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// if (player == null) { - // print("null player!"); - // } } } diff --git a/Assets/Scripts/DebugSceneSwitcher.cs b/Assets/Scripts/DebugSceneSwitcher.cs index b09ef57..e14ddee 100644 --- a/Assets/Scripts/DebugSceneSwitcher.cs +++ b/Assets/Scripts/DebugSceneSwitcher.cs @@ -33,7 +33,6 @@ public class DebugSceneSwitcher : MonoBehaviour for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++) { string newName = System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i)); - print(newName); sceneNames.Add(newName); } sceneDropdown.AddOptions(sceneNames); @@ -45,7 +44,6 @@ public class DebugSceneSwitcher : MonoBehaviour public void ChangeScene(int index) { - // print(index); SceneController.Instance.LoadChosenScene(index); this.gameObject.SetActive(false); } diff --git a/Assets/Scripts/DialogBoxes.cs b/Assets/Scripts/DialogBoxes.cs index 7d7dd61..9713490 100644 --- a/Assets/Scripts/DialogBoxes.cs +++ b/Assets/Scripts/DialogBoxes.cs @@ -22,7 +22,7 @@ public class DialogBoxes : MonoBehaviour // Start is called before the first frame update - void Start() + void Awake() { textField = this.gameObject.GetComponent(); ReconfigureSpriteArray(); @@ -56,7 +56,11 @@ public class DialogBoxes : MonoBehaviour Sprite[] newImagesArray = new Sprite[dialogMessages.Length]; for (int i = 0; i < newImagesArray.Length; i++) { - newImagesArray[i] = images[i]; + if (i < images.Length) { + newImagesArray[i] = images[i]; + } else { + newImagesArray[i] = null; + } } images = newImagesArray; } diff --git a/Assets/Scripts/EnemyPatrol.cs b/Assets/Scripts/EnemyPatrol.cs index c9cf147..ad091cc 100644 --- a/Assets/Scripts/EnemyPatrol.cs +++ b/Assets/Scripts/EnemyPatrol.cs @@ -4,7 +4,9 @@ using UnityEngine; public class EnemyPatrol : MonoBehaviour { + [Header("Tambourine")] [HideInInspector] public bool pinned = false; + [HideInInspector] public TambourineBehavior pinnedTambourine; [Header("Horizontal")] public bool isHorizontal; @@ -45,7 +47,7 @@ public class EnemyPatrol : MonoBehaviour { void Update() { if (!pinned) { if (isHorizontal) { - if (transform.position.x >= xRight || transform.position.x <= xLeft) { + if (transform.position.x > xRight || transform.position.x < xLeft) { movementVectorHorizontal = -movementVectorHorizontal; GetComponent().flipX = !GetComponent().flipX; } @@ -60,13 +62,15 @@ public class EnemyPatrol : MonoBehaviour { } } - public void TogglePin(bool isPinned) { + public void TogglePin(bool isPinned, TambourineBehavior tambourine) { + this.pinned = isPinned; if (isPinned) { animator.speed = 0; + this.pinnedTambourine = tambourine; } else { animator.speed = 1; + this.pinnedTambourine = null; } - } public void DefeatEnemy() { @@ -75,10 +79,15 @@ public class EnemyPatrol : MonoBehaviour { IEnumerator Defeat() { isPlayingDefeatAnimation = true; + if (pinned) { + pinnedTambourine.DestroySelf(); + TogglePin(false, this.pinnedTambourine); + } this.gameObject.GetComponent().enabled = false; animator.Play("Explosion"); + float explosionTime = .25f; this.gameObject.GetComponent().Play(); - yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length); + yield return new WaitForSeconds(explosionTime); this.gameObject.GetComponent().enabled = true; isPlayingDefeatAnimation = false; this.gameObject.SetActive(false); diff --git a/Assets/Scripts/PlayerBehavior.cs b/Assets/Scripts/PlayerBehavior.cs index efb98a8..cd48bd8 100644 --- a/Assets/Scripts/PlayerBehavior.cs +++ b/Assets/Scripts/PlayerBehavior.cs @@ -24,7 +24,6 @@ public class PlayerBehavior : MonoBehaviour private bool isDash = false; public float dashForce = 1f; public float dashTime = 1.0f; - private float dashInc = 0.1f; private float currentDash = 0.0f; private bool forceAdded = false; Vector2 dashVec; @@ -146,9 +145,6 @@ public class PlayerBehavior : MonoBehaviour 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 @@ -226,7 +222,6 @@ public class PlayerBehavior : MonoBehaviour void LetGoOfGrapple() { bool currentlyPaused = StateController.Instance.isPaused; if (grapplingRope.isGrappling && !currentlyPaused) { - print("currently paused is " + currentlyPaused + ", releasing grapple"); if (tambourine != null) { tambourine.GetComponent().DestroySelf(); } @@ -241,7 +236,6 @@ public class PlayerBehavior : MonoBehaviour } else { reflect = new Vector2(saveVelocity.x * reflectForce, -(saveVelocity.y) * reflectForce); - //reflect = new Vector2(saveVelocity.x * 1.1f, -(saveVelocity.y) * reflectForce); hasBounced = true; } _rb.AddForce(reflect, ForceMode2D.Impulse); @@ -250,7 +244,6 @@ public class PlayerBehavior : MonoBehaviour } void Water() { - print("water dash " + isDash); if(isDash) { saveVelocity = _rb.velocity / velocityCut; if (isDash) { @@ -268,7 +261,6 @@ public class PlayerBehavior : MonoBehaviour grappleSurface = col.gameObject; } else if (col.tag == "instaDeath") { - print("player fell in spikes"); StartCoroutine(DestroyPlayer()); } else if (col.tag == "spawnPoint") { @@ -331,7 +323,6 @@ public class PlayerBehavior : MonoBehaviour } else { StartCoroutine(DestroyPlayer()); - print("enemy defeated player"); } } else if (collision.gameObject.tag == "Projectile") { @@ -362,7 +353,9 @@ public class PlayerBehavior : MonoBehaviour IEnumerator DestroyPlayer() { if (playerIsAlive) { - print("destroyPlayer called"); + if (grapplingRope.isGrappling) { + LetGoOfGrapple(); + } playerIsAlive = false; audioSource.clip = deathSound; audioSource.loop = false; @@ -371,25 +364,14 @@ public class PlayerBehavior : MonoBehaviour // animate animator.Play("Die"); - // yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length); yield return new WaitForSeconds(audioSource.clip.length); - // this.stateController.SetDeathCanvasActive(true); - - if (grapplingRope.isGrappling) { - LetGoOfGrapple(); - } - // destroy all tambourines GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine"); - print("tambs found: " + currentTambourines.Length); if (currentTambourines != null) { foreach (GameObject tambourine in currentTambourines) { if (tambourine != null) { tambourine.GetComponent().DestroySelf(); - print("tamb destroyed"); - } else { - print("null tamb"); } } } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index ac1a26a..64574a2 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -125,7 +125,6 @@ public class PlayerMovement : MonoBehaviour isRegFalling = false; } else { - // print("not jumping"); if (!_isJumpFalling && !isRegFalling) { if (unlockedTrumpet) { trumpet = 1; @@ -143,7 +142,6 @@ public class PlayerMovement : MonoBehaviour #region JUMP CHECKS if (IsJumping && RB.velocity.y <= 0) { IsJumping = false; - // print("isJumping " + IsJumping); _isJumpFalling = true; } @@ -162,7 +160,6 @@ public class PlayerMovement : MonoBehaviour _isJumpFalling = false; bool inCoyoteTime = LastOnGroundTime > 0; - //print("coyote time: " + inCoyoteTime); Jump(); @@ -186,7 +183,6 @@ public class PlayerMovement : MonoBehaviour // stop sound if needed if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) { - print("footsteps stop"); audioSource.Stop(); soundPlaying = false; } @@ -201,10 +197,6 @@ public class PlayerMovement : MonoBehaviour #region GRAVITY //Higher gravity if we've released the jump input or are falling - // if (IsSliding) - // { - // SetGravityScale(0); - // } if (RB.velocity.y < 0 && _moveInput.y < 0) { //Much higher gravity if holding down SetGravityScale(Data.gravityScale * Data.fastFallGravityMult); @@ -234,13 +226,11 @@ public class PlayerMovement : MonoBehaviour #region SOUND CHECKS if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) { if (!soundPlaying) { - // print("footsteps PLAY"); audioSource.Play(); soundPlaying = true; } } else if (soundPlaying && audioSource.clip.name == "footsteps") { - // print("footsteps stop"); audioSource.Stop(); soundPlaying = false; } @@ -287,15 +277,14 @@ public class PlayerMovement : MonoBehaviour #region Calculate AccelRate float accelRate; - //Gets an acceleration value based on if we are accelerating (includes turning) - //or trying to decelerate (stop). As well as applying a multiplier if we're air borne. - if (LastOnGroundTime > 0) { + // accelerate or decelerate + if (LastOnGroundTime > 0) { // if grounded accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount; } - else if (wasGrappling) { + else if (wasGrappling) { // if grappling accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5); } - else { + else { // if in air accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir; } #endregion @@ -376,7 +365,6 @@ public class PlayerMovement : MonoBehaviour } public bool IsGrounded() { - // print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping); return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping); } diff --git a/Assets/Scripts/PlayerData.cs b/Assets/Scripts/PlayerData.cs index 0fc540b..22e7fa8 100644 --- a/Assets/Scripts/PlayerData.cs +++ b/Assets/Scripts/PlayerData.cs @@ -44,19 +44,8 @@ public class PlayerData : ScriptableObject public float jumpHangAccelerationMult; public float jumpHangMaxSpeedMult; - [Header("Wall Jump")] - public Vector2 wallJumpForce; //The actual force (this time set by us) applied to the player when wall jumping. - [Space(5)] - [Range(0f, 1f)] public float wallJumpRunLerp; //Reduces the effect of player's movement while wall jumping. - [Range(0f, 1.5f)] public float wallJumpTime; //Time after wall jumping the player's movement is slowed for. - public bool doTurnOnWallJump; //Player will rotate to face wall jumping direction - [Space(20)] - [Header("Slide")] - public float slideSpeed; - public float slideAccel; - [Header("Assists")] [Range(0.01f, 0.5f)] public float coyoteTime; //Grace period after falling off a platform, where you can still jump [Range(0.01f, 0.5f)] public float jumpInputBufferTime; //Grace period after pressing jump where a jump will be automatically performed once the requirements (eg. being grounded) are met. diff --git a/Assets/Scripts/SceneController.cs b/Assets/Scripts/SceneController.cs index a32615c..9f98fc4 100644 --- a/Assets/Scripts/SceneController.cs +++ b/Assets/Scripts/SceneController.cs @@ -29,11 +29,6 @@ public class SceneController : MonoBehaviour void OnSceneLoaded(Scene scene, LoadSceneMode mode) { GameObject pauseMenu = GameObject.Find("PauseMenuCanvas"); - if (pauseMenu != null) - { - // Button quitButton = GameObject.Find("QuitButton").GetComponent