Compare commits
No commits in common. "master" and "fix-bomb-expansion" have entirely different histories.
master
...
fix-bomb-e
111 changed files with 1426 additions and 3641 deletions
2
.gitignore
vendored
2
.gitignore
vendored
|
@ -143,7 +143,6 @@ fabric.properties
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|||
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# TextMesh Pro files
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[Aa]ssets/TextMesh*Pro/
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[Aa]ssets/TextMesh*
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# Visual Studio cache directory
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.vs/
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@ -537,7 +536,6 @@ MigrationBackup/
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|||
# Ignore editor plugins
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||||
Assets/Plugins/Editor*
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||||
[Aa]ssets/Plugins/Editor/JetBrains/*
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Assets/TextMesh Pro.meta
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# Don't store keystores on Github
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*.keystore
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File diff suppressed because it is too large
Load diff
|
@ -6,5 +6,3 @@ Installed Packages:
|
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====
|
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Cinemachine 2.2.9
|
||||
TextMeshPro 1.4.1
|
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PixelPerfect 1.0.1
|
|
@ -4,11 +4,11 @@ using src.Base;
|
|||
using src.Managers;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Bomb
|
||||
namespace src.Ammo
|
||||
{
|
||||
public class BombCameraShake : GameplayComponent
|
||||
{
|
||||
private BombsUtilManager _bombsUtilManager;
|
||||
private readonly BombsUtilManager _bombsUtilManager = BombsUtilManager.Instance;
|
||||
public float amplitudeGain = 3f;
|
||||
public float frequencyGain = 3f;
|
||||
|
||||
|
@ -18,7 +18,6 @@ namespace src.Bomb
|
|||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
{
|
||||
_bombsUtilManager = BombsUtilManager.instance;
|
||||
_virtualCamera = GetComponent<CinemachineVirtualCamera>();
|
||||
_noiseMachine = _virtualCamera.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
|
||||
}
|
||||
|
@ -30,7 +29,7 @@ namespace src.Bomb
|
|||
private IEnumerator _startCameraShake()
|
||||
{
|
||||
SetCameraNoise(amplitudeGain, frequencyGain);
|
||||
yield return new WaitForSeconds(_bombsUtilManager.explosionDuration);
|
||||
yield return new WaitForSeconds(_bombsUtilManager.ExplosionDuration);
|
||||
SetCameraNoise(0, 0);
|
||||
}
|
||||
|
|
@ -4,28 +4,29 @@ using src.Helpers;
|
|||
using src.Managers;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Bomb
|
||||
namespace src.Ammo
|
||||
{
|
||||
public class BombController : GameplayComponent, IExplosable
|
||||
{
|
||||
private readonly BombsUtilManager _bombsUtil = BombsUtilManager.instance;
|
||||
public GameObject explosionPrefab;
|
||||
|
||||
private BombCameraShake _cameraShake;
|
||||
private SpriteRenderer _spriteRenderer;
|
||||
private readonly BombsUtilManager _bombsUtil = BombsUtilManager.Instance;
|
||||
private bool _exploded;
|
||||
|
||||
// Start is called before the first frame update
|
||||
private void Start()
|
||||
void Start()
|
||||
{
|
||||
_cameraShake = GameObject.Find("VCAM1").GetComponent<BombCameraShake>();
|
||||
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
|
||||
Invoke(nameof(Explode), _bombsUtil.timer);
|
||||
Invoke(nameof(Explode), _bombsUtil.Timer);
|
||||
}
|
||||
|
||||
private void Explode()
|
||||
void Explode()
|
||||
{
|
||||
Instantiate(PrefabAtlas.BombExplosion, transform.position, Quaternion.identity);
|
||||
Instantiate(explosionPrefab, transform.position, Quaternion.identity);
|
||||
|
||||
GetComponentInChildren<SpriteRenderer>().enabled = false;
|
||||
|
||||
_spriteRenderer.enabled = false;
|
||||
_cameraShake.StartCameraShakeCoro();
|
||||
StartCoroutine(CreateExplosions(Vector3.down));
|
||||
StartCoroutine(CreateExplosions(Vector3.left));
|
||||
|
@ -41,20 +42,21 @@ namespace src.Bomb
|
|||
private IEnumerator CreateExplosions(Vector3 direction)
|
||||
{
|
||||
var currentPosition = transform.position;
|
||||
for (var i = 1; i < _bombsUtil.power; i++)
|
||||
for (var i = 1; i < _bombsUtil.Power; i++)
|
||||
{
|
||||
var hit = Physics2D.Raycast(new Vector2(currentPosition.x + 0.5f,
|
||||
currentPosition.y + 0.5f), direction, i, 1 << 8);
|
||||
|
||||
if (!hit.collider)
|
||||
{
|
||||
Instantiate(PrefabAtlas.BombExplosion, transform.position + i * direction,
|
||||
PrefabAtlas.BombExplosion.transform.rotation);
|
||||
Instantiate(explosionPrefab, transform.position + i * direction,
|
||||
explosionPrefab.transform.rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Hit something");
|
||||
var key = hit.collider.GetComponent<IExplosable>();
|
||||
key?.OnExplosion();
|
||||
key?.onExplosion();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -66,19 +68,19 @@ namespace src.Bomb
|
|||
{
|
||||
if (!_exploded && other.CompareTag("Explosion"))
|
||||
{
|
||||
OnExplosion();
|
||||
onExplosion();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnExplosion()
|
||||
public void onExplosion()
|
||||
{
|
||||
CancelInvoke(nameof(Explode));
|
||||
Explode();
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
_bombsUtil.UnregisterBomb(transform.position);
|
||||
{
|
||||
_bombsUtil.RemoveBomb(transform.position);
|
||||
}
|
||||
}
|
||||
}
|
25
Assets/Scripts/src/Ammo/BombsSpawner.cs
Normal file
25
Assets/Scripts/src/Ammo/BombsSpawner.cs
Normal file
|
@ -0,0 +1,25 @@
|
|||
using src.Base;
|
||||
using src.Managers;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Ammo
|
||||
{
|
||||
public class BombsSpawner : GameplayComponent
|
||||
{
|
||||
public GameObject bombPrefab;
|
||||
|
||||
private readonly BombsUtilManager _bombsUtil = BombsUtilManager.Instance;
|
||||
|
||||
public void PlaceBomb(Transform transform)
|
||||
{
|
||||
var absX = Mathf.RoundToInt(transform.position.x);
|
||||
var absY = Mathf.RoundToInt(transform.position.y);
|
||||
var position = new Vector2(absX, absY);
|
||||
if (_bombsUtil.CanPlaceBomb(position))
|
||||
{
|
||||
Instantiate(bombPrefab, position, Quaternion.identity);
|
||||
_bombsUtil.PlaceBomb(position);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 29972d94a069eef40924fbb80ca2fb24
|
||||
guid: cd3bf3610d18aa14e805185b5e3f2d4b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
|
@ -1,15 +1,15 @@
|
|||
using src.Base;
|
||||
using src.Managers;
|
||||
|
||||
namespace src.Bomb
|
||||
namespace src.Ammo
|
||||
{
|
||||
public class BombExplosion : GameplayComponent
|
||||
public class Explosion : GameplayComponent
|
||||
{
|
||||
private readonly BombsUtilManager _bombUtil = BombsUtilManager.instance;
|
||||
private readonly BombsUtilManager _bombUtil = BombsUtilManager.Instance;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
Destroy(gameObject, _bombUtil.explosionDuration);
|
||||
Destroy(gameObject, _bombUtil.ExplosionDuration);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,136 +1,65 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using src.Helpers;
|
||||
using src.Managers;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Base
|
||||
public abstract class EnemyBase : MonoBehaviour, IExplosable
|
||||
{
|
||||
public abstract class EnemyBase : GameplayComponent, IExplosable
|
||||
|
||||
protected Vector2[] _directions = { Vector3.up, Vector3.down, Vector3.left, Vector3.right };
|
||||
protected readonly GameStateManager gameStateManager = GameStateManager.Instance;
|
||||
|
||||
protected Rigidbody2D Rigidbody2d { get; set; }
|
||||
protected float Speed { get; set; }
|
||||
protected Vector2 Direction { get; set; }
|
||||
|
||||
// Start is called before the first frame update
|
||||
protected void Start()
|
||||
{
|
||||
private readonly Vector2[] _directions = {Vector3.up, Vector3.down, Vector3.left, Vector3.right};
|
||||
private readonly GameStateManager _gameStateManager = GameStateManager.instance;
|
||||
Direction = _directions.ChoseRandom();
|
||||
Rigidbody2d = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
protected Rigidbody2D Rigidbody2d { get; set; }
|
||||
private Collider2D Collider2D { get; set; }
|
||||
private Animator Animator { get; set; }
|
||||
protected float Speed { get; set; }
|
||||
protected Vector2 Direction { get; set; }
|
||||
// Update is called once per frame
|
||||
protected void FixedUpdate()
|
||||
{
|
||||
if (gameStateManager.IsGamePaused || gameStateManager.IsPlayerMovementForbidden) {return;}
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Direction * Speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
private readonly List<Vector3> _allowedDirections = new List<Vector3>();
|
||||
private bool _isStuck;
|
||||
private bool _isDead;
|
||||
|
||||
private static readonly int AnimExplode = Animator.StringToHash("animExplode");
|
||||
|
||||
// Start is called before the first frame update
|
||||
protected void Start()
|
||||
public void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Explosion"))
|
||||
{
|
||||
Direction = _directions.ChoseRandom();
|
||||
Rigidbody2d = GetComponent<Rigidbody2D>();
|
||||
Collider2D = GetComponent<Collider2D>();
|
||||
Animator = GetComponentInChildren<Animator>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
protected void FixedUpdate()
|
||||
{
|
||||
if (_gameStateManager.IsGamePaused || _gameStateManager.IsPlayerMovementForbidden || _isDead)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_isStuck)
|
||||
{
|
||||
Unstuck();
|
||||
}
|
||||
HandleMovement();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This function is implemented by subclasses and should provided personalized movement logic.
|
||||
/// </summary>
|
||||
protected abstract void HandleMovement();
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Explosion"))
|
||||
{
|
||||
OnExplosion();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnExplosion()
|
||||
{
|
||||
Collider2D.enabled = false;
|
||||
_isDead = true;
|
||||
Animator.SetTrigger(AnimExplode);
|
||||
Destroy(gameObject, 0.7f);
|
||||
}
|
||||
|
||||
public void OnCollisionEnter2D(Collision2D col)
|
||||
{
|
||||
MoveToCenterOfTheCell();
|
||||
Unstuck();
|
||||
}
|
||||
|
||||
public void OnCollisionStay2D(Collision2D col)
|
||||
{
|
||||
MoveToCenterOfTheCell();
|
||||
Unstuck();
|
||||
}
|
||||
|
||||
protected void MoveToCenterOfTheCell()
|
||||
{
|
||||
var position = transform.position;
|
||||
var absX = Mathf.RoundToInt(position.x);
|
||||
var absY = Mathf.RoundToInt(position.y);
|
||||
var newPosition = new Vector2(absX, absY);
|
||||
transform.SetPositionAndRotation(newPosition, Quaternion.identity);
|
||||
}
|
||||
|
||||
protected Vector2 ChooseRandomDirection()
|
||||
{
|
||||
return _directions.ChoseRandom();
|
||||
}
|
||||
|
||||
protected Vector2 ChooseRandomExceptCertainDirection(Vector2 direction)
|
||||
{
|
||||
return _directions.ChoseRandomExcept(direction);
|
||||
}
|
||||
|
||||
private void Unstuck()
|
||||
{
|
||||
_allowedDirections.Clear();
|
||||
StartCoroutine(CheckForObstacle(Vector3.down));
|
||||
StartCoroutine(CheckForObstacle(Vector3.left));
|
||||
StartCoroutine(CheckForObstacle(Vector3.up));
|
||||
StartCoroutine(CheckForObstacle(Vector3.right));
|
||||
if (_allowedDirections.Count == 0)
|
||||
{
|
||||
_isStuck = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Direction = _allowedDirections.PeekRandom();
|
||||
_isStuck = false;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator CheckForObstacle(Vector3 direction)
|
||||
{
|
||||
const int layerMask = 1 << 8; // Block layer
|
||||
var currentPosition = transform.position;
|
||||
|
||||
var hit = Physics2D.Raycast(new Vector2(currentPosition.x + 0.5f, currentPosition.y + 0.5f),
|
||||
direction, 1, layerMask);
|
||||
|
||||
if (!hit.collider)
|
||||
{
|
||||
_allowedDirections.Add(direction);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.05f);
|
||||
onExplosion();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void onExplosion()
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void OnCollisionEnter2D(Collision2D col)
|
||||
{
|
||||
MoveToCenterOfTheCell();
|
||||
Direction = _directions.ChoseRandomExcept(Direction);
|
||||
}
|
||||
|
||||
protected void MoveToCenterOfTheCell()
|
||||
{
|
||||
var absX = Mathf.RoundToInt(transform.position.x);
|
||||
var absY = Mathf.RoundToInt(transform.position.y);
|
||||
Vector2 position = new Vector2(absX, absY);
|
||||
transform.SetPositionAndRotation(position, Quaternion.identity);
|
||||
}
|
||||
|
||||
protected Vector2 ChooseRandomDirection()
|
||||
{
|
||||
return _directions.ChoseRandom();
|
||||
}
|
||||
|
||||
protected Vector2 ChooseRandomExceptCertainDirection(Vector2 direction)
|
||||
{
|
||||
return _directions.ChoseRandomExcept(direction);
|
||||
}
|
||||
}
|
||||
|
|
46
Assets/Scripts/src/Base/PlayerBase.cs
Normal file
46
Assets/Scripts/src/Base/PlayerBase.cs
Normal file
|
@ -0,0 +1,46 @@
|
|||
using System;
|
||||
using src.Helpers;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Base
|
||||
{
|
||||
public abstract class PlayerBase : GameplayComponent, IExplosable
|
||||
{
|
||||
public float movementSpeed = 4f;
|
||||
|
||||
/* Movement */
|
||||
protected Rigidbody2D rigidbody2d;
|
||||
|
||||
protected void Start()
|
||||
{
|
||||
rigidbody2d = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Explosion"))
|
||||
{
|
||||
onExplosion();
|
||||
}
|
||||
if (other.CompareTag("Enemy"))
|
||||
{
|
||||
OnContactWithEnemy();
|
||||
}
|
||||
}
|
||||
|
||||
public void onExplosion()
|
||||
{
|
||||
DebugHelper.LogInfo("Player hit by explosion");
|
||||
}
|
||||
|
||||
private void OnContactWithEnemy()
|
||||
{
|
||||
DebugHelper.LogInfo("Player hit by enemy");
|
||||
}
|
||||
|
||||
public void IncreaseSpeed(float speed)
|
||||
{
|
||||
movementSpeed += speed;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/src/Base/PlayerBase.cs.meta
Normal file
11
Assets/Scripts/src/Base/PlayerBase.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d928d20fbd868432d806ad1035e67e15
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -1,19 +1,18 @@
|
|||
using src.Interfaces;
|
||||
using src.Managers;
|
||||
using src.Player;
|
||||
using src.Upgrade;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Base
|
||||
{
|
||||
public class UpgradeBase : GameplayComponent, IUpgrade
|
||||
{
|
||||
protected GameManager GameManager;
|
||||
private UpgradeManager _upgradeManager;
|
||||
protected PlayerController PlayerToUpgrade;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
_upgradeManager = UpgradeManager.instance;
|
||||
GameManager = GameManager.Instance;
|
||||
_upgradeManager = UpgradeManager.Instance;
|
||||
}
|
||||
|
||||
public virtual void PerformUpgrade()
|
||||
|
@ -24,7 +23,6 @@ namespace src.Base
|
|||
public void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (!other.CompareTag("Player")) return;
|
||||
PlayerToUpgrade = other.GetComponent<PlayerController>();
|
||||
PerformUpgrade();
|
||||
_upgradeManager.ClaimUpgrade(gameObject);
|
||||
Destroy(gameObject);
|
||||
|
|
|
@ -1,20 +0,0 @@
|
|||
using src.Base;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Enemy
|
||||
{
|
||||
public class CollisionMovementEnemy : EnemyBase
|
||||
/* Enemy that will change direction only on collision. */
|
||||
{
|
||||
protected new void Start()
|
||||
{
|
||||
Speed = 4f;
|
||||
base.Start();
|
||||
}
|
||||
|
||||
protected override void HandleMovement()
|
||||
{
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Speed * Time.deltaTime * Direction);
|
||||
}
|
||||
}
|
||||
}
|
46
Assets/Scripts/src/Enemy/DumbEnemy.cs
Normal file
46
Assets/Scripts/src/Enemy/DumbEnemy.cs
Normal file
|
@ -0,0 +1,46 @@
|
|||
using UnityEngine;
|
||||
using src.Helpers;
|
||||
|
||||
public class DumbEnemy : EnemyBase
|
||||
{
|
||||
protected new void Start()
|
||||
{
|
||||
Speed = 4f;
|
||||
base.Start();
|
||||
}
|
||||
|
||||
protected new void FixedUpdate()
|
||||
{
|
||||
if (gameStateManager.IsGamePaused || gameStateManager.IsPlayerMovementForbidden) {return;}
|
||||
if (transform.position.x == Mathf.Floor(transform.position.x) &&
|
||||
transform.position.y == Mathf.Floor(transform.position.y))
|
||||
{
|
||||
if (RandomChange())
|
||||
{
|
||||
HandleChangeDirection();
|
||||
}
|
||||
else
|
||||
{
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Speed * Time.deltaTime * Direction);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Speed * Time.deltaTime * Direction);
|
||||
}
|
||||
}
|
||||
|
||||
private bool RandomChange()
|
||||
{
|
||||
var random = new System.Random();
|
||||
var randomNumber = random.Next(0, 100);
|
||||
return randomNumber <= 25;
|
||||
}
|
||||
|
||||
private void HandleChangeDirection()
|
||||
{
|
||||
Direction = ChooseRandomExceptCertainDirection(Direction);
|
||||
MoveToCenterOfTheCell();
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Speed * Time.deltaTime * Direction);
|
||||
}
|
||||
}
|
16
Assets/Scripts/src/Enemy/DumberEnemy.cs
Normal file
16
Assets/Scripts/src/Enemy/DumberEnemy.cs
Normal file
|
@ -0,0 +1,16 @@
|
|||
public class DumberEnemy : EnemyBase
|
||||
{
|
||||
|
||||
//Momentan lasam asa, o sa difere probabil la animatii and stats, nu stiu sigur
|
||||
protected new void Start()
|
||||
{
|
||||
Speed = 4f;
|
||||
base.Start();
|
||||
}
|
||||
|
||||
protected new void FixedUpdate()
|
||||
{
|
||||
base.FixedUpdate();
|
||||
}
|
||||
|
||||
}
|
|
@ -1,21 +0,0 @@
|
|||
using src.Base;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Enemy.Dummy
|
||||
{
|
||||
//This kind of enemy is used just for testing purposes
|
||||
//This enemy will go just in one direction or stays in place
|
||||
//To make it stay in place, don't assign any direction in OneDirection slot or assign Vector2.zero
|
||||
public class OneDirectionEnemy : EnemyBase
|
||||
{
|
||||
protected new void Start()
|
||||
{
|
||||
Speed = 4.0f;
|
||||
Rigidbody2d = GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
protected override void HandleMovement()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,52 +0,0 @@
|
|||
using System;
|
||||
using src.Base;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Enemy
|
||||
{
|
||||
public class RandomMovementEnemy : EnemyBase
|
||||
{
|
||||
/* Enemy that will move randomly */
|
||||
protected new void Start()
|
||||
{
|
||||
Speed = 4f;
|
||||
base.Start();
|
||||
}
|
||||
|
||||
protected override void HandleMovement()
|
||||
{
|
||||
var pos = transform.position;
|
||||
var x = pos.x;
|
||||
var y = pos.y;
|
||||
if (Math.Abs(x - Mathf.Floor(x)) < 0.1 && Math.Abs(y - Mathf.Floor(y)) < 0.1)
|
||||
{
|
||||
if (RandomChange())
|
||||
{
|
||||
HandleChangeDirection();
|
||||
}
|
||||
else
|
||||
{
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Speed * Time.deltaTime * Direction);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Speed * Time.deltaTime * Direction);
|
||||
}
|
||||
}
|
||||
|
||||
private bool RandomChange()
|
||||
{
|
||||
var random = new System.Random();
|
||||
var randomNumber = random.Next(0, 100);
|
||||
return randomNumber <= 25;
|
||||
}
|
||||
|
||||
private void HandleChangeDirection()
|
||||
{
|
||||
Direction = ChooseRandomExceptCertainDirection(Direction);
|
||||
MoveToCenterOfTheCell();
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Speed * Time.deltaTime * Direction);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,7 +5,7 @@ namespace src.Helpers
|
|||
{
|
||||
public static class ApplicationActions
|
||||
{
|
||||
private static GameStateManager _gameStateManager = GameStateManager.instance;
|
||||
private static GameStateManager _gameStateManager = GameStateManager.Instance;
|
||||
|
||||
public static void QuitGame()
|
||||
{
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace src.Helpers
|
|||
var max = list.Count - 1;
|
||||
for (var i = min; i < max; i++)
|
||||
{
|
||||
var randomPos = Random.Range(min, max);
|
||||
var randomPos = Mathf.FloorToInt(Random.Range(min, max));
|
||||
|
||||
/* Swap elements in list */
|
||||
var aux = list[randomPos];
|
||||
|
@ -23,16 +23,10 @@ namespace src.Helpers
|
|||
|
||||
public static T PopRandom<T>(this IList<T> list)
|
||||
{
|
||||
var randomIndex = Random.Range(0, list.Count - 1);
|
||||
var randomIndex = Mathf.FloorToInt(Random.Range(0, list.Count - 1));
|
||||
var elem = list[randomIndex];
|
||||
list.RemoveAt(randomIndex);
|
||||
return elem;
|
||||
}
|
||||
|
||||
public static T PeekRandom<T>(this IList<T> list)
|
||||
{
|
||||
var randomIndex = Random.Range(0, list.Count - 1);
|
||||
return list[randomIndex];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -4,10 +4,6 @@ namespace src.Helpers
|
|||
{
|
||||
public static class PrefabAtlas
|
||||
{
|
||||
/* UI */
|
||||
public static readonly GameObject PreStageUi =
|
||||
Resources.Load<GameObject>("UI/PreStageUI");
|
||||
|
||||
/* Snow Walls */
|
||||
public static readonly GameObject DestructibleHighSnow =
|
||||
Resources.Load<GameObject>("Walls/destructible_high_snow");
|
||||
|
@ -18,24 +14,14 @@ namespace src.Helpers
|
|||
|
||||
/* Upgrades */
|
||||
public static readonly GameObject SpeedIncreaseUpgrade =
|
||||
Resources.Load<GameObject>("Items/SpeedUpgrade");
|
||||
Resources.Load<GameObject>("DevMocks/SpeedUpgrade");
|
||||
public static readonly GameObject BombsIncreaseUpgrade =
|
||||
Resources.Load<GameObject>("Items/BombUpgrade");
|
||||
Resources.Load<GameObject>("DevMocks/BombsUpgrade");
|
||||
public static readonly GameObject FlamesIncreaseUpgrade =
|
||||
Resources.Load<GameObject>("Items/FlameUpgrade");
|
||||
public static readonly GameObject GoldenBombUpgrade =
|
||||
Resources.Load<GameObject>("Items/GoldenBombUpgrade");
|
||||
|
||||
/* Items */
|
||||
public static readonly GameObject Bomb =
|
||||
Resources.Load<GameObject>("Items/Bomb");
|
||||
public static readonly GameObject BombExplosion =
|
||||
Resources.Load<GameObject>("Items/BombExplosion");
|
||||
public static readonly GameObject ExitDoor =
|
||||
Resources.Load<GameObject>("Items/ExitDoor");
|
||||
Resources.Load<GameObject>("DevMocks/FlameUpgrade");
|
||||
|
||||
/* Enemies */
|
||||
public static readonly GameObject GreenEnemy = Resources.Load<GameObject>("Enemies/SnowEnemyRandom");
|
||||
public static readonly GameObject RedEnemy = Resources.Load<GameObject>("Enemies/SnowEnemyCollision");
|
||||
public static readonly GameObject GreenEnemy = Resources.Load<GameObject>("Enemies/Dumber");
|
||||
public static readonly GameObject RedEnemy = Resources.Load<GameObject>("DevMocks/Dumb");
|
||||
}
|
||||
}
|
|
@ -4,5 +4,5 @@ using UnityEngine;
|
|||
|
||||
public interface IExplosable
|
||||
{
|
||||
void OnExplosion();
|
||||
void onExplosion();
|
||||
}
|
||||
|
|
|
@ -2,6 +2,7 @@ using src.Helpers;
|
|||
|
||||
namespace src.Level
|
||||
{
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Level
|
||||
|
@ -21,16 +22,11 @@ namespace src.Level
|
|||
public static class LevelResource
|
||||
{
|
||||
private static readonly GameObject[] AllUpgrades =
|
||||
{
|
||||
PrefabAtlas.FlamesIncreaseUpgrade, PrefabAtlas.BombsIncreaseUpgrade, PrefabAtlas.SpeedIncreaseUpgrade,
|
||||
PrefabAtlas.GoldenBombUpgrade
|
||||
};
|
||||
|
||||
{PrefabAtlas.FlamesIncreaseUpgrade, PrefabAtlas.BombsIncreaseUpgrade, PrefabAtlas.SpeedIncreaseUpgrade};
|
||||
private static readonly GameObject[] SnowWallsDestructible =
|
||||
{PrefabAtlas.DestructibleSnow, PrefabAtlas.DestructibleHighSnow};
|
||||
|
||||
private static readonly GameObject[] SnowWallsIndestructible = {PrefabAtlas.IndestructibleWoodCrate};
|
||||
|
||||
|
||||
/* Used to store information about the level. */
|
||||
private static readonly LevelData[] LevelData =
|
||||
{
|
||||
|
|
|
@ -6,19 +6,39 @@ using src.Level.src.Level;
|
|||
using src.Managers;
|
||||
using src.Wall;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace src.Level
|
||||
{
|
||||
public class LevelManager : GameplayComponent, IDynamicLevelData
|
||||
{
|
||||
/** Safe-zone coordinates to prevent enemies to instantly kill you*/
|
||||
/** Extracted them here for easy to change reason */
|
||||
private const int XMaxEnemyPosition = 5;
|
||||
private const int YMinEnemyPosition = -5;
|
||||
|
||||
public Count DestructibleWallCount
|
||||
{
|
||||
get => _destructibleWallCount;
|
||||
set => _destructibleWallCount = value;
|
||||
}
|
||||
|
||||
public Count UpgradesCount
|
||||
{
|
||||
get => _upgradesCount;
|
||||
set => _upgradesCount = value;
|
||||
}
|
||||
|
||||
public Count EnemyCount
|
||||
{
|
||||
get => _enemyCount;
|
||||
set => _enemyCount = value;
|
||||
}
|
||||
|
||||
/* Used to group spawned objects */
|
||||
private Transform _boardHolder;
|
||||
public Transform boardHolder;
|
||||
|
||||
/* Holds the starting position of the player */
|
||||
private Transform _startPosition;
|
||||
public Transform startPosition;
|
||||
|
||||
/* Holds references to prefabs for the specified level. */
|
||||
private GameObject _indestructibleWallPrefab;
|
||||
|
@ -38,20 +58,11 @@ namespace src.Level
|
|||
/* Holds the available positions */
|
||||
private readonly List<Vector3> _freeGridPositionsBoard = new List<Vector3>();
|
||||
private List<Vector3> _freeGridPositions;
|
||||
|
||||
/* Holds initialized game objects */
|
||||
private List<GameObject> _destructibleWalls;
|
||||
private List<GameObject> _enemies;
|
||||
|
||||
/* Singletons */
|
||||
private GameStateManager _gameStateManager;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
_startPosition = GameObject.Find("RespawnPosition").GetComponent<Transform>();
|
||||
_boardHolder = GameObject.Find("Grid").GetComponent<Transform>();
|
||||
_gameStateManager = GameStateManager.instance;
|
||||
}
|
||||
private GameStateManager _gameStateManager = GameStateManager.Instance;
|
||||
|
||||
public void SetLevelData(LevelData levelData)
|
||||
{
|
||||
|
@ -105,9 +116,9 @@ namespace src.Level
|
|||
}
|
||||
|
||||
/* We want to iterate over the X axis taking into consideration the startPosition's offset */
|
||||
for (var x = _startPosition.position.x; x < Columns; x++)
|
||||
for (var x = startPosition.position.x; x < Columns; x++)
|
||||
{
|
||||
for (var y = _startPosition.position.y; y > Rows * -1; y--)
|
||||
for (var y = startPosition.position.y; y > Rows * -1; y--)
|
||||
{
|
||||
/* We want the following positions to be a safe zone. */
|
||||
/* Don't place anything on starting position */
|
||||
|
@ -146,7 +157,7 @@ namespace src.Level
|
|||
private void SetupLevelDestructibleWalls()
|
||||
{
|
||||
var numberOfWallsRemaining = _destructibleWallCount.RandomIntRange();
|
||||
var usedPositions = new List<Vector3>();
|
||||
List<Vector3> usedPositions = new List<Vector3>();
|
||||
_freeGridPositions.ShuffleList();
|
||||
foreach (var nextPosition in _freeGridPositions)
|
||||
{
|
||||
|
@ -172,7 +183,7 @@ namespace src.Level
|
|||
var randomWall = _destructibleWallPrefabs.ChoseRandom();
|
||||
var instance = Instantiate(randomWall, position, Quaternion.identity);
|
||||
_destructibleWalls.Add(instance);
|
||||
instance.transform.SetParent(_boardHolder);
|
||||
instance.transform.SetParent(boardHolder);
|
||||
}
|
||||
|
||||
private bool PlaceIndestructibleTile(float x, float y)
|
||||
|
@ -188,15 +199,15 @@ namespace src.Level
|
|||
|
||||
var instance =
|
||||
Instantiate(_indestructibleWallPrefab, new Vector3(x, y, 0f), Quaternion.identity);
|
||||
instance.transform.SetParent(_boardHolder);
|
||||
instance.transform.SetParent(boardHolder);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void SetupLevelEnemies()
|
||||
{
|
||||
var numberOfEnemiesToPlace = _enemyCount.RandomIntRange();
|
||||
_freeGridPositions.RemoveAll(pos => pos.x <= XMaxEnemyPosition && pos.y >= YMinEnemyPosition);
|
||||
_freeGridPositions.ShuffleList();
|
||||
_freeGridPositions.RemoveAll(pos => pos.x <= XMaxEnemyPosition && pos.y >= YMinEnemyPosition);
|
||||
foreach (var nextPosition in _freeGridPositions)
|
||||
{
|
||||
if (numberOfEnemiesToPlace == 0)
|
||||
|
@ -208,13 +219,14 @@ namespace src.Level
|
|||
}
|
||||
}
|
||||
|
||||
private void PlaceEnemy(Vector3 position)
|
||||
private bool PlaceEnemy(Vector3 position)
|
||||
{
|
||||
DebugHelper.LogVerbose($"PlaceEnemy: x:{position.x} y:{position.y}");
|
||||
var randomEnemy = _enemiesPrefab.ChoseRandom();
|
||||
var instance = Instantiate(randomEnemy, position, Quaternion.identity);
|
||||
instance.transform.SetParent(_boardHolder);
|
||||
_enemies.Add(instance);
|
||||
instance.transform.SetParent(boardHolder);
|
||||
return true;
|
||||
}
|
||||
|
||||
/* Initializes the level. */
|
||||
|
|
|
@ -1,69 +1,68 @@
|
|||
using System.Collections.Generic;
|
||||
using src.Base;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Managers
|
||||
{
|
||||
public sealed class BombsUtilManager : GameplayComponent
|
||||
public sealed class BombsUtilManager
|
||||
{
|
||||
public static BombsUtilManager instance;
|
||||
|
||||
public int power = 3;
|
||||
public int allowedBombs = 2;
|
||||
public int placedBombs = 0;
|
||||
public float timer = 3.0f;
|
||||
public float explosionDuration = 0.55f;
|
||||
private readonly HashSet<Vector3> _usedPosition = new HashSet<Vector3>();
|
||||
|
||||
|
||||
private static readonly HashSet<Vector3> UsedPosition = new HashSet<Vector3>();
|
||||
private const int MaxPower = 7;
|
||||
private const int MaxAllowedBombs = 10;
|
||||
|
||||
public void Awake()
|
||||
|
||||
public int Power { get; private set; } = 3;
|
||||
|
||||
public int AllowedBombs { get; private set; } = 2;
|
||||
|
||||
public int PlacedBombs { get; private set; } = 0;
|
||||
|
||||
public float Timer { get; } = 3.0f;
|
||||
|
||||
public float ExplosionDuration { get; } = 0.55f;
|
||||
|
||||
private BombsUtilManager()
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
else if (instance != null)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public static BombsUtilManager Instance { get; } = new BombsUtilManager();
|
||||
|
||||
public void IncreasePower()
|
||||
{
|
||||
if (power <= MaxPower)
|
||||
if (Power <= MaxPower)
|
||||
{
|
||||
power++;
|
||||
Power++;
|
||||
}
|
||||
}
|
||||
|
||||
public void IncreaseAllowedBombs()
|
||||
{
|
||||
if (allowedBombs <= MaxAllowedBombs)
|
||||
if (AllowedBombs <= MaxAllowedBombs)
|
||||
{
|
||||
allowedBombs++;
|
||||
AllowedBombs++;
|
||||
}
|
||||
}
|
||||
|
||||
public void RegisterBomb(Vector3 position)
|
||||
public void PlaceBomb(Vector3 position)
|
||||
{
|
||||
if (!CanPlaceBomb(position)) return;
|
||||
placedBombs++;
|
||||
UsedPosition.Add(position);
|
||||
if (CanPlaceBomb(position))
|
||||
{
|
||||
PlacedBombs++;
|
||||
_usedPosition.Add(position);
|
||||
}
|
||||
}
|
||||
|
||||
public void UnregisterBomb(Vector3 position)
|
||||
public void RemoveBomb(Vector3 position)
|
||||
{
|
||||
if (!UsedPosition.Contains(position)) return;
|
||||
placedBombs--;
|
||||
UsedPosition.Remove(position);
|
||||
if (_usedPosition.Contains(position))
|
||||
{
|
||||
PlacedBombs--;
|
||||
_usedPosition.Remove(position);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanPlaceBomb(Vector3 position)
|
||||
{
|
||||
return !UsedPosition.Contains(position) && placedBombs < allowedBombs;
|
||||
return (!_usedPosition.Contains(position) && (PlacedBombs < AllowedBombs));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,22 +1,24 @@
|
|||
using System.Collections;
|
||||
using src.Ammo;
|
||||
using src.Helpers;
|
||||
using src.Level;
|
||||
using src.Level.src.Level;
|
||||
using src.Player;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
namespace src.Managers
|
||||
{
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
public static GameManager Instance;
|
||||
|
||||
// Inner Components
|
||||
private PlayerController _playerController;
|
||||
private GameStateManager _gameStateManager;
|
||||
private LevelManager _levelManager;
|
||||
private UpgradeManager _upgradeManager;
|
||||
private BombsUtilManager _bombsUtilManager;
|
||||
|
||||
// External Components
|
||||
public GameObject preStageUiPrefab;
|
||||
private PlayerController _playerController;
|
||||
private readonly GameStateManager _gameStateManager = GameStateManager.Instance;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
|
@ -32,10 +34,10 @@ namespace src.Managers
|
|||
/* Don't destroy when reloading the scene */
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Load singletons
|
||||
_gameStateManager = gameObject.AddComponent<GameStateManager>();
|
||||
_levelManager = gameObject.AddComponent<LevelManager>();
|
||||
_upgradeManager = gameObject.AddComponent<UpgradeManager>();
|
||||
// Load inner components
|
||||
_levelManager = GetComponent<LevelManager>();
|
||||
_upgradeManager = GetComponent<UpgradeManager>();
|
||||
_bombsUtilManager = BombsUtilManager.Instance;
|
||||
|
||||
// Load external components
|
||||
_playerController = GameObject.Find("Player").GetComponent<PlayerController>();
|
||||
|
@ -62,10 +64,15 @@ namespace src.Managers
|
|||
{
|
||||
return _upgradeManager;
|
||||
}
|
||||
|
||||
|
||||
public BombsUtilManager GetBombsUtilManager()
|
||||
{
|
||||
return _bombsUtilManager;
|
||||
}
|
||||
|
||||
private IEnumerator PreInitGame()
|
||||
{
|
||||
var preStageUi = Instantiate(PrefabAtlas.PreStageUi); // Will destroy itself.
|
||||
var preStageUi = Instantiate(preStageUiPrefab); // Will destroy itself.
|
||||
preStageUi.SetActive(true);
|
||||
yield return new WaitForSeconds(1f);
|
||||
Destroy(preStageUi);
|
||||
|
@ -87,21 +94,6 @@ namespace src.Managers
|
|||
ApplicationActions.HandlePauseKey();
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator GameOver()
|
||||
{
|
||||
yield return new WaitForSeconds(4f);
|
||||
_levelManager.DestroyLevel();
|
||||
_upgradeManager.DestroyUnclaimedUpgrades();
|
||||
_gameStateManager.ResetLevel();
|
||||
StartLevel();
|
||||
_playerController.Respawn();
|
||||
}
|
||||
|
||||
public void StartGameOver()
|
||||
{
|
||||
StartCoroutine(GameOver());
|
||||
}
|
||||
|
||||
public void StartNextLevel()
|
||||
{
|
||||
|
|
|
@ -1,37 +1,18 @@
|
|||
using src.Base;
|
||||
using UnityEngine;
|
||||
|
||||
namespace src.Managers
|
||||
{
|
||||
public class GameStateManager : GameplayComponent
|
||||
public class GameStateManager
|
||||
{
|
||||
public static GameStateManager instance;
|
||||
public static GameStateManager Instance { get; } = new GameStateManager();
|
||||
public bool IsGamePaused { get; internal set; }
|
||||
public bool IsPlayerMovementForbidden { get; internal set; }
|
||||
public int Level { get; private set; } = 1;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if (instance == null)
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
else if (instance != null)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void IncreaseLevel()
|
||||
{
|
||||
Level += 1;
|
||||
}
|
||||
|
||||
public void ResetLevel()
|
||||
{
|
||||
Level = 1;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -10,17 +10,17 @@ namespace src.Managers
|
|||
{
|
||||
public class UpgradeManager : GameplayComponent, IDynamicLevelData
|
||||
{
|
||||
public static UpgradeManager instance;
|
||||
public static UpgradeManager Instance;
|
||||
private List<GameObject> _unclaimedUpgrades = new List<GameObject>();
|
||||
private GameObject[] _upgradePrefabs;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (instance == null)
|
||||
if (Instance == null)
|
||||
{
|
||||
instance = this;
|
||||
Instance = this;
|
||||
}
|
||||
else if (instance != null)
|
||||
else if (Instance != null)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
|
|
@ -1,113 +1,56 @@
|
|||
using System;
|
||||
using System.ComponentModel;
|
||||
using src.Ammo;
|
||||
using src.Base;
|
||||
using src.Helpers;
|
||||
using src.Interfaces;
|
||||
using src.Managers;
|
||||
using UnityEngine;
|
||||
using UnityStandardAssets.CrossPlatformInput;
|
||||
|
||||
namespace src.Player
|
||||
{
|
||||
public class PlayerController : GameplayComponent, IExplosable
|
||||
public class PlayerController : PlayerBase
|
||||
{
|
||||
public bool godMode;
|
||||
public float movementSpeed = 4f;
|
||||
|
||||
/* Components */
|
||||
private GameStateManager _gameStateManager;
|
||||
private Rigidbody2D _rigidbody2d;
|
||||
private Collider2D _collider2D;
|
||||
private GameStateManager _gameStateManager = GameStateManager.Instance;
|
||||
private Transform _respawnPosition;
|
||||
private BombsUtilManager _bombsUtilManager;
|
||||
private BombsSpawner _bombsSpawner;
|
||||
private Animator _animator;
|
||||
private PlayerUpgrade _playerUpgrade;
|
||||
|
||||
/* Variables */
|
||||
private bool _isDead;
|
||||
|
||||
/* Animator Variables*/
|
||||
private static readonly int AnimHorizontal = Animator.StringToHash("AnimHorizontal");
|
||||
private static readonly int AnimVertical = Animator.StringToHash("AnimVertical");
|
||||
private static readonly int AnimDeath = Animator.StringToHash("AnimDeath");
|
||||
|
||||
|
||||
protected void Awake()
|
||||
protected new void Start()
|
||||
{
|
||||
_playerUpgrade = gameObject.AddComponent<PlayerUpgrade>();
|
||||
_bombsUtilManager = gameObject.AddComponent<BombsUtilManager>();
|
||||
}
|
||||
base.Start();
|
||||
|
||||
protected void Start()
|
||||
{
|
||||
_gameStateManager = GameStateManager.instance;
|
||||
|
||||
_rigidbody2d = GetComponent<Rigidbody2D>();
|
||||
_collider2D = GetComponent<Collider2D>();
|
||||
_animator = GetComponentInChildren<Animator>();
|
||||
_respawnPosition = GameObject.Find("RespawnPosition").transform;
|
||||
_bombsSpawner = GameObject.Find("BombSpawner").GetComponent<BombsSpawner>();
|
||||
_animator = GetComponentInChildren<Animator>();
|
||||
_playerUpgrade = PlayerUpgrade.Instance;
|
||||
|
||||
movementSpeed = _playerUpgrade.GetMovementSpeed();
|
||||
_playerUpgrade.PlayerSpeed += OnSpeedUpgrade;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
godMode = true;
|
||||
#endif
|
||||
_playerUpgrade.PlayerSpeed += IncreaseSpeed;
|
||||
|
||||
Respawn();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (_gameStateManager.IsGamePaused || _gameStateManager.IsPlayerMovementForbidden || _isDead) {return;}
|
||||
HandleMovementInput();
|
||||
if (_gameStateManager.IsGamePaused || _gameStateManager.IsPlayerMovementForbidden) {return;}
|
||||
HandleMovement();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_gameStateManager.IsGamePaused || _gameStateManager.IsPlayerMovementForbidden || _isDead) {return;}
|
||||
HandleItemsInput();
|
||||
if (_gameStateManager.IsGamePaused || _gameStateManager.IsPlayerMovementForbidden) {return;}
|
||||
HandleBomb();
|
||||
}
|
||||
|
||||
private void HandleMovementInput()
|
||||
private void HandleMovement()
|
||||
{
|
||||
#if UNITY_STANDALONE || UNITY_WEBGL || UNITY_EDITOR
|
||||
HandleKeyboardMovement();
|
||||
#elif UNITY_IOS || UNITY_ANDROID
|
||||
HandleTouchMovement();
|
||||
#elif UNITY_PS4 || UNITY_XBOXONE
|
||||
HandlerControllerMovement();
|
||||
#endif
|
||||
}
|
||||
|
||||
private void HandleItemsInput()
|
||||
{
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
PlaceBomb();
|
||||
}
|
||||
#elif UNITY_IOS || UNITY_ANDROID
|
||||
if (CrossPlatformInputManager.GetButton("PlaceBomb"))
|
||||
{
|
||||
PlaceBomb();
|
||||
}
|
||||
#elif UNITY_PS4 || UNITY_XBOXONE
|
||||
// Console bomb placement is not supported yet.
|
||||
#endif
|
||||
}
|
||||
|
||||
#if UNITY_STANDALONE || UNITY_WEBGL || UNITY_EDITOR
|
||||
private void HandleKeyboardMovement()
|
||||
{
|
||||
var horizontal = Input.GetAxisRaw("Horizontal");
|
||||
var vertical = Input.GetAxisRaw("Vertical");
|
||||
var movementVector = new Vector2(horizontal, vertical);
|
||||
MovePosition(movementVector);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if UNITY_IOS || UNITY_ANDROID
|
||||
private void HandleTouchMovement()
|
||||
{
|
||||
#elif UNITY_IOS || UNITY_ANDROID
|
||||
var horizontal = 0;
|
||||
var vertical = 0;
|
||||
if (CrossPlatformInputManager.GetButton("MoveUp"))
|
||||
|
@ -126,100 +69,54 @@ namespace src.Player
|
|||
{
|
||||
horizontal = -1;
|
||||
}
|
||||
var movementVector = new Vector2(horizontal, vertical);
|
||||
MovePosition(movementVector);
|
||||
}
|
||||
#elif UNITY_PS4 || UNITY_XBOXONE
|
||||
// // Console movement is not supported yet.
|
||||
#endif
|
||||
|
||||
#if UNITY_PS4 || UNITY_XBOXONE
|
||||
private void HandlerControllerMovement()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
#endif
|
||||
|
||||
private void MovePosition(Vector2 movementVector)
|
||||
{
|
||||
movementVector = movementVector.NormalizeToCross();
|
||||
var movementVector = new Vector2(horizontal, vertical).NormalizeToCross();
|
||||
|
||||
_animator.SetFloat(AnimHorizontal, movementVector.x);
|
||||
_animator.SetFloat(AnimVertical, movementVector.y);
|
||||
_rigidbody2d.MovePosition(_rigidbody2d.position + movementSpeed * Time.deltaTime * movementVector);
|
||||
|
||||
|
||||
rigidbody2d.MovePosition(rigidbody2d.position + movementSpeed * Time.deltaTime * movementVector);
|
||||
}
|
||||
|
||||
private void PlaceBomb()
|
||||
{
|
||||
var position = transform.position;
|
||||
var absX = Mathf.RoundToInt(position.x);
|
||||
var absY = Mathf.RoundToInt(position.y);
|
||||
var newPosition = new Vector2(absX, absY);
|
||||
if (!_bombsUtilManager.CanPlaceBomb(newPosition)) return;
|
||||
|
||||
Instantiate(PrefabAtlas.Bomb, newPosition, Quaternion.identity);
|
||||
_bombsUtilManager.RegisterBomb(newPosition);
|
||||
_bombsSpawner.PlaceBomb(transform);
|
||||
}
|
||||
|
||||
|
||||
private void HandleBomb()
|
||||
{
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBGL
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
PlaceBomb();
|
||||
}
|
||||
#elif UNITY_IOS || UNITY_ANDROID
|
||||
if (CrossPlatformInputManager.GetButton("PlaceBomb"))
|
||||
{
|
||||
PlaceBomb();
|
||||
}
|
||||
#elif UNITY_PS4 || UNITY_XBOXONE
|
||||
// Console bomb placement is not supported yet.
|
||||
#endif
|
||||
}
|
||||
|
||||
public void Respawn()
|
||||
{
|
||||
DebugHelper.LogInfo("Player is re-spawning!");
|
||||
_isDead = false;
|
||||
_collider2D.enabled = true;
|
||||
_animator.SetBool(AnimDeath, false);
|
||||
DebugHelper.LogInfo("Player is respawning!");
|
||||
transform.SetPositionAndRotation(_respawnPosition.position, Quaternion.identity);
|
||||
_animator.Play("IdleDown");
|
||||
}
|
||||
|
||||
private void Die()
|
||||
{
|
||||
if (godMode)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_isDead = true;
|
||||
_collider2D.enabled = false;
|
||||
_animator.SetBool(AnimDeath, true);
|
||||
GameManager.Instance.StartGameOver();
|
||||
}
|
||||
|
||||
public void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
/* Turn off bomb trigger making it so you can't pass through. */
|
||||
if (other.CompareTag("Bomb"))
|
||||
{
|
||||
other.isTrigger = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
||||
if (other.collider.CompareTag("Enemy"))
|
||||
{
|
||||
OnContactWithEnemy();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Explosion"))
|
||||
{
|
||||
OnExplosion();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnExplosion()
|
||||
{
|
||||
DebugHelper.LogInfo("Player hit by explosion");
|
||||
Die();
|
||||
}
|
||||
|
||||
private void OnContactWithEnemy()
|
||||
{
|
||||
DebugHelper.LogInfo("Player hit by enemy");
|
||||
Die();
|
||||
}
|
||||
|
||||
private void OnSpeedUpgrade(float speed)
|
||||
{
|
||||
movementSpeed += speed;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,17 +1,18 @@
|
|||
using src.Base;
|
||||
|
||||
namespace src.Player
|
||||
{
|
||||
public class PlayerUpgrade : GameplayComponent
|
||||
public class PlayerUpgrade
|
||||
{
|
||||
/* Events & Delegates */
|
||||
public delegate void IncreaseSpeedDelegate(float speed);
|
||||
public static PlayerUpgrade Instance = new PlayerUpgrade();
|
||||
public event IncreaseSpeedDelegate PlayerSpeed;
|
||||
|
||||
/* Variables */
|
||||
public const float MaxPlayerSpeed = 8f;
|
||||
private float _movementSpeed = 4f;
|
||||
|
||||
private PlayerUpgrade()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public float GetMovementSpeed()
|
||||
{
|
||||
return _movementSpeed;
|
||||
|
@ -24,7 +25,7 @@ namespace src.Player
|
|||
return;
|
||||
}
|
||||
_movementSpeed += speed;
|
||||
PlayerSpeed?.Invoke(speed);
|
||||
PlayerSpeed.Invoke(speed);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,7 +7,7 @@ namespace src.UI
|
|||
{
|
||||
public class PreStageUiScript : GameplayComponent
|
||||
{
|
||||
private readonly GameStateManager _gameStateManager = GameStateManager.instance;
|
||||
private readonly GameStateManager _gameStateManager = GameStateManager.Instance;
|
||||
private Text _stageText;
|
||||
|
||||
public void Start()
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
using src.Base;
|
||||
using src.Managers;
|
||||
|
||||
namespace src.Upgrade
|
||||
{
|
||||
|
@ -7,7 +6,7 @@ namespace src.Upgrade
|
|||
{
|
||||
public override void PerformUpgrade()
|
||||
{
|
||||
var bombManager = PlayerToUpgrade.GetComponent<BombsUtilManager>();
|
||||
var bombManager = GameManager.GetBombsUtilManager();
|
||||
bombManager.IncreasePower();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
using src.Base;
|
||||
using src.Managers;
|
||||
|
||||
namespace src.Upgrade
|
||||
{
|
||||
|
@ -7,7 +6,7 @@ namespace src.Upgrade
|
|||
{
|
||||
public override void PerformUpgrade()
|
||||
{
|
||||
var bombManager = PlayerToUpgrade.GetComponent<BombsUtilManager>();
|
||||
var bombManager = GameManager.GetBombsUtilManager();
|
||||
bombManager.IncreaseAllowedBombs();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,16 +0,0 @@
|
|||
using src.Base;
|
||||
using src.Managers;
|
||||
|
||||
namespace src.Upgrade
|
||||
{
|
||||
/* Adds one firepower and one bomb. */
|
||||
public class GoldenBombUpgrade : UpgradeBase
|
||||
{
|
||||
public override void PerformUpgrade()
|
||||
{
|
||||
var bombManager = PlayerToUpgrade.GetComponent<BombsUtilManager>();
|
||||
bombManager.IncreaseAllowedBombs();
|
||||
bombManager.IncreasePower();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 13e9051b005746efb7e4ab749d62ad03
|
||||
timeCreated: 1566031123
|
|
@ -7,7 +7,7 @@ namespace src.Upgrade
|
|||
{
|
||||
public override void PerformUpgrade()
|
||||
{
|
||||
var player = PlayerToUpgrade.GetComponent<PlayerUpgrade>();
|
||||
var player = PlayerUpgrade.Instance;
|
||||
player.IncreaseSpeed(.5f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
using src.Base;
|
||||
|
@ -11,14 +12,15 @@ namespace src.Wall
|
|||
private bool _spawnExit;
|
||||
private bool _spawnUpgrade;
|
||||
private UpgradeManager _upgradeManager;
|
||||
private GameObject _explosionPrefab;
|
||||
private GameObject _exitDoorPrefab;
|
||||
public GameObject explosionPrefab;
|
||||
public GameObject exitDoorPrefab;
|
||||
private Animator _animator;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_upgradeManager = GameManager.Instance.GetUpgradeManager();
|
||||
_explosionPrefab = PrefabAtlas.BombExplosion;
|
||||
_exitDoorPrefab = PrefabAtlas.ExitDoor;
|
||||
_animator = GetComponentInChildren<Animator>();
|
||||
// _animator.speed = 0;
|
||||
}
|
||||
|
||||
public void SpawnsExit()
|
||||
|
@ -38,11 +40,11 @@ namespace src.Wall
|
|||
{
|
||||
var currentPosition = transform.position;
|
||||
Destroy(GetComponent<SpriteRenderer>());
|
||||
Instantiate(_explosionPrefab, currentPosition, Quaternion.identity);
|
||||
Instantiate(explosionPrefab, currentPosition, Quaternion.identity);
|
||||
if (_spawnExit)
|
||||
{
|
||||
DebugHelper.LogInfo($"Destructible spawned exit {transform.position}");
|
||||
Instantiate(_exitDoorPrefab, currentPosition, Quaternion.identity);
|
||||
Instantiate(exitDoorPrefab, currentPosition, Quaternion.identity);
|
||||
}
|
||||
else if (_spawnUpgrade)
|
||||
{
|
||||
|
@ -53,9 +55,15 @@ namespace src.Wall
|
|||
}
|
||||
}
|
||||
|
||||
public void OnExplosion()
|
||||
private void PlayDestroyAnimation()
|
||||
{
|
||||
// _animator.speed = 10;
|
||||
}
|
||||
|
||||
public void onExplosion()
|
||||
{
|
||||
DebugHelper.LogInfo($"Destructible wall hit by explosion {transform.position}");
|
||||
PlayDestroyAnimation();
|
||||
SpawnSomething();
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
using System;
|
||||
using src.Base;
|
||||
using src.Helpers;
|
||||
using src.Managers;
|
||||
using UnityEngine;
|
||||
|
||||
|
@ -9,10 +8,12 @@ namespace src.Wall
|
|||
public class ExitDoor : GameplayComponent
|
||||
{
|
||||
private GameManager _gameManager;
|
||||
private Collider2D _collider2D;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_gameManager = GameManager.Instance;
|
||||
_collider2D = GetComponent<Collider2D>();
|
||||
}
|
||||
|
||||
/* Trigger the next level and destroy itself. */
|
||||
|
|
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 23 KiB |
BIN
Assets/Sprites/Ammo/bman_spritesheet_bomb_v01-03.png
Normal file
BIN
Assets/Sprites/Ammo/bman_spritesheet_bomb_v01-03.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 23 KiB |
88
Assets/Sprites/Ammo/bman_spritesheet_bomb_v01-03.png.meta
Normal file
88
Assets/Sprites/Ammo/bman_spritesheet_bomb_v01-03.png.meta
Normal file
|
@ -0,0 +1,88 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4c4ca1cd54e20a048ac5674d71a90858
|
||||
TextureImporter:
|
||||
fileIDToRecycleName: {}
|
||||
externalObjects: {}
|
||||
serializedVersion: 9
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -100
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: 1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 2
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: f834b41e5db02f440ba85b29a7440b42
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/Sprites/Enemies/snowenemy.png
Normal file
BIN
Assets/Sprites/Enemies/snowenemy.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 944 B |
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue