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https://github.com/frizbee19/FebGameJam.git
synced 2026-09-11 08:17:01 +00:00
Merge remote-tracking branch 'origin/main' into main
This commit is contained in:
commit
8508016312
5 files changed
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@@ -43,6 +43,7 @@ public class ScriptRayHit : MonoBehaviour
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offset += (rayAngle * rayLength) - (rayAngle * hit.distance);
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offset += (rayAngle * rayLength) - (rayAngle * hit.distance);
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//Debug.Log(hit.point);
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//Debug.Log(hit.point);
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}
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}
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Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3(((target.position.x - offset.x)*rayLength), (target.position.y - offset.y)*smoothSpeed/5, -65f), smoothSpeed * Time.fixedDeltaTime);
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Vector3 smoothedPos = Vector3.Lerp(transform.position, new Vector3(((target.position.x - offset.x)*rayLength), (target.position.y - offset.y)*smoothSpeed/5, -65f), smoothSpeed * Time.fixedDeltaTime);
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float x = Mathf.Abs(target.position.x - smoothedPos.x);
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float x = Mathf.Abs(target.position.x - smoothedPos.x);
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@@ -20,7 +20,7 @@ public class Movement : MonoBehaviour
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public bool m_Grounded; // Whether or not the player is grounded.
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public bool m_Grounded; // Whether or not the player is grounded.
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const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
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const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
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private Rigidbody2D m_Rigidbody2D;
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private Rigidbody2D m_Rigidbody2D;
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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public bool m_FacingRight = true; // For determining which way the player is currently facing.
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public Vector3 m_Velocity = Vector3.zero;
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public Vector3 m_Velocity = Vector3.zero;
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public static bool pause = false;
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public static bool pause = false;
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private bool dj = false;
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private bool dj = false;
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runSpeed: 40
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runSpeed: 40
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--- !u!58 &790075218
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CircleCollider2D:
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CircleCollider2D:
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@@ -1229,6 +1231,7 @@ MonoBehaviour:
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m_CrouchSpeed: 0.4
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m_CrouchSpeed: 0.4
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m_MovementSmoothing: 0.05
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m_MovementSmoothing: 0.05
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swimming: 0
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@@ -1236,6 +1239,7 @@ MonoBehaviour:
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m_CeilingCheck: {fileID: 772189788}
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m_CrouchDisableCollider: {fileID: 790075219}
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m_CrouchDisableCollider: {fileID: 790075219}
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m_Grounded: 0
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m_FacingRight: 1
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m_Velocity: {x: 0, y: 0, z: 0}
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m_Velocity: {x: 0, y: 0, z: 0}
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OnLandEvent:
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OnLandEvent:
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m_PersistentCalls:
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m_PersistentCalls:
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pivot: {x: 0, y: 0}
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oldSize: {x: 0, y: 0}
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newSize: {x: 0, y: 0}
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adaptiveTilingThreshold: 0
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adaptiveTiling: 0
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--- !u!50 &7026014452258301083
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Rigidbody2D:
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m_Layer: 8
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m_Name: Spoopy Ghoste (Jumpscare Warning)
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boxCollider: {fileID: 1864841646449138439}
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swimSpeed: 5
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cat: {fileID: 790075215}
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ball: 0
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mvt: {fileID: 0}
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@@ -0,0 +1,80 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class booMovement : MonoBehaviour
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{
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private Transform player;
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public BoxCollider2D boxCollider;
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public float swimSpeed = .25f;
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private Rigidbody2D rb;
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private Vector2 movement = Vector2.zero;
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private float sizeOffset = 1f;
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public GameObject cat;
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public bool ball;
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public Movement mvt;
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void Start()
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{
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rb = this.GetComponent<Rigidbody2D>();
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boxCollider = this.GetComponent<BoxCollider2D>();
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sizeOffset = Random.Range(2f, 10f);
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player = cat.transform;
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//player = GameObject.FindWithTag("Player").transform;
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if (player == null)
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{
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Debug.Log("Player not found! Make sure Seiden's Char Movement has a tag of Player!");
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}
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}
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void Update()
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{
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if (Movement.pause) return;
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//if (boxCollider.transform.x < cat.transform.x && m_FacingRight)
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mvt = cat.GetComponent<Movement>();
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ball = mvt.m_FacingRight;
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if ((transform.position.x < player.position.x && ball)||(transform.position.x > player.position.x && !ball))
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{
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Debug.Log("Away");
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player = cat.transform;
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Vector3 direction = player.position - transform.position;
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movement = direction.normalized;
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// Scale spirit size so they look like the swim like squid lol
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float size = Mathf.Sin(Time.time * sizeOffset) * .25f + 1;
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transform.localScale = new Vector3(size, size, 1);
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}
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}
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void FixedUpdate()
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{
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if (Movement.pause) return;
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if ((transform.position.x < player.position.x && ball) || (transform.position.x > player.position.x && !ball))
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{
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moveMe(movement);
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}
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else
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{
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noMoveMe(transform);
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.tag == "Player")
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{
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collision.GetComponent<Health>().takeHit();
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}
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}
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void moveMe(Vector2 direction)
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{
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rb.MovePosition(rb.position + direction * swimSpeed * Time.fixedDeltaTime);
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}
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void noMoveMe(Transform transform)
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{
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rb.MovePosition(new Vector2(transform.position.x, transform.position.y));
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}
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}
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Reference in new issue
Block a user