Browse Source

cloud improvements plus I clearly forgot to commit earlier

master
Josh 2 years ago
parent
commit
80d3ff1790
  1. 114
      unity/Assets/Prefabs/Cone.prefab
  2. 7
      unity/Assets/Prefabs/Cone.prefab.meta
  3. 2
      unity/Assets/Prefabs/Fireball.prefab
  4. 655
      unity/Assets/Scenes/SampleScene.unity
  5. 11
      unity/Assets/Scripts/Cloud.cs
  6. 40
      unity/Assets/Scripts/CloudWraparound.cs
  7. 11
      unity/Assets/Scripts/CloudWraparound.cs.meta
  8. 68
      unity/Assets/Scripts/DragonMovement.cs
  9. 20
      unity/Assets/Scripts/Fireball.cs
  10. 2
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  11. BIN
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  12. 18
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  13. 8
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  14. 205
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  16. 0
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  17. 1188
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  18. 80
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  19. 2
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  20. 89
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  21. 8
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  22. 4
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  23. 8
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  24. 18
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  25. 18
      unity/Assets/Sprites/babydragon_sheets/dragon_bronze.png.meta
  26. 18
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  27. 1102
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  28. 18
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  29. 18
      unity/Assets/Sprites/babydragon_sheets/dragon_sliver.png.meta
  30. 8
      unity/Assets/Sprites/babydragon_sheets/green.meta
  31. 205
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  32. 8
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  33. BIN
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  34. 1188
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  35. 80
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  36. 8
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  37. 89
      unity/Assets/Sprites/babydragon_sheets/green/fly.anim
  38. 8
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  39. 25
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  40. 8
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  41. 8
      unity/Assets/Sprites/babydragon_sheets/red.meta
  42. 52
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  43. 0
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  44. 0
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  45. 0
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  46. 80
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  47. 8
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  48. 4
      unity/Assets/Sprites/babydragon_sheets/red/fly.anim
  49. 0
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  50. 68
      unity/Assets/Sprites/babydragon_sheets/red/glide.anim
  51. 0
      unity/Assets/Sprites/babydragon_sheets/red/glide.anim.meta
  52. 3
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unity/Assets/Scripts/Cloud.cs

@ -7,7 +7,7 @@ public class Cloud : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
ReInit();
} }
// Update is called once per frame // Update is called once per frame
@ -16,4 +16,13 @@ public class Cloud : MonoBehaviour
const float SPEED = 1f; const float SPEED = 1f;
this.transform.position = new Vector3(transform.position.x - SPEED, transform.position.y, transform.position.z); this.transform.position = new Vector3(transform.position.x - SPEED, transform.position.y, transform.position.z);
} }
public void ReInit()
{
float scale = Random.Range(1.5f, 2.5f);
float x = Random.Range(-100f, 100f);
float y = Random.Range(95f, 975f);
transform.localScale = new Vector3(scale, scale, 2f);
transform.position = new Vector3(transform.position.x + x, y, transform.position.z);
}
} }

40
unity/Assets/Scripts/CloudWraparound.cs

@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CloudWraparound : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
public const int SCREEN_HEIGHT = 1080;
public const int SCREEN_WIDTH = 1920;
// Update is called once per frame
void Update()
{
if (this.transform.position.y < 0)
{
this.transform.position = new Vector3(transform.position.x, transform.position.y + SCREEN_HEIGHT, transform.position.z);
}
if (this.transform.position.y > SCREEN_HEIGHT)
{
this.transform.position = new Vector3(transform.position.x, transform.position.y - SCREEN_HEIGHT, transform.position.z);
}
float DISTANCE_OFF_LEFT_EDGE = -500f;
if (this.transform.position.x < DISTANCE_OFF_LEFT_EDGE)
{
this.transform.position = new Vector3(this.transform.position.x + SCREEN_WIDTH + (DISTANCE_OFF_LEFT_EDGE*-1) + 250f, transform.position.y, transform.position.z);
GetComponent<Cloud>().ReInit();
}
if (this.transform.position.y > SCREEN_WIDTH)
{
this.transform.position = new Vector3(transform.position.x - SCREEN_WIDTH, transform.position.y, transform.position.z);
}
}
}

11
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68
unity/Assets/Scripts/DragonMovement.cs

@ -13,12 +13,36 @@ public class DragonMovement : MonoBehaviour
bool _inCloud; bool _inCloud;
[SerializeField] GameObject _fireballPrefab; [SerializeField] GameObject _fireballPrefab;
[SerializeField] GameObject _fireballSpawnPoint; [SerializeField] GameObject _fireballSpawnPoint;
[SerializeField] GameObject _coneSpawnPoint;
float _stunTime = 0f;
public enum AttackType
{
FIREBALL,
CONE
}
[SerializeField] AttackType _attackType = AttackType.FIREBALL;
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
{ {
Debug.Log("ontriggerenter"); Debug.Log("ontriggerenter");
_inCloud = true; _inCloud = true;
if (collision.CompareTag("Fireball"))
{
Fireball fireball = collision.GetComponent<Fireball>();
if (fireball.AttackType == AttackType.CONE)
{
_stunTime = .6666f;
}
else
{
_stunTime = .3333f;
}
_animator.Play("fall");
}
} }
private void OnTriggerExit2D(Collider2D collision) private void OnTriggerExit2D(Collider2D collision)
@ -33,7 +57,7 @@ public class DragonMovement : MonoBehaviour
private void Update() private void Update()
{ {
if (Input.GetKeyDown(FlapKey)) if (Input.GetKeyDown(FlapKey) && _stunTime <0f)
{ {
Flap(); Flap();
Shoot(); Shoot();
@ -48,24 +72,56 @@ public class DragonMovement : MonoBehaviour
void Shoot() void Shoot()
{ {
GameObject.Instantiate(_fireballPrefab, _fireballSpawnPoint.transform.position, Quaternion.identity); if (_attackType == AttackType.FIREBALL)
{
GameObject.Instantiate(_fireballPrefab, _fireballSpawnPoint.transform.position, Quaternion.identity);
}
else if (_attackType == AttackType.CONE)
{
GameObject fireball = GameObject.Instantiate(_fireballPrefab, _coneSpawnPoint.transform.position, Quaternion.identity);
fireball.GetComponent<Fireball>().AttackType = AttackType.CONE;
fireball.transform.parent = this.transform;
}
} }
void FixedUpdate() void FixedUpdate()
{ {
if (_flapTime > 0f) if (_flapTime > 0f && _stunTime < 0f)
{ {
_rigidbody.AddForce(new Vector2(0f, FlapForce)); _rigidbody.AddForce(new Vector2(0f, FlapForce));
} }
if (_stunTime > 0f)
{
_rigidbody.AddForce(new Vector2(0f, FlapForce * -.5f));
}
_flapTime -= Time.deltaTime; _flapTime -= Time.deltaTime;
_stunTime -= Time.deltaTime;
float horizontalSpeed = .8f;
float verticalSpeed = 0f;
float horizontalSpeed = .4f;
if (_inCloud) if (_inCloud)
{ {
horizontalSpeed = -1f; horizontalSpeed = -2f;
if (_rigidbody.velocity.y > 0)
verticalSpeed = -2f;
else if (_rigidbody.velocity.y < 0)
verticalSpeed = 2f;
}
if (_flapTime > 0f)
{
horizontalSpeed = -1.5f;
}
if (_stunTime > 0f)
{
horizontalSpeed = -2f;
} }
transform.position = new Vector3(transform.position.x + horizontalSpeed, transform.position.y, transform.position.z); transform.position = new Vector3(transform.position.x + horizontalSpeed, transform.position.y+ verticalSpeed, transform.position.z);
} }
} }

20
unity/Assets/Scripts/Fireball.cs

@ -4,6 +4,10 @@ using UnityEngine;
public class Fireball : MonoBehaviour public class Fireball : MonoBehaviour
{ {
DragonMovement.AttackType _attackType = DragonMovement.AttackType.FIREBALL;
public DragonMovement.AttackType AttackType { get => _attackType; set => _attackType = value; }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -13,8 +17,20 @@ public class Fireball : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
const float SPEED = 5f; float speed = 1000f; //fireball
this.transform.position = new Vector3(transform.position.x + SPEED, transform.position.y, transform.position.z); if (_attackType == DragonMovement.AttackType.CONE)
{
speed = 600f;
float growth = 8f * Time.deltaTime;
transform.localScale = transform.localScale + new Vector3(growth, growth, 0f);
if (transform.localPosition.x > 250f)
{
GameObject.Destroy(this.gameObject);
}
}
transform.position = new Vector3(transform.position.x + speed * Time.deltaTime, transform.position.y, transform.position.z);
if (transform.position.x > 2110f) if (transform.position.x > 2110f)
{ {

2
unity/Assets/Scripts/Wraparound.cs

@ -33,7 +33,7 @@ public class Wraparound : MonoBehaviour
this.transform.position = new Vector3(transform.position.x + SCREEN_WIDTH, transform.position.y, transform.position.z); this.transform.position = new Vector3(transform.position.x + SCREEN_WIDTH, transform.position.y, transform.position.z);
} }
if (this.transform.position.y > SCREEN_WIDTH) if (this.transform.position.x > SCREEN_WIDTH)
{ {
this.transform.position = new Vector3(transform.position.x - SCREEN_WIDTH, transform.position.y, transform.position.z); this.transform.position = new Vector3(transform.position.x - SCREEN_WIDTH, transform.position.y, transform.position.z);
} }

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