change: Finished MushroomVillage
This includes changes such as putting enemies in levels, adding projectiles, and finalizing the bounces for the moving platforms The cymbal has been implemented, and provides a short immunity to projectiles Every section is playable, and includes a final ending object, although there is no transistion to the level from the previous level yet
This commit is contained in:
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ba01db1051
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@ -383,7 +383,7 @@
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{
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"name": "",
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"id": "167cc771-c2e4-4ab1-ba58-31e6e6730adf",
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"path": "<Keyboard>/l",
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"path": "<Keyboard>/i",
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"interactions": "",
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"processors": "",
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"groups": "",
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BIN
Assets/SFX/cymbal.mp3
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BIN
Assets/SFX/cymbal.mp3
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File diff suppressed because it is too large
Load Diff
@ -10,21 +10,26 @@ public class GameUIController : MonoBehaviour
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public GameObject trumpetBackground;
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public GameObject tambourineBackground;
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public GameObject clarinetBackground;
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public GameObject cymbalBackground;
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[HideInInspector] public GameObject trumpetUI;
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[HideInInspector] public GameObject tambourineUI;
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[HideInInspector] public GameObject clarinetUI;
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[HideInInspector] public GameObject cymbalUI;
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void Awake()
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{
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this.trumpetUI = trumpetBackground.transform.GetChild(0).gameObject;
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this.tambourineUI = tambourineBackground.transform.GetChild(0).gameObject;
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this.clarinetUI = clarinetBackground.transform.GetChild(0).gameObject;
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this.cymbalUI = this.cymbalBackground.transform.GetChild(0).gameObject;
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}
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void Start() {
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void Start()
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{
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this.trumpetBackground.SetActive(StateController.Instance.HasTrumpet());
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this.tambourineBackground.SetActive(StateController.Instance.HasTambourine());
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this.clarinetBackground.SetActive(StateController.Instance.HasClarinet());
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this.cymbalBackground.SetActive(StateController.Instance.HasCymbal());
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}
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public void ToggleTrumpet(bool toggleState)
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@ -54,10 +59,20 @@ public class GameUIController : MonoBehaviour
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}
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}
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public void ToggleCymbal(bool desiredState)
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{
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bool curEnabled = clarinetUI.GetComponent<Image>().enabled;
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if (curEnabled != desiredState)
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{
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cymbalUI.GetComponent<Image>().enabled = desiredState;
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}
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}
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public void UpdateInstrumentUI()
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{
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this.ToggleTrumpet(StateController.Instance.HasTrumpet());
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this.ToggleTambourine(StateController.Instance.HasTambourine());
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this.ToggleClarinet(StateController.Instance.HasClarinet());
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this.ToggleCymbal(StateController.Instance.HasCymbal());
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}
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}
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@ -49,6 +49,7 @@ public class PlayerBehavior : MonoBehaviour
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[Header("Sound")]
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[SerializeField] public AudioClip footstepSound;
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[SerializeField] public AudioClip deathSound;
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[SerializeField] public AudioClip cymbalSound;
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AudioSource audioSource;
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@ -75,6 +76,10 @@ public class PlayerBehavior : MonoBehaviour
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void Update()
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{
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if (this.cymbalActiveTime < 0)
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{
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this.gameUI.ToggleCymbal(true);
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}
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this.cymbalActiveTime -= Time.deltaTime;
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unlockedTambourine = StateController.Instance.HasTambourine();
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@ -145,6 +150,13 @@ public class PlayerBehavior : MonoBehaviour
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{
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if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame())
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{
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// Play the sound
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this.gameUI.ToggleCymbal(false);
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this.audioSource.clip = cymbalSound;
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this.audioSource.loop = false;
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this.audioSource.Play();
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// Set the cymbal active for the equivalent of one second
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this.cymbalActiveTime = 1;
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}
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}
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@ -370,7 +382,12 @@ public class PlayerBehavior : MonoBehaviour
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Destroy(collision.gameObject);
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if (this.cymbalActiveTime > 0)
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{
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Debug.Log("Reflected!");
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Vector2 projVel = collision.gameObject.GetComponent<Rigidbody2D>().velocity;
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collision.gameObject.GetComponent<Rigidbody2D>().velocity =
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new Vector2(
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-projVel.x,
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-projVel.y
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);
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}
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else
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{
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