mirror of
https://github.com/frizbee19/FebGameJam.git
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File diff suppressed because one or more lines are too long
@@ -0,0 +1,26 @@
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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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using UnityEngine.Audio;
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public class AudioManager : MonoBehaviour
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{
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public AudioMixer theMixer;
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void Start()
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{
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if (PlayerPrefs.HasKey("MasterVol"))
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{
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theMixer.SetFloat("MasterVol", PlayerPrefs.GetFloat("MasterVol"));
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}
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if (PlayerPrefs.HasKey("MusicVol"))
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{
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theMixer.SetFloat("MusicVol", PlayerPrefs.GetFloat("MusicVol"));
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}
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if (PlayerPrefs.HasKey("SFXVol"))
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{
|
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theMixer.SetFloat("SFXVol", PlayerPrefs.GetFloat("SFXVol"));
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+36
-1
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using UnityEngine.Audio;
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public class OptionsScreen : MonoBehaviour
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{
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@@ -11,6 +12,9 @@ public class OptionsScreen : MonoBehaviour
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public List<ResItem> resolutions = new List<ResItem>();
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private int selectedResolution;
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public TMP_Text resolutionLabel;
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public AudioMixer theMixer;
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public TMP_Text masterLabel, musicLabel, SFXLabel;
|
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public Slider masterSlider, musicSlider, SFXSlider;
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// Start is called before the first frame update
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void Start()
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@@ -44,6 +48,18 @@ public class OptionsScreen : MonoBehaviour
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selectedResolution = resolutions.Count - 1;
|
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UpdateResLabel();
|
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}
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float vol = 0f;
|
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theMixer.GetFloat("MasterVol", out vol);
|
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masterSlider.value = vol;
|
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theMixer.GetFloat("MusicVol", out vol);
|
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musicSlider.value = vol;
|
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theMixer.GetFloat("SFXVol", out vol);
|
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SFXSlider.value = vol;
|
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|
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masterLabel.text = Mathf.RoundToInt(masterSlider.value *5/3+100).ToString();
|
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musicLabel.text = Mathf.RoundToInt(musicSlider.value *5/3+100).ToString();
|
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SFXLabel.text = Mathf.RoundToInt(SFXSlider.value *5/3+100).ToString();
|
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}
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// Update is called once per frame
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@@ -91,7 +107,26 @@ public class OptionsScreen : MonoBehaviour
|
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Screen.SetResolution(resolutions[selectedResolution].horizontal, resolutions[selectedResolution].vertical, fullscreenTog.isOn);
|
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}
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public void SetMasterVol()
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{
|
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masterLabel.text = Mathf.RoundToInt(masterSlider.value *5/3+100).ToString();
|
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theMixer.SetFloat("MasterVol", masterSlider.value);
|
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PlayerPrefs.SetFloat("MasterVol", masterSlider.value);
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}
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public void SetMusicVol()
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{
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musicLabel.text = Mathf.RoundToInt(musicSlider.value *5/3+100).ToString();
|
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theMixer.SetFloat("MusicVol", musicSlider.value);
|
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PlayerPrefs.SetFloat("MusicVol", musicSlider.value);
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}
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public void SetSFXVol()
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{
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SFXLabel.text = Mathf.RoundToInt((SFXSlider.value *5/3+100)).ToString();
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theMixer.SetFloat("SFXVol", SFXSlider.value);
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PlayerPrefs.SetFloat("SFXVol", SFXSlider.value);
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}
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}
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[System.Serializable]
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public class ResItem
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@@ -42,7 +42,7 @@ public class mainMenu : MonoBehaviour
|
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}
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public void CloseCredits()
|
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{
|
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{
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creditsScreen.SetActive(false);
|
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}
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|
||||
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@@ -0,0 +1,104 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class Dialogue : MonoBehaviour
|
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{
|
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public TMP_Text textbox;
|
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public TMP_Text arrow;
|
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public List<string> pages = new List<string>();
|
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int curPage = 0;
|
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public bool isOpen = true;
|
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//used to activate/deactivate test object
|
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//activate through outside means probably
|
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public GameObject textTest;
|
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//used to print the first x letters of the text
|
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int cCount = 0;
|
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//changes the pace at which chars appear
|
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//in seconds
|
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float pace = 0.05f;
|
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float elapsed = 0f;
|
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// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
if(pages.Count > 0)
|
||||
{
|
||||
textbox.text = pages[0];
|
||||
arrow.text = "";
|
||||
}
|
||||
}
|
||||
|
||||
//Adds a page of text
|
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void AddPage(string text)
|
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{
|
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pages.Add(text);
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//only pauses if opened
|
||||
if(isOpen)
|
||||
{
|
||||
//pause
|
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Movement.pause = true;
|
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//checks if all of the characters are on the page
|
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if(cCount >= pages[curPage].Length)
|
||||
{
|
||||
//prints the "next" arrow when at end of page except last page
|
||||
if(curPage < pages.Count - 1)
|
||||
{
|
||||
arrow.text = ">";
|
||||
}
|
||||
else
|
||||
{
|
||||
arrow.text = "x";
|
||||
}
|
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elapsed = 0;
|
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if(Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.DownArrow) ||
|
||||
Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
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//scroll through textbox using any movement key
|
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if(curPage >= pages.Count - 1)
|
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{
|
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//exits the textbox
|
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isOpen = false;
|
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Movement.pause = false;
|
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textTest.SetActive(false);
|
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}
|
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else
|
||||
{
|
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//resets pace of chars
|
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arrow.text = "";
|
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++curPage;
|
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cCount = 0;
|
||||
}
|
||||
}
|
||||
}
|
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else
|
||||
{
|
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//writes chars at specified pace
|
||||
elapsed += Time.deltaTime;
|
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if(elapsed > pace)
|
||||
{
|
||||
++cCount;
|
||||
textbox.text = pages[curPage].Substring(0, cCount);
|
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elapsed = 0;
|
||||
}
|
||||
//skip ahead
|
||||
if(Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.DownArrow) ||
|
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Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space))
|
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{
|
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cCount = pages[curPage].Length;
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textbox.text = pages[curPage];
|
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}
|
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|
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}
|
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}
|
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//unpause
|
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else
|
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{
|
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Movement.pause = false;
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}
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}
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}
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@@ -0,0 +1,20 @@
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//WIP
|
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class Enemy : MonoBehaviour
|
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{
|
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// Start is called before the first frame update
|
||||
void Start()
|
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{
|
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|
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}
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// Update is called once per frame
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void Update()
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@@ -0,0 +1,20 @@
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//WIP
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|
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
||||
public class Friend : MonoBehaviour
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{
|
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// Start is called before the first frame update
|
||||
void Start()
|
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{
|
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|
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}
|
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|
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// Update is called once per frame
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void Update()
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{
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}
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}
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@@ -20,6 +20,7 @@ public class Movement : MonoBehaviour
|
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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 static bool pause = false;
|
||||
|
||||
[Header("Events")]
|
||||
[Space]
|
||||
@@ -65,74 +66,77 @@ public class Movement : MonoBehaviour
|
||||
|
||||
public void Move(float move, bool crouch, bool jump)
|
||||
{
|
||||
// If crouching, check to see if the character can stand up
|
||||
if (!crouch)
|
||||
if(!pause)
|
||||
{
|
||||
// If the character has a ceiling preventing them from standing up, keep them crouching
|
||||
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
|
||||
// If crouching, check to see if the character can stand up
|
||||
if (!crouch)
|
||||
{
|
||||
crouch = true;
|
||||
}
|
||||
}
|
||||
|
||||
//only control the player if grounded or airControl is turned on
|
||||
if (m_Grounded || m_AirControl)
|
||||
{
|
||||
|
||||
// If crouching
|
||||
if (crouch)
|
||||
{
|
||||
if (!m_wasCrouching)
|
||||
// If the character has a ceiling preventing them from standing up, keep them crouching
|
||||
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
|
||||
{
|
||||
m_wasCrouching = true;
|
||||
OnCrouchEvent.Invoke(true);
|
||||
}
|
||||
|
||||
// Reduce the speed by the crouchSpeed multiplier
|
||||
move *= m_CrouchSpeed;
|
||||
|
||||
// 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;
|
||||
|
||||
if (m_wasCrouching)
|
||||
{
|
||||
m_wasCrouching = false;
|
||||
OnCrouchEvent.Invoke(false);
|
||||
crouch = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
//only control the player if grounded or airControl is turned on
|
||||
if (m_Grounded || m_AirControl)
|
||||
{
|
||||
|
||||
// If the input is moving the player right and the player is facing left...
|
||||
if (move > 0 && !m_FacingRight)
|
||||
{
|
||||
// ... flip the player.
|
||||
Flip();
|
||||
// If crouching
|
||||
if (crouch)
|
||||
{
|
||||
if (!m_wasCrouching)
|
||||
{
|
||||
m_wasCrouching = true;
|
||||
OnCrouchEvent.Invoke(true);
|
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}
|
||||
|
||||
// Reduce the speed by the crouchSpeed multiplier
|
||||
move *= m_CrouchSpeed;
|
||||
|
||||
// Disable one of the colliders when crouching
|
||||
if (m_CrouchDisableCollider != null)
|
||||
m_CrouchDisableCollider.enabled = false;
|
||||
}
|
||||
else
|
||||
{
|
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// Enable the collider when not crouching
|
||||
if (m_CrouchDisableCollider != null)
|
||||
m_CrouchDisableCollider.enabled = true;
|
||||
|
||||
if (m_wasCrouching)
|
||||
{
|
||||
m_wasCrouching = false;
|
||||
OnCrouchEvent.Invoke(false);
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
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m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
|
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|
||||
// If the input is moving the player right and the player is facing left...
|
||||
if (move > 0 && !m_FacingRight)
|
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{
|
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// ... flip the player.
|
||||
Flip();
|
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}
|
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// Otherwise if the input is moving the player left and the player is facing right...
|
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else if (move < 0 && m_FacingRight)
|
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{
|
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// ... flip the player.
|
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Flip();
|
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}
|
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}
|
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// Otherwise if the input is moving the player left and the player is facing right...
|
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else if (move < 0 && m_FacingRight)
|
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// If the player should jump...
|
||||
if (m_Grounded && jump)
|
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{
|
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// ... flip the player.
|
||||
Flip();
|
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// Add a vertical force to the player.
|
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m_Grounded = false;
|
||||
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
|
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}
|
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}
|
||||
}
|
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// If the player should jump...
|
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if (m_Grounded && jump)
|
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{
|
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// Add a vertical force to the player.
|
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m_Grounded = false;
|
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m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
|
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}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,39 @@
|
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//WIP
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class NPC : MonoBehaviour
|
||||
{
|
||||
|
||||
public Movement controller;
|
||||
float horizontalMove = 0f;
|
||||
public float runSpeed = 40f;
|
||||
public string title = "";
|
||||
|
||||
//constructs an NPC using parameters
|
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public NPC(string name, float run, float hor)
|
||||
{
|
||||
title = name;
|
||||
runSpeed = run;
|
||||
horizontalMove = hor;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//NPC movement determined by script in subclasses
|
||||
void FixedUpdate()
|
||||
{
|
||||
controller.Move(horizontalMove *Time.fixedDeltaTime, false, false);
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}
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}
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Reference in New Issue
Block a user