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new file mode 100644
index 0000000..94a25f7
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diff --git a/Assets/Scenes/MainLevel.unity b/Assets/Scenes/MainLevel.unity
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- Y: 120000041
+ Y: 169999900
+ - X: 279999959
+ Y: 169999900
+ - X: 279999900
+ Y: 169999959
+ - X: 279999900
+ Y: 360000041
+ - X: 279999959
+ Y: 360000100
+ - X: 280000100
+ Y: 360000100
+ - X: 280000100
+ Y: 499999959
- X: 280000041
- Y: 120000100
- - X: -100000041
- Y: 120000100
+ Y: 499999900
+ - X: 99999959
+ Y: 499999900
+ - X: 99999900
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+ - X: 99999900
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+ Y: 500000100
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+ - X: -59999959
+ Y: 499999900
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+ Y: 499999900
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+ Y: 499999959
+ - X: -70000100
+ Y: 500000100
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+ Y: 500000100
+ - X: -99999900
+ Y: 500000041
+ - X: -99999900
+ Y: 489999959
+ - X: -99999959
+ Y: 489999900
- X: -100000100
- Y: 120000041
+ Y: 489999900
+ - X: -100000100
+ Y: 280000100
+ - X: -99999959
+ Y: 280000100
+ - X: -99999900
+ Y: 280000041
+ - X: -99999900
+ Y: 260000100
+ - X: -100000041
+ Y: 260000100
+ - X: -100000100
+ Y: 260000041
+ - X: -100000100
+ Y: 249999959
+ - X: -100000041
+ Y: 249999900
+ - X: -99999900
+ Y: 249999900
+ - X: -99999900
+ Y: 189999959
+ - X: -99999959
+ Y: 189999900
+ - X: -100000100
+ Y: 189999900
+ - X: -100000100
+ Y: 160000100
+ - X: -99999959
+ Y: 160000100
+ - X: -99999900
+ Y: 160000041
+ - X: -99999900
+ Y: 150000100
+ - X: -100000041
+ Y: 150000100
+ - X: -100000100
+ Y: 150000041
+ - X: -100000100
+ Y: 119999959
+ - X: -100000041
+ Y: 119999900
+ - X: -100000100
+ Y: 119999900
- X: -100000100
Y: -50000041
- X: -100000041
@@ -3276,22 +6521,248 @@ CompositeCollider2D:
Y: 110000041
- X: 59999959
Y: 110000100
- - X: 170000041
- Y: 110000100
- - X: 170000100
- Y: 110000041
- - X: 170000100
- Y: 109999900
- - X: 249999900
- Y: 109999900
- - X: 249999900
- Y: 110000041
- - X: 249999959
+ - X: 129999900
Y: 110000100
+ - X: 129999900
+ Y: 120000041
+ - X: 129999959
+ Y: 120000100
+ - X: -89999900
+ Y: 120000100
+ - X: -89999900
+ Y: 229999900
+ - X: -90000041
+ Y: 229999900
+ - X: -90000100
+ Y: 229999959
+ - X: -90000100
+ Y: 249999900
+ - X: -89999959
+ Y: 249999900
+ - X: -89999900
+ Y: 249999959
+ - X: -89999900
+ Y: 260000041
+ - X: -89999959
+ Y: 260000100
+ - X: -90000100
+ Y: 260000100
+ - X: -90000100
+ Y: 310000041
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+ Y: 310000100
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+ Y: 310000100
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+ Y: 349999900
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+ Y: 359999900
+ - X: -100
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+ - X: 29999900
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+ - X: 70000041
+ Y: 309999900
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+ Y: 319999900
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+ - X: 100000041
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+ - X: 100000100
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+ Y: 310000100
+ - X: 40000100
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+ - X: 40000100
+ Y: 320000041
+ - X: 40000041
+ Y: 320000100
+ - X: 30000100
+ Y: 320000100
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+ Y: 330000041
+ - X: 30000041
+ Y: 330000100
+ - X: 20000100
+ Y: 330000100
+ - X: 20000100
+ Y: 350000041
+ - X: 20000041
+ Y: 350000100
+ - X: 10000100
+ Y: 350000100
+ - X: 10000100
+ Y: 370000041
+ - X: 10000041
+ Y: 370000100
+ - X: -80000041
+ Y: 370000100
+ - X: -80000100
+ Y: 370000041
+ - X: -80000100
+ Y: 360000100
+ - X: -89999900
+ Y: 360000100
+ - X: -89999900
+ Y: 489999900
+ - X: -70000100
+ Y: 489999900
+ - X: -70000100
+ Y: 490000041
+ - X: -70000041
+ Y: 490000100
+ - X: -59999959
+ Y: 490000100
+ - X: -59999900
+ Y: 490000041
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+ Y: 489999900
+ - X: 259999900
+ Y: 489999900
+ - X: 259999900
+ Y: 490000041
+ - X: 259999959
+ Y: 490000100
- X: 270000041
- Y: 110000100
+ Y: 490000100
- X: 270000100
- Y: 110000041
+ Y: 490000041
+ - X: 270000100
+ Y: 449999959
+ - X: 270000041
+ Y: 449999900
+ - X: 269999900
+ Y: 449999900
+ - X: 269999900
+ Y: 300000100
+ - X: 180000100
+ Y: 300000100
+ - X: 180000100
+ Y: 310000041
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+ Y: 310000100
+ - X: 139999959
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+ - X: 139999900
+ Y: 310000041
+ - X: 139999900
+ Y: 260000100
+ - X: 129999959
+ Y: 260000100
+ - X: 129999900
+ Y: 260000041
+ - X: 129999900
+ Y: 250000100
+ - X: 39999959
+ Y: 250000100
+ - X: 39999900
+ Y: 250000041
+ - X: 39999900
+ Y: 239999959
+ - X: 39999959
+ Y: 239999900
+ - X: 139999900
+ Y: 239999900
+ - X: 139999900
+ Y: 209999959
+ - X: 139999959
+ Y: 209999900
+ - X: 150000041
+ Y: 209999900
+ - X: 150000100
+ Y: 209999959
+ - X: 150000100
+ Y: 299999900
+ - X: 169999900
+ Y: 299999900
+ - X: 169999900
+ Y: 289999959
+ - X: 169999959
+ Y: 289999900
+ - X: 199999900
+ Y: 289999900
+ - X: 199999900
+ Y: 249999959
+ - X: 199999959
+ Y: 249999900
+ - X: 210000041
+ Y: 249999900
+ - X: 210000100
+ Y: 249999959
+ - X: 210000100
+ Y: 289999900
+ - X: 269999900
+ Y: 289999900
+ - X: 269999900
+ Y: 120000100
+ - X: 270000041
+ Y: 120000100
+ - X: 270000100
+ Y: 120000041
- X: 270000100
Y: 99999959
- X: 270000041
@@ -3312,11 +6783,35 @@ CompositeCollider2D:
Y: -29999959
- X: 269999900
Y: -40000100
+ - - X: -69999900
+ Y: -240000041
+ - X: -69999900
+ Y: -69999959
+ - X: -69999959
+ Y: -69999900
+ - X: -270000041
+ Y: -69999900
+ - X: -270000100
+ Y: -69999959
+ - X: -270000100
+ Y: -240000041
+ - X: -270000041
+ Y: -240000100
+ - X: -69999959
+ Y: -240000100
+ - - X: -249999900
+ Y: -229999900
+ - X: -249999900
+ Y: -90000100
+ - X: -90000100
+ Y: -90000100
+ - X: -90000100
+ Y: -229999900
m_CompositePaths:
m_Paths:
- - {x: 27.99998, y: -5.0000043}
- - {x: 27.999975, y: 12.00001}
- - {x: -10.00001, y: 11.999974}
+ - {x: 27.999975, y: 49.999992}
+ - {x: -9.99999, y: 49.999973}
- {x: -9.999981, y: -5.0000043}
- - {x: 26.99999, y: -3.999981}
- {x: 23, y: -3.999961}
@@ -3350,7 +6845,77 @@ CompositeCollider2D:
- {x: -5.0000296, y: -3.99999}
- {x: -8.99999, y: -3.999961}
- {x: -8.999967, y: 11.00001}
- - {x: 27.00001, y: 10.999974}
+ - {x: 12.99999, y: 11.000039}
+ - {x: 12.999967, y: 12.00001}
+ - {x: -8.99999, y: 12.000039}
+ - {x: -8.999961, y: 34.999992}
+ - {x: -6.9999905, y: 35.000027}
+ - {x: -6.999961, y: 35.999992}
+ - {x: -0.00001, y: 35.99996}
+ - {x: 0.0000252, y: 33.999992}
+ - {x: 0.99999, y: 33.99996}
+ - {x: 1.0000252, y: 31.99999}
+ - {x: 1.99999, y: 31.999962}
+ - {x: 2.0000253, y: 30.99999}
+ - {x: 2.99999, y: 30.999962}
+ - {x: 3.0000253, y: 29.99999}
+ - {x: 6.00001, y: 30.000027}
+ - {x: 5.999981, y: 31.00001}
+ - {x: 4.00001, y: 31.000038}
+ - {x: 3.9999747, y: 32.00001}
+ - {x: 3.00001, y: 32.00004}
+ - {x: 2.9999747, y: 33.00001}
+ - {x: 2.00001, y: 33.00004}
+ - {x: 1.9999748, y: 35.00001}
+ - {x: 1.00001, y: 35.00004}
+ - {x: 0.9999748, y: 37.00001}
+ - {x: -8.00001, y: 36.999973}
+ - {x: -8.000039, y: 36.00001}
+ - {x: -8.99999, y: 36.00004}
+ - {x: -8.999961, y: 48.999992}
+ - {x: 27.00001, y: 48.999973}
+ - {x: 26.999962, y: 30.00001}
+ - {x: 18.00001, y: 30.000038}
+ - {x: 17.999975, y: 31.00001}
+ - {x: 13.99999, y: 30.999975}
+ - {x: 13.99996, y: 26.00001}
+ - {x: 12.99999, y: 25.999975}
+ - {x: 12.999961, y: 25.00001}
+ - {x: 3.99999, y: 24.999975}
+ - {x: 4.0000253, y: 23.99999}
+ - {x: 13.99999, y: 23.99996}
+ - {x: 14.000026, y: 20.99999}
+ - {x: 15.00001, y: 21.000027}
+ - {x: 15.00004, y: 29.99999}
+ - {x: 16.99999, y: 29.999962}
+ - {x: 17.000027, y: 28.99999}
+ - {x: 19.99999, y: 28.999962}
+ - {x: 20.000027, y: 24.99999}
+ - {x: 21.00001, y: 25.000027}
+ - {x: 21.00004, y: 28.99999}
+ - {x: 26.99999, y: 28.999962}
+ - - {x: 5.99999, y: 31.00002}
+ - {x: 7.0000095, y: 31.000027}
+ - {x: 7.000039, y: 31.99999}
+ - {x: 8.00001, y: 32.000027}
+ - {x: 8.000039, y: 34.999992}
+ - {x: 9.00001, y: 35.000027}
+ - {x: 9.000039, y: 35.999992}
+ - {x: 10.00001, y: 36.000027}
+ - {x: 9.999974, y: 37.00001}
+ - {x: 7.9999905, y: 36.999973}
+ - {x: 7.999961, y: 36.00001}
+ - {x: 6.9999905, y: 35.999973}
+ - {x: 6.999961, y: 33.00001}
+ - {x: 5.99999, y: 32.999973}
+ - - {x: -7.0000257, y: -24.00001}
+ - {x: -7.0000257, y: -6.9999905}
+ - {x: -27.00001, y: -7.0000257}
+ - {x: -26.999975, y: -24.00001}
+ - - {x: -9.00001, y: -22.99996}
+ - {x: -24.99999, y: -22.99996}
+ - {x: -24.99996, y: -9.00001}
+ - {x: -9.00001, y: -9.000039}
m_VertexDistance: 0.0005
m_OffsetDistance: 0.00005
m_UseDelaunayMesh: 0
@@ -3414,7 +6979,7 @@ GameObject:
- component: {fileID: 1724693116}
- component: {fileID: 1724693115}
- component: {fileID: 1724693114}
- m_Layer: 0
+ m_Layer: 11
m_Name: Spawnpoint
m_TagString: Untagged
m_Icon: {fileID: 0}
@@ -3462,7 +7027,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 3
+ m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1745491809
GameObject:
@@ -3488,10 +7053,45 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1745491809}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: 15.705107, y: 5.15895, z: -2.290801}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
+ m_RootOrder: 3
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1 &2044435814
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 2044435815}
+ m_Layer: 0
+ m_Name: Camera Stuff
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!4 &2044435815
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 2044435814}
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children:
+ - {fileID: 1298050030}
+ - {fileID: 386480047}
+ - {fileID: 416897067}
+ - {fileID: 841802624}
+ m_Father: {fileID: 0}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs
new file mode 100644
index 0000000..b422fca
--- /dev/null
+++ b/Assets/Scripts/CameraController.cs
@@ -0,0 +1,25 @@
+using Cinemachine;
+
+using UnityEngine;
+
+
+public class CameraController : MonoBehaviour
+{
+ [SerializeField] private Character root;
+ [SerializeField] private CinemachineVirtualCamera vCam;
+
+ private void OnEnable()
+ {
+ if ( vCam == null )
+ vCam = GetComponent();
+
+ root.Spawned += RootOnSpawned;
+ }
+
+ private void RootOnSpawned( Character obj )
+ {
+ var objTransform = obj.transform;
+ vCam.Follow = objTransform;
+ vCam.LookAt = objTransform;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/CameraController.cs.meta b/Assets/Scripts/CameraController.cs.meta
new file mode 100644
index 0000000..bfb16bc
--- /dev/null
+++ b/Assets/Scripts/CameraController.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: e7de0477c4e04c24ad762210a7f4adf6
+timeCreated: 1653169076
\ No newline at end of file
diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs
index 4ff8747..218c848 100644
--- a/Assets/Scripts/Character.cs
+++ b/Assets/Scripts/Character.cs
@@ -11,19 +11,37 @@ using UnityEngine;
public class Character : MonoBehaviour
{
public bool isActivePlayer;
-
- public Character root;
-
- private InputToMovement inputToMovement;
- private CharacterController2D characterController2D;
- [SerializeField]
- private float dissolveSpeed = 0.05f;
- [SerializeField]
- private Transform spawnPosition;
+ public Character root;
+
+#region Components
+
+ private new Collider2D collider;
+
+#endregion
+
+#region Inspector
+
+ [SerializeField] private float dissolveSpeed = 0.05f;
+ [SerializeField] private Transform spawnPosition;
[SerializeField] private Transform parentForNew;
+ [SerializeField] private LayerMask findLayerMask;
+ [SerializeField] private float eatRange = 2.5f;
+ [SerializeField] private float attachRange = .5f;
+
+#endregion
+
+#region Events
+
+ public event Action Killed;
+ public event Action Spawned;
+
+#endregion
+
public List spawnedObjects = new();
+ private static readonly int DissolveAmount = Shader.PropertyToID( "_DissolveAmount" );
+
private IEnumerator Start()
{
yield return new WaitForSeconds( 0.5f );
@@ -40,21 +58,32 @@ public class Character : MonoBehaviour
private void OnEnable()
{
- inputToMovement = GetComponent();
- characterController2D = GetComponent();
+ GetComponent();
+ GetComponent();
+ collider = GetComponent();
+ if ( root != null )
+ {
+ Spawned -= OnSpawned;
+ Spawned += OnSpawned;
+ }
}
- public void Init( Character prefab )
+ private void OnSpawned( Character c ) { root.CallSpawned( c ); }
+
+ private void CallSpawned( Character character ) { Spawned?.Invoke( character ); }
+
+ private void Init( Character prefab )
{
// inputToMovement.enabled = true;
// characterController2D.enabled = true;
- this.root = prefab;
+ root = prefab;
isActivePlayer = true;
+ Killed += character => root.spawnedObjects.Remove( character );
}
public void KillSelf()
{
- if ( math.distance( transform.position , Vector3.zero ) < 2 )
+ if ( math.distance( transform.position , spawnPosition.position ) < 2 )
{
Debug.Log( "Cant restart here, too near to spawn" );
return;
@@ -71,33 +100,65 @@ public class Character : MonoBehaviour
private void SpawnNew()
{
- var newPlayer = Instantiate( root , spawnPosition.position , Quaternion.identity, parentForNew );
+ var newPlayer = Instantiate( root , spawnPosition.position , Quaternion.identity , parentForNew );
newPlayer.Init( root );
root.spawnedObjects.Add( newPlayer );
+ Spawned?.Invoke( newPlayer );
}
- public void Dissolve()
+ public void Eat()
{
- var target = FindNearestSpawned();
+ var target = FindNearestSpawned( eatRange );
if ( target == null )
return;
+ var size = target.transform.transform.localScale;
+ size.z = 0;
+ transform.localScale += size;
target.DissolveSelf();
}
public void DissolveSelf() { StartCoroutine( DissolveRoutine() ); }
- private Character FindNearestSpawned()
+ private Character FindNearestSpawned( float range )
{
Character closest = null;
float closestDistance = float.MaxValue;
+ var t = transform;
+ var localScale = t.localScale;
+ Collider2D[] colliders = new Collider2D[50];
+ Physics2D.OverlapBoxNonAlloc( point: t.position
+ , size: new Vector2( localScale.x + range , localScale.y + range )
+ , angle: t.rotation.eulerAngles.z
+ , results: colliders
+ , layerMask: findLayerMask );
+
+ foreach ( Collider2D coll in colliders )
+ {
+ if ( !coll.TryGetComponent( out Character character ) )
+ continue;
+
+ if ( character == this )
+ continue;
+
+ var distance = Physics2D.Distance( collider , coll ).distance;
+
+ if ( distance >= closestDistance )
+ continue;
+
+ closest = character;
+ closestDistance = distance;
+ }
+
+ /*
foreach ( Character spawnedObject in root.spawnedObjects )
{
if ( spawnedObject == this )
continue;
+
var distance = math.distance( spawnedObject.transform.position , transform.position );
- if ( distance > 2.5f )
+ if ( distance > range )
continue;
if ( closest != null
@@ -107,6 +168,7 @@ public class Character : MonoBehaviour
closest = spawnedObject;
closestDistance = distance;
}
+ */
return closest;
}
@@ -118,11 +180,33 @@ public class Character : MonoBehaviour
while ( value < 1 )
{
value += dissolveSpeed;
- mat.SetFloat( "_DissolveAmount" , value );
+ mat.SetFloat( DissolveAmount , value );
yield return null;
}
- root.spawnedObjects.Remove( this );
+ Killed?.Invoke( this );
Destroy( gameObject );
}
+
+ public void Attach()
+ {
+ var target = FindNearestSpawned( attachRange );
+ if ( target == null )
+ return;
+
+ target.transform.parent = transform;
+ RemovePlayerComponentsFromTarget( target );
+ }
+
+ private static void RemovePlayerComponentsFromTarget( Character target )
+ {
+ var targetRb = target.GetComponent();
+ var targetCol = target.GetComponent();
+ var targetController = target.GetComponent();
+ var targetInput = target.GetComponent();
+ Destroy( targetInput );
+ Destroy( targetController );
+ Destroy( targetCol );
+ Destroy( targetRb );
+ }
}
diff --git a/Assets/Scripts/CharacterController2D.cs b/Assets/Scripts/CharacterController2D.cs
index bbd25d9..d036f2f 100644
--- a/Assets/Scripts/CharacterController2D.cs
+++ b/Assets/Scripts/CharacterController2D.cs
@@ -1,150 +1,98 @@
-using UnityEngine;
+using System;
+
+using UnityEngine;
using UnityEngine.Events;
-// ReSharper disable once InvalidXmlDocComment
+
+
// ReSharper disable InvalidXmlDocComment
///
/// The script from
///
public class CharacterController2D : MonoBehaviour
{
- [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
- [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
- [Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
- [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
- [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
- [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
- [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
- [SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
- [Range(0,2)][SerializeField]private float k_GroundedRadius = 1.5f; // Radius of the overlap circle to determine if grounded
+ [SerializeField] private float jumpForce = 50f; // Amount of force added when the player jumps.
+ [Range( 0 , .3f )] [SerializeField] private float movementSmoothing = .05f;// How much to smooth out the movement
+ [SerializeField] private bool airControl = true; // Whether or not a player can steer while jumping;
+ [SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character
+ [Range( 0 , 2 )] [SerializeField] private float groundedRadius = 1.5f; // Radius of the overlap circle to determine if grounded
- private bool m_Grounded; // Whether or not the player is grounded.
- const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand upf
- private Rigidbody2D m_Rigidbody2D;
- private bool m_FacingRight = true; // For determining which way the player is currently facing.
- private Vector3 m_Velocity = Vector3.zero;
+ private bool m_Grounded;// Whether or not the player is grounded.
+ private Rigidbody2D m_Rigidbody2D;
+ private CompositeCollider2D compositeCollider;
+ private Vector3 m_Velocity = Vector3.zero;
- [Header("Events")]
- [Space]
+ [Serializable] public class BoolEvent : UnityEvent { }
- public UnityEvent OnLandEvent;
+ private void Awake()
+ {
+ m_Rigidbody2D = GetComponent();
+ compositeCollider = GetComponent();
+ }
- [System.Serializable]
- public class BoolEvent : UnityEvent { }
+ private Collider2D[] colliders = new Collider2D[10];
- public BoolEvent OnCrouchEvent;
- private bool m_wasCrouching = false;
+ private void FixedUpdate()
+ {
+ m_Grounded = false;
- private void Awake()
- {
- m_Rigidbody2D = GetComponent();
+ Array.Clear( colliders , 0 , colliders.Length );
+ var bounds = compositeCollider.bounds;
+ var size = new Vector2( bounds.size.x + groundedRadius , bounds.size.y + groundedRadius );
+ Physics2D.OverlapBoxNonAlloc( point: bounds.center
+ , size: size
+ , angle: 0
+ , results: colliders
+ , layerMask: whatIsGround );
- if (OnLandEvent == null)
- OnLandEvent = new UnityEvent();
+ foreach ( Collider2D c in colliders )
+ {
+ if ( c == null )
+ continue;
- if (OnCrouchEvent == null)
- OnCrouchEvent = new BoolEvent();
- }
+ if ( c.gameObject == gameObject )
+ continue;
- private void FixedUpdate()
- {
- bool wasGrounded = m_Grounded;
- m_Grounded = false;
+ if ( c.transform.IsChildOf( transform ) )
+ continue;
- // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
- // This can be done using layers instead but Sample Assets will not overwrite your project settings.
- Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
- for (int i = 0; i < colliders.Length; i++)
- {
- if (colliders[i].gameObject != gameObject)
- {
- m_Grounded = true;
- if (!wasGrounded)
- OnLandEvent.Invoke();
- }
- }
- }
+ if ( Physics2D.Distance( compositeCollider , c ).distance > groundedRadius )
+ continue;
+
+ m_Grounded = true;
+ }
+ }
- public void Move(float move, bool crouch, bool jump)
- {
- // If crouching, check to see if the character can stand up
- if (!crouch)
- {
- // If the character has a ceiling preventing them from standing up, keep them crouching
- if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
- {
- crouch = true;
- }
- }
+ public void Move( float move , bool jump )
+ {
+ //only control the player if grounded or airControl is turned on
+ if ( m_Grounded || airControl )
+ {
+ // Move the character by finding the target velocity
+ var velocity = m_Rigidbody2D.velocity;
+ Vector3 targetVelocity = new Vector2( move * 10f , velocity.y );
- //only control the player if grounded or airControl is turned on
- if (m_Grounded || m_AirControl)
- {
+ // And then smoothing it out and applying it to the character
+ m_Rigidbody2D.velocity = Vector3.SmoothDamp( velocity , targetVelocity , ref m_Velocity , movementSmoothing );
+ }
- // If crouching
- if (crouch)
- {
- if (!m_wasCrouching)
- {
- m_wasCrouching = true;
- OnCrouchEvent.Invoke(true);
- }
+ // If the player should jump...
+ if ( !m_Grounded || !jump )
+ return;
- // Reduce the speed by the crouchSpeed multiplier
- move *= m_CrouchSpeed;
+ // Add a vertical force to the player.
+ m_Grounded = false;
+ m_Rigidbody2D.AddForce( new Vector2( 0f , jumpForce ) );
+ }
- // Disable one of the colliders when crouching
- if (m_CrouchDisableCollider != null)
- m_CrouchDisableCollider.enabled = false;
- } else
- {
- // Enable the collider when not crouching
- if (m_CrouchDisableCollider != null)
- m_CrouchDisableCollider.enabled = true;
+ private void OnDrawGizmosSelected()
+ {
+ if ( compositeCollider == null )
+ return;
- if (m_wasCrouching)
- {
- m_wasCrouching = false;
- OnCrouchEvent.Invoke(false);
- }
- }
+ var bounds = compositeCollider.bounds;
+ var size = new Vector2( bounds.size.x + groundedRadius , bounds.size.y + groundedRadius );
- // Move the character by finding the target velocity
- Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
- // And then smoothing it out and applying it to the character
- m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
-
- // If the input is moving the player right and the player is facing left...
- if (move > 0 && !m_FacingRight)
- {
- // ... flip the player.
- Flip();
- }
- // Otherwise if the input is moving the player left and the player is facing right...
- else if (move < 0 && m_FacingRight)
- {
- // ... flip the player.
- Flip();
- }
- }
- // If the player should jump...
- if (m_Grounded && jump)
- {
- // Add a vertical force to the player.
- m_Grounded = false;
- m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
- }
- }
-
-
- private void Flip()
- {
- // Switch the way the player is labelled as facing.
- m_FacingRight = !m_FacingRight;
-
- // Multiply the player's x local scale by -1.
- Vector3 theScale = transform.localScale;
- theScale.x *= -1;
- transform.localScale = theScale;
- }
-}
\ No newline at end of file
+ Gizmos.DrawWireCube( bounds.center , size );
+ }
+}
diff --git a/Assets/Scripts/DissolveCollidersExceptPlayer.cs b/Assets/Scripts/DissolveCollidersExceptPlayer.cs
index f7b4764..a1a5379 100644
--- a/Assets/Scripts/DissolveCollidersExceptPlayer.cs
+++ b/Assets/Scripts/DissolveCollidersExceptPlayer.cs
@@ -1,7 +1,3 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-
using UnityEngine;
@@ -9,9 +5,9 @@ public class DissolveCollidersExceptPlayer : MonoBehaviour
{
private void OnTriggerEnter2D( Collider2D col )
{
- if ( !col.TryGetComponent( out Character character ) )
+ if ( !col.TryGetComponent( out Character character ) )
return;
-
+
if ( character.isActivePlayer )
return;
diff --git a/Assets/Scripts/GizmosExtended.cs b/Assets/Scripts/GizmosExtended.cs
new file mode 100644
index 0000000..44a96fb
--- /dev/null
+++ b/Assets/Scripts/GizmosExtended.cs
@@ -0,0 +1,26 @@
+using UnityEngine;
+
+
+public static class GizmosExtended
+{
+ public static void DrawCubeWithLocalSpace( Vector3 center , float size , Transform transform )
+ {
+ var s = new Vector3( size , size , -1 );
+ Gizmos.matrix = Matrix4x4.TRS( transform.TransformPoint( Vector3.zero ) , transform.rotation , transform.lossyScale );
+ Gizmos.DrawCube( Vector3.zero , Vector3.one + s );
+
+
+ // var pUR = (Vector2) center + new Vector2( size.x , size.y );
+ // var pUL = (Vector2) center + new Vector2( -size.x , size.y );
+ // var pDR = (Vector2) center + new Vector2( size.x , -size.y );
+ // var pDL = (Vector2) center + new Vector2( -size.x , -size.y );
+ }
+}
+
+public static class Vector2Extension
+{
+ public static Vector2 Rotate( this Vector2 v , float degrees )
+ {
+ return Quaternion.Euler( 0 , 0 , degrees ) * v;
+ }
+}
diff --git a/Assets/Scripts/GizmosExtended.cs.meta b/Assets/Scripts/GizmosExtended.cs.meta
new file mode 100644
index 0000000..b9b54d1
--- /dev/null
+++ b/Assets/Scripts/GizmosExtended.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 6a664528b07c49c3a9778216301756d7
+timeCreated: 1653155890
\ No newline at end of file
diff --git a/Assets/Scripts/InputToMovement.cs b/Assets/Scripts/InputToMovement.cs
index 9372202..58cc8a8 100644
--- a/Assets/Scripts/InputToMovement.cs
+++ b/Assets/Scripts/InputToMovement.cs
@@ -1,5 +1,4 @@
-using System.Collections;
-using System.Collections.Generic;
+using System;
using UnityEngine;
@@ -10,29 +9,29 @@ public class InputToMovement : MonoBehaviour
private CharacterController2D controller2D;
private Character character;
- void OnEnable()
+ private void OnEnable()
{
controller2D = GetComponent();
character = GetComponent();
+
// interactTimer = 0;
}
// Update is called once per frame
- [SerializeField]
- private float interactTimer = 0;
- [SerializeField]
- private float interactThreshold = 3;
- [SerializeField]
- private float reloadTimer = 0;
- [SerializeField]
- private float reloadThreshold = 1;
+ [SerializeField] private float interactTimer;
+ [SerializeField] private float interactThreshold = 1;
+ [SerializeField] private float reloadTimer;
+ [SerializeField] private float reloadThreshold = 1;
+ [SerializeField] private float attachTimer;
+ [SerializeField] private float attachThreshold = 1;
- void Update()
+ private void Update()
{
if ( !character.isActivePlayer )
return;
+
// if ( controller2D == null )
- // return;
+ // return;
var horizontal = Input.GetAxis( "Horizontal" );
var jump = Input.GetButton( "Jump" );
@@ -40,7 +39,7 @@ public class InputToMovement : MonoBehaviour
// var crouch = Input.GetButton( "Crouch" );
if ( horizontal != 0 || jump )
{
- controller2D.Move( horizontal , false , jump );
+ controller2D.Move( horizontal , jump );
}
var interact = Input.GetButton( "Interact" );
@@ -58,6 +57,7 @@ public class InputToMovement : MonoBehaviour
character.KillSelf();
interactTimer = 0;
}
+
var reload = Input.GetButton( "Reload" );
if ( reload )
{
@@ -70,8 +70,26 @@ public class InputToMovement : MonoBehaviour
if ( reloadTimer >= reloadThreshold )
{
- character.Dissolve();
+ character.Eat();
reloadTimer = 0;
}
+
+ var attach = Input.GetButton( "Attach" );
+ if ( attach )
+ {
+ attachTimer += Time.deltaTime;
+ }
+ else
+ {
+ attachTimer = 0;
+ }
+
+ if ( attachTimer >= attachThreshold )
+ {
+ character.Attach();
+ attachTimer = 0;
+ }
+
+ Console.WriteLine();
}
}
diff --git a/ProjectSettings/InputManager.asset b/ProjectSettings/InputManager.asset
index 083c6c4..30b764d 100644
--- a/ProjectSettings/InputManager.asset
+++ b/ProjectSettings/InputManager.asset
@@ -517,4 +517,20 @@ InputManager:
type: 0
axis: 0
joyNum: 0
+ - serializedVersion: 3
+ m_Name: Attach
+ descriptiveName:
+ descriptiveNegativeName:
+ negativeButton:
+ positiveButton: q
+ altNegativeButton:
+ altPositiveButton:
+ gravity: 1000
+ dead: 0.001
+ sensitivity: 1000
+ snap: 0
+ invert: 0
+ type: 0
+ axis: 0
+ joyNum: 0
m_UsePhysicalKeys: 1
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index 8a27575..729ba3c 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -16,7 +16,7 @@ TagManager:
- Characters
-
-
- -
+ - MapIgnore
-
-
-