Merge branch 'main' into beni

This commit is contained in:
Benji authored and GitHub committed 2022-02-21 20:15:34 -06:00
commit d0fb1a31ed
44 files changed
+9612 -961

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+104
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Dialogue : MonoBehaviour
{
public TMP_Text textbox;
public TMP_Text arrow;
public List<string> pages = new List<string>();
int curPage = 0;
public bool isOpen = true;
//used to activate/deactivate test object
//activate through outside means probably
public GameObject textTest;
//used to print the first x letters of the text
int cCount = 0;
//changes the pace at which chars appear
//in seconds
float pace = 0.05f;
float elapsed = 0f;
// 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
void AddPage(string text)
{
pages.Add(text);
}
// Update is called once per frame
void Update()
{
//only pauses if opened
if(isOpen)
{
//pause
Movement.pause = true;
//checks if all of the characters are on the page
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";
}
elapsed = 0;
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))
{
//scroll through textbox using any movement key
if(curPage >= pages.Count - 1)
{
//exits the textbox
isOpen = false;
Movement.pause = false;
textTest.SetActive(false);
}
else
{
//resets pace of chars
arrow.text = "";
++curPage;
cCount = 0;
}
}
}
else
{
//writes chars at specified pace
elapsed += Time.deltaTime;
if(elapsed > pace)
{
++cCount;
textbox.text = pages[curPage].Substring(0, cCount);
elapsed = 0;
}
//skip ahead
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))
{
cCount = pages[curPage].Length;
textbox.text = pages[curPage];
}
}
}
//unpause
else
{
Movement.pause = false;
}
}
}
+11
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+20
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//WIP
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
+11
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+20
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//WIP
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Friend : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
+11
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+62 -58
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@@ -20,6 +20,7 @@ public class Movement : MonoBehaviour
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);
}
// 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);
}
}
// 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();
}
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
// If the player should jump...
if (m_Grounded && jump)
{
// ... flip the player.
Flip();
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
}
// 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));
}
}
+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
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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