From 6ffa65dcb1ebaf12695d717fb15378e2fc979100 Mon Sep 17 00:00:00 2001 From: OMGeeky Date: Sun, 22 May 2022 01:56:22 +0200 Subject: [PATCH] Movement & Attaching etc. also cleanup --- .idea/.idea.GameDevGameJamV2/.idea/vcs.xml | 6 + Assets/Data/SpriteDissolve.mat | 6 +- Assets/Scenes/MainLevel.unity | 3978 ++++++++++++++++- Assets/Scripts/CameraController.cs | 25 + Assets/Scripts/CameraController.cs.meta | 3 + Assets/Scripts/Character.cs | 126 +- Assets/Scripts/CharacterController2D.cs | 198 +- .../Scripts/DissolveCollidersExceptPlayer.cs | 8 +- Assets/Scripts/GizmosExtended.cs | 26 + Assets/Scripts/GizmosExtended.cs.meta | 3 + Assets/Scripts/InputToMovement.cs | 48 +- ProjectSettings/InputManager.asset | 16 + ProjectSettings/TagManager.asset | 2 +- 13 files changed, 4085 insertions(+), 360 deletions(-) create mode 100644 .idea/.idea.GameDevGameJamV2/.idea/vcs.xml create mode 100644 Assets/Scripts/CameraController.cs create mode 100644 Assets/Scripts/CameraController.cs.meta create mode 100644 Assets/Scripts/GizmosExtended.cs create mode 100644 Assets/Scripts/GizmosExtended.cs.meta diff --git a/.idea/.idea.GameDevGameJamV2/.idea/vcs.xml b/.idea/.idea.GameDevGameJamV2/.idea/vcs.xml new file mode 100644 index 0000000..94a25f7 --- /dev/null +++ b/.idea/.idea.GameDevGameJamV2/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/Assets/Data/SpriteDissolve.mat b/Assets/Data/SpriteDissolve.mat index 3b9ebba..87a6a20 100644 --- a/Assets/Data/SpriteDissolve.mat +++ b/Assets/Data/SpriteDissolve.mat @@ -52,7 +52,7 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - 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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 - - -