Merge remote-tracking branch 'origin/main' into main

This commit is contained in:
Unknown committed 2022-02-25 03:16:40 -06:00
commit 6d43681db6
73 files changed
+12035 -4299

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+3 -3
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@@ -15,11 +15,11 @@ public class Movement : MonoBehaviour
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
public 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 up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
public Vector3 m_Velocity = Vector3.zero;
public static bool pause = false;
private bool dj = false;
@@ -36,6 +36,7 @@ public class Movement : MonoBehaviour
private void Awake()
{
pause = false;
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
@@ -162,4 +163,3 @@ public class Movement : MonoBehaviour
transform.localScale = theScale;
}
}
+30 -11
View File
@@ -8,27 +8,46 @@ public class NPC : MonoBehaviour
{
public Movement controller;
float horizontalMove = 0f;
public float runSpeed = 40f;
public string title = "";
public Animator animator;
float horizontalMove = 1f;
public float runSpeed = 20f;
public float leftBound;
public float rightBound;
float elapsed;
public float minDelay;
public float maxDelay;
float delay;
//constructs an NPC using parameters
public NPC(string name, float run, float hor)
{
title = name;
runSpeed = run;
horizontalMove = hor;
}
void Start()
{
delay = Random.Range(minDelay, maxDelay);
horizontalMove = horizontalMove * runSpeed;
}
// Update is called once per frame
void Update()
{
if(elapsed > delay) {
horizontalMove = -1 * (horizontalMove/Mathf.Abs(horizontalMove)) * runSpeed;
elapsed = 0f;
delay = Random.Range(minDelay, maxDelay);
}
if(Movement.pause) {
animator.SetFloat("Horizontal", 0);
}
if (animator != null && !Movement.pause) {
animator.SetFloat("Horizontal", (horizontalMove/Mathf.Abs(horizontalMove)));
animator.SetBool("Airborne", !controller.m_Grounded);
}
elapsed += Time.deltaTime;
if(transform.position.x > rightBound) {
horizontalMove = -1 * runSpeed;
}
if(transform.position.x < leftBound) {
horizontalMove = runSpeed;
}
}
//NPC movement determined by script in subclasses
+9 -5
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@@ -5,7 +5,7 @@ using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public Movement controller;
//public Animator animator;
public Animator animator;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
@@ -13,9 +13,6 @@ public class PlayerMovement : MonoBehaviour
// Update is called once per frame
void Update() {
// Horizontal value is for the animation state machine. No code required, wow!
//animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
if (Input.GetButtonDown("Jump")) {
@@ -27,8 +24,15 @@ public class PlayerMovement : MonoBehaviour
} else if (Input.GetKeyUp(KeyCode.LeftShift)) {
crouch = false;
}
if(Movement.pause) {
animator.SetFloat("Horizontal", 0);
}
if (animator != null && !Movement.pause) {
animator.SetFloat("Horizontal", Input.GetAxis("Horizontal"));
animator.SetBool("Airborne", !controller.m_Grounded);
}
}
void FixedUpdate()
{
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
+27 -6
View File
@@ -4,13 +4,18 @@ using UnityEngine;
public class Platform : MonoBehaviour
{
public bool isMoving;
public Vector3 positionToMoveTo;
public float length;
float prevY;
Vector3 startPos;
void Start()
{
startPos = transform.position;
StartCoroutine(LerpPosition(positionToMoveTo, length));
if(isMoving)
{
startPos = transform.position;
StartCoroutine(LerpPosition(positionToMoveTo, length));
}
}
IEnumerator LerpPosition(Vector3 targetPosition, float duration)
{
@@ -35,11 +40,27 @@ public class Platform : MonoBehaviour
// Update is called once per frame
void Update()
{
if(transform.position == positionToMoveTo) {
Switch();
StartCoroutine(LerpPosition(positionToMoveTo, length));
if(isMoving) {
if(transform.position == positionToMoveTo) {
Switch();
StartCoroutine(LerpPosition(positionToMoveTo, length));
}
}
}
// void OnCollisionEnter2D (Collision2D other) {
// if (other.gameObject.tag == "Player") {
// if(goThrough) {
// if(other.gameObject.GetComponent<Movement>().m_Velocity.y > 0.01f) {
// GetComponent<Collider2D>().isTrigger = true;
// }
// else
// {
// GetComponent<Collider2D>().isTrigger = false;
// }
// }
// }
// }
}