Post-merge fixes

This commit is contained in:
Denis-Cosmin Nutiu 2019-06-22 15:35:48 +03:00
commit 9614bcfd6c
59 changed files with 9458 additions and 9994 deletions

View file

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@ -18,7 +18,7 @@ public abstract class EnemyBase : MonoBehaviour, IExplosable
}
// Update is called once per frame
protected void Update()
protected void FixedUpdate()
{
Rigidbody2d.MovePosition(Rigidbody2d.position + Direction * Speed * Time.deltaTime);
}

View file

@ -9,7 +9,7 @@ public class DumbEnemy : EnemyBase
base.Start();
}
protected new void Update()
protected new void FixedUpdate()
{
if (transform.position.x == Mathf.Floor(transform.position.x) && transform.position.y == Mathf.Floor(transform.position.y))
{

View file

@ -8,9 +8,9 @@
base.Start();
}
protected new void Update()
protected new void FixedUpdate()
{
base.Update();
base.FixedUpdate();
}
}

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@ -0,0 +1,25 @@
using UnityEngine;
namespace src.Helpers
{
public static class Vector2Extensions
{
/*
* Normalizes a vector2 to maximum speed and allow only movement in one axis at a time.
*/
public static Vector2 NormalizeToCross(this Vector2 vector)
{
var x = Mathf.Round(vector.x);
var y = Mathf.Round(vector.y);
if (Mathf.Abs(y) > Mathf.Abs(x))
{
x = 0;
}
else
{
y = 0;
}
return new Vector2(x, y);
}
}
}

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@ -37,13 +37,14 @@ namespace src.Player
private void HandleMovement()
{
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
var horizontal = Input.GetAxis("Horizontal");
var vertical = Input.GetAxis("Vertical");
var horizontal = Input.GetAxisRaw("Horizontal");
var vertical = Input.GetAxisRaw("Vertical");
var movementVector = new Vector2(horizontal, vertical).NormalizeToCross();
_animator.SetFloat(AnimHorizontal, movementVector.x);
_animator.SetFloat(AnimVertical, movementVector.y);
_animator.SetFloat(AnimHorizontal, horizontal);
_animator.SetFloat(AnimVertical, vertical);
var movementVector = new Vector2(horizontal, vertical);
rigidbody2d.MovePosition(rigidbody2d.position + movementSpeed * Time.deltaTime * movementVector);
#elif UNITY_IOS || UNITY_ANDROID
// Phone movement is not supported yet.

View file

@ -1,13 +1,12 @@
using System;
using System.Collections.Generic;
using System.Collections;
using src.Base;
using src.Helpers;
using UnityEngine;
namespace src.Wall
{
public class WallTransparency : GameplayComponent
{
public float secondsToWait = 0.1f;
private SpriteRenderer _spriteRenderer;
private Color _originalSpriteColor;
private bool _isTransparent;
@ -16,21 +15,27 @@ namespace src.Wall
{
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_originalSpriteColor = _spriteRenderer.color;
StartCoroutine(CheckIfSomethingNear());
}
private void Update()
private IEnumerator CheckIfSomethingNear()
{
var position = transform.position;
/* RayCast from the center of the tile up one distance and set layerMask to Player only! */
var hit = Physics2D.Raycast(new Vector2(position.x + .5f, position.y + 0.5f),
Vector2.up, 1f, 1 << 15);
if (hit.collider)
while (true)
{
BecomeTransparent();
}
else
{
BecomeOpaque();
var position = transform.position;
/* RayCast from the center of the tile up one distance and set layerMask to Player only! */
var hit = Physics2D.Raycast(new Vector2(position.x + .5f, position.y + 0.5f),
Vector2.up, 1f, 1 << 15);
if (hit.collider)
{
BecomeTransparent();
}
else
{
BecomeOpaque();
}
yield return new WaitForSeconds(secondsToWait);
}
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