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No commits in common. "master" and "obufg-fixes" have entirely different histories.
master
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obufg-fixe
164 changed files with 13464 additions and 6459 deletions
5
.gitignore
vendored
5
.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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||||
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||||
# Visual Studio cache directory
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||||
.vs/
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||||
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@ -537,9 +536,5 @@ 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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||||
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||||
# Don't store keystores on Github
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||||
*.keystore
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||||
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# End of https://www.gitignore.io/api/unity,rider,jetbrains,visualstudio,visualstudiocode
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72
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72
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8
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863
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: fd1ddd924c55b4f9694b98102c91a0a6, type: 3}
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|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
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guid: 7de2b522bb32ea84a9a474de611dd137
|
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guid: f3fcbf3b33cac42dc9281bea7e6fa07d
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DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
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File diff suppressed because it is too large
Load diff
|
@ -6,5 +6,3 @@ Installed Packages:
|
|||
====
|
||||
|
||||
Cinemachine 2.2.9
|
||||
TextMeshPro 1.4.1
|
||||
PixelPerfect 1.0.1
|
|
@ -1,32 +1,29 @@
|
|||
using System.Collections;
|
||||
using src.Base;
|
||||
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;
|
||||
private BombCameraShake _cameraShake;
|
||||
private SpriteRenderer _spriteRenderer;
|
||||
public GameObject explosionPrefab;
|
||||
|
||||
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));
|
||||
StartCoroutine(CreateExplosions(Vector3.up));
|
||||
|
@ -41,20 +38,21 @@ 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;
|
||||
}
|
||||
}
|
||||
|
@ -66,11 +64,11 @@ namespace src.Bomb
|
|||
{
|
||||
if (!_exploded && other.CompareTag("Explosion"))
|
||||
{
|
||||
OnExplosion();
|
||||
onExplosion();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnExplosion()
|
||||
public void onExplosion()
|
||||
{
|
||||
CancelInvoke(nameof(Explode));
|
||||
Explode();
|
||||
|
@ -78,7 +76,7 @@ namespace src.Bomb
|
|||
|
||||
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: a65b88b27c07a4aa4ae8e0526372c8b4
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,92 +1,53 @@
|
|||
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
|
||||
{
|
||||
private readonly Vector2[] _directions = {Vector3.up, Vector3.down, Vector3.left, Vector3.right};
|
||||
private readonly GameStateManager _gameStateManager = GameStateManager.instance;
|
||||
|
||||
protected Vector2[] _directions = { Vector3.up, Vector3.down, Vector3.left, Vector3.right };
|
||||
|
||||
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; }
|
||||
|
||||
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()
|
||||
{
|
||||
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;
|
||||
Rigidbody2d.MovePosition(Rigidbody2d.position + Direction * Speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
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();
|
||||
onExplosion();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnExplosion()
|
||||
public void onExplosion()
|
||||
{
|
||||
Collider2D.enabled = false;
|
||||
_isDead = true;
|
||||
Animator.SetTrigger(AnimExplode);
|
||||
Destroy(gameObject, 0.7f);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
public void OnCollisionEnter2D(Collision2D col)
|
||||
{
|
||||
MoveToCenterOfTheCell();
|
||||
Unstuck();
|
||||
}
|
||||
|
||||
public void OnCollisionStay2D(Collision2D col)
|
||||
{
|
||||
MoveToCenterOfTheCell();
|
||||
Unstuck();
|
||||
Direction = _directions.ChoseRandomExcept(Direction);
|
||||
}
|
||||
|
||||
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);
|
||||
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()
|
||||
|
@ -98,39 +59,4 @@ namespace src.Base
|
|||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue