mirror of
https://github.com/frizbee19/FebGameJam.git
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Merge branch 'main' into beni
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44 files changed
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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;
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using TMPro;
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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
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void Start()
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{
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if(pages.Count > 0)
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{
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textbox.text = pages[0];
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arrow.text = "";
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}
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}
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//Adds a page of text
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void AddPage(string text)
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{
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pages.Add(text);
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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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//only pauses if opened
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if(isOpen)
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{
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//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)
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{
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//prints the "next" arrow when at end of page except last page
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if(curPage < pages.Count - 1)
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{
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arrow.text = ">";
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}
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else
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{
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arrow.text = "x";
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}
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elapsed = 0;
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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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//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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{
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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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}
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}
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}
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else
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{
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//writes chars at specified pace
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elapsed += Time.deltaTime;
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if(elapsed > pace)
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{
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++cCount;
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textbox.text = pages[curPage].Substring(0, cCount);
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elapsed = 0;
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}
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//skip ahead
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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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//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;
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using System.Collections.Generic;
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using UnityEngine;
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public class Enemy : MonoBehaviour
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{
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// Start is called before the first frame update
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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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@@ -0,0 +1,20 @@
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//WIP
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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 Friend : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
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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;
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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private Vector3 m_Velocity = Vector3.zero;
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public static bool pause = false;
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[Header("Events")]
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[Space]
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@@ -65,74 +66,77 @@ public class Movement : MonoBehaviour
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public void Move(float move, bool crouch, bool jump)
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{
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// If crouching, check to see if the character can stand up
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if (!crouch)
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if(!pause)
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{
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// If the character has a ceiling preventing them from standing up, keep them crouching
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if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
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// If crouching, check to see if the character can stand up
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if (!crouch)
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{
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crouch = true;
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}
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}
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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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{
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// If crouching
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if (crouch)
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{
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if (!m_wasCrouching)
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// If the character has a ceiling preventing them from standing up, keep them crouching
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if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
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{
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m_wasCrouching = true;
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OnCrouchEvent.Invoke(true);
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}
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// Reduce the speed by the crouchSpeed multiplier
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move *= m_CrouchSpeed;
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// Disable one of the colliders when crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = false;
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}
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else
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{
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// Enable the collider when not crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = true;
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if (m_wasCrouching)
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{
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m_wasCrouching = false;
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OnCrouchEvent.Invoke(false);
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crouch = true;
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||||
}
|
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}
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// Move the character by finding the target velocity
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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// 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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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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{
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// If the input is moving the player right and the player is facing left...
|
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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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// If crouching
|
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if (crouch)
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{
|
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if (!m_wasCrouching)
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{
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m_wasCrouching = true;
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OnCrouchEvent.Invoke(true);
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||||
}
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|
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// Reduce the speed by the crouchSpeed multiplier
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move *= m_CrouchSpeed;
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// Disable one of the colliders when crouching
|
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if (m_CrouchDisableCollider != null)
|
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m_CrouchDisableCollider.enabled = false;
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}
|
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else
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{
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// Enable the collider when not crouching
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if (m_CrouchDisableCollider != null)
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m_CrouchDisableCollider.enabled = true;
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if (m_wasCrouching)
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{
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m_wasCrouching = false;
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OnCrouchEvent.Invoke(false);
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}
|
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}
|
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|
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// Move the character by finding the target velocity
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||||
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);
|
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|
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// If the input is moving the player right and the player is facing left...
|
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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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// 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...
|
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if (m_Grounded && jump)
|
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{
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// ... flip the player.
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Flip();
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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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}
|
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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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}
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}
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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
|
||||
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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Reference in new issue
Block a user