
||||
this.ToggleCymbal(StateController.Instance.HasCymbal());
|
||||
}
|
||||
}
|
||||
|
@ -31,6 +31,10 @@ public class PlayerBehavior : MonoBehaviour
|
||||
Vector2 dashVec;
|
||||
private bool lowSpeed = false;
|
||||
|
||||
[Header("Cymbals:")]
|
||||
private float cymbalActiveTime = 0f;
|
||||
[SerializeField] AudioSource cymbalAudio;
|
||||
|
||||
[Header("Grappling:")]
|
||||
[SerializeField] public Tutorial_GrapplingGun grapplingGun;
|
||||
[SerializeField] public Tutorial_GrapplingRope grapplingRope;
|
||||
@ -72,6 +76,12 @@ public class PlayerBehavior : MonoBehaviour
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (this.cymbalActiveTime < 0)
|
||||
{
|
||||
this.gameUI.ToggleCymbal(true);
|
||||
}
|
||||
this.cymbalActiveTime -= Time.deltaTime;
|
||||
|
||||
unlockedTambourine = StateController.Instance.HasTambourine();
|
||||
if (playerIsAlive)
|
||||
{
|
||||
@ -123,6 +133,7 @@ public class PlayerBehavior : MonoBehaviour
|
||||
else if (!isInWater)
|
||||
{
|
||||
isDash = false;
|
||||
|
||||
currentDash = 0.0f;
|
||||
_rb.AddForce(-(dashVec), ForceMode2D.Impulse);
|
||||
dashVec = Vector2.zero;
|
||||
@ -134,6 +145,22 @@ public class PlayerBehavior : MonoBehaviour
|
||||
dashVec = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
if (StateController.Instance.HasCymbal())
|
||||
{
|
||||
if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame())
|
||||
{
|
||||
// Play the sound
|
||||
this.gameUI.ToggleCymbal(false);
|
||||
// this.audioSource.clip = cymbalSound;
|
||||
// this.audioSource.loop = false;
|
||||
// this.audioSource.Play();
|
||||
cymbalAudio.Play();
|
||||
|
||||
// Set the cymbal active for the equivalent of one second
|
||||
this.cymbalActiveTime = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Animate()
|
||||
@ -239,13 +266,13 @@ public class PlayerBehavior : MonoBehaviour
|
||||
void Bounce()
|
||||
{
|
||||
Vector2 reflect;
|
||||
if(lowSpeed)
|
||||
if (lowSpeed)
|
||||
{
|
||||
reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * 0.75f);
|
||||
reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * 0.75f);
|
||||
}
|
||||
else
|
||||
{
|
||||
reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk);
|
||||
reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * bonk);
|
||||
}
|
||||
_rb.AddForce(reflect, ForceMode2D.Impulse);
|
||||
reflect = Vector2.zero;
|
||||
@ -291,6 +318,28 @@ public class PlayerBehavior : MonoBehaviour
|
||||
isInWater = true;
|
||||
Water();
|
||||
}
|
||||
else if (col.tag == "bouncePad")
|
||||
{
|
||||
// Assign the player's velocity to zero so that the player can
|
||||
// bounce on the same jump pad
|
||||
this.playerController.RB.velocity = Vector2.zero;
|
||||
Bouncepad pad = col.GetComponent<Bouncepad>();
|
||||
switch (pad.Direction())
|
||||
{
|
||||
case Bouncepad.Facing.Left:
|
||||
this.playerController.RB.AddForce(
|
||||
new Vector2(-pad.bounceForce, pad.verticalModifier * pad.bounceForce),
|
||||
ForceMode2D.Impulse
|
||||
);
|
||||
break;
|
||||
case Bouncepad.Facing.Right:
|
||||
this.playerController.RB.AddForce(
|
||||
new Vector2(pad.bounceForce, pad.verticalModifier * pad.bounceForce),
|
||||
ForceMode2D.Impulse
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D col)
|
||||
@ -331,8 +380,20 @@ public class PlayerBehavior : MonoBehaviour
|
||||
else if (collision.gameObject.tag == "Projectile")
|
||||
{
|
||||
Destroy(collision.gameObject);
|
||||
if (this.cymbalActiveTime > 0)
|
||||
{
|
||||
Vector2 projVel = collision.gameObject.GetComponent<Rigidbody2D>().velocity;
|
||||
collision.gameObject.GetComponent<Rigidbody2D>().velocity =
|
||||
new Vector2(
|
||||
-projVel.x,
|
||||
-projVel.y
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
StartCoroutine(DestroyPlayer());
|
||||
}
|
||||
}
|
||||
//stupid stuff for claude's house
|
||||
else if (collision.gameObject.tag == "SirJacques")
|
||||
{
|
||||
@ -366,7 +427,8 @@ public class PlayerBehavior : MonoBehaviour
|
||||
|
||||
// this.stateController.SetDeathCanvasActive(true);
|
||||
|
||||
if (grapplingRope.isGrappling) {
|
||||
if (grapplingRope.isGrappling)
|
||||
{
|
||||
LetGoOfGrapple();
|
||||
}
|
||||
|
||||
|
@ -16,6 +16,11 @@ public class SceneController : MonoBehaviour
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
return;
|
||||
}
|
||||
// Make this object stay around when switching scenes
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
@ -26,13 +31,22 @@ public class SceneController : MonoBehaviour
|
||||
GameObject pauseMenu = GameObject.Find("PauseMenuCanvas");
|
||||
if (pauseMenu != null)
|
||||
{
|
||||
Button quitButton = GameObject.Find("QuitButton").GetComponent<Button>();
|
||||
quitButton.onClick.AddListener(BackToMainMenu);
|
||||
// Button quitButton = GameObject.Find("QuitButton").GetComponent<Button>();
|
||||
// quitButton.onClick.AddListener(BackToMainMenu);
|
||||
}
|
||||
if (scene.buildIndex == 0)
|
||||
{ // if this is the menu
|
||||
GameObject.Find("NewGameButton").GetComponent<Button>().onClick.AddListener(NextScene);
|
||||
}
|
||||
|
||||
// if this is the last scene
|
||||
if (scene.buildIndex == (SceneManager.sceneCountInBuildSettings - 1)) {
|
||||
GameObject backToMenuButton = GameObject.Find("BackToMenuButton");
|
||||
if (backToMenuButton != null) {
|
||||
backToMenuButton.GetComponent<Button>().onClick.AddListener(delegate{LoadChosenScene(0);});
|
||||
backToMenuButton.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void NextScene()
|
||||
|
@ -46,6 +46,9 @@ public class StateController : MonoBehaviour
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
} else {
|
||||
Destroy(this.gameObject);
|
||||
return;
|
||||
}
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
@ -102,6 +105,8 @@ public class StateController : MonoBehaviour
|
||||
{
|
||||
Button resumeButton = GameObject.Find("ResumeButton").GetComponent<Button>();
|
||||
resumeButton.onClick.AddListener(Unpause);
|
||||
Button quitButton = GameObject.Find("QuitButton").GetComponent<Button>();
|
||||
quitButton.onClick.AddListener(SceneController.Instance.BackToMainMenu);
|
||||
TogglePauseMenu(false);
|
||||
}
|
||||
|
||||
@ -180,8 +185,10 @@ public class StateController : MonoBehaviour
|
||||
|
||||
void TogglePauseMenu(bool showPauseMenu)
|
||||
{
|
||||
if (pauseMenuCanvas != null) {
|
||||
pauseMenuCanvas.SetActive(showPauseMenu);
|
||||
}
|
||||
}
|
||||
|
||||
public void RespawnPlayer()
|
||||
{
|
||||
@ -196,6 +203,9 @@ public class StateController : MonoBehaviour
|
||||
{
|
||||
foreach (GameObject enemy in enemiesInScene)
|
||||
{
|
||||
if (enemy.GetComponent<EnemyPatrol>().isPlayingDefeatAnimation) {
|
||||
enemy.SetActive(false);
|
||||
}
|
||||
enemy.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
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Assets/Sprites/Items/cymbals.png
Normal file
BIN
Assets/Sprites/Items/cymbals.png
Normal file
Binary file not shown.
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Assets/Sprites/Items/cymbals.png.meta
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|
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|
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|
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|
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|
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|
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|
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|
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@ -237,6 +377,16 @@ Tilemap:
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File diff suppressed because one or more lines are too long
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|
Loading…
Reference in New Issue
Block a user