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250 changed files with 12843 additions and 13825 deletions

5
.gitignore vendored
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@ -143,7 +143,6 @@ fabric.properties
# TextMesh Pro files
[Aa]ssets/TextMesh*Pro/
[Aa]ssets/TextMesh*
# Visual Studio cache directory
.vs/
@ -537,9 +536,5 @@ MigrationBackup/
# Ignore editor plugins
Assets/Plugins/Editor*
[Aa]ssets/Plugins/Editor/JetBrains/*
Assets/TextMesh Pro.meta
# Don't store keystores on Github
*.keystore
# End of https://www.gitignore.io/api/unity,rider,jetbrains,visualstudio,visualstudiocode

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@ -1,10 +0,0 @@
Apparently Unity does not track Packages and for the project to work all packages must be installed prior of opening
this project....
Installed Packages:
====
Cinemachine 2.2.9
TextMeshPro 1.4.1
PixelPerfect 1.0.1

View file

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 94db0dea837b4c0d8c61d081885b763b
timeCreated: 1562409614

View file

@ -1,39 +1,35 @@
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);
GetComponent<SpriteRenderer>().enabled = false;
transform.Find("2DCollider").gameObject.SetActive(false);
_spriteRenderer.enabled = false;
_cameraShake.StartCameraShakeCoro();
StartCoroutine(CreateExplosions(Vector3.down));
StartCoroutine(CreateExplosions(Vector3.left));
StartCoroutine(CreateExplosions(Vector3.up));
StartCoroutine(CreateExplosions(Vector3.right));
transform.Find("2DCollider").gameObject.SetActive(false);
_exploded = true;
Destroy(gameObject, 0.55f);
}
@ -41,20 +37,22 @@ 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 distance = i == _bombsUtil.Power ? i : i - 0.5f;
var hit = Physics2D.Raycast(new Vector2(currentPosition.x + 0.5f,
currentPosition.y + 0.5f), direction, i, 1 << 8);
currentPosition.y + 0.5f), direction, distance, 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
{
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);
}
}
}

View 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);
}
}
}
}

View file

@ -1,5 +1,5 @@
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@ -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);
}
}
}

View file

@ -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);
}
}
}

View 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;
}
}
}

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@ -1,5 +1,5 @@
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@ -1,56 +0,0 @@
using System.Collections;
using Cinemachine;
using src.Base;
using src.Managers;
using UnityEngine;
namespace src.Bomb
{
public class BombCameraShake : GameplayComponent
{
private BombsUtilManager _bombsUtilManager;
public float amplitudeGain = 3f;
public float frequencyGain = 3f;
private int _currentlyShaking;
private CinemachineVirtualCamera _virtualCamera;
private CinemachineBasicMultiChannelPerlin _noiseMachine;
// Start is called before the first frame update
private void Start()
{
_bombsUtilManager = BombsUtilManager.instance;
_virtualCamera = GetComponent<CinemachineVirtualCamera>();
_noiseMachine = _virtualCamera.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
public void StartCameraShakeCoro()
{
StartCoroutine(_startCameraShake());
}
private IEnumerator _startCameraShake()
{
SetCameraNoise(amplitudeGain, frequencyGain);
yield return new WaitForSeconds(_bombsUtilManager.explosionDuration);
SetCameraNoise(0, 0);
}
internal void SetCameraNoise(float amplitude, float frequency) {
/* Fix camera shaking when multiple instances request shake at the same time. */
if (amplitude > 0 || frequency > 0)
{
_currentlyShaking += 1;
}
else
{
_currentlyShaking -= 1;
}
if (_currentlyShaking > 0 && amplitude == 0f || frequencyGain == 0f)
{
return;
}
_noiseMachine.m_AmplitudeGain = amplitude;
_noiseMachine.m_FrequencyGain = frequency;
}
}
}

View file

@ -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);
}
}
}

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