i am looking respectfully
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15
.idea/.idea.MarisaMagicalStudy/.idea/.gitignore
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4
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1009
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8
Assets/Scripts/AbilityUpgrade.cs
Normal file
8
Assets/Scripts/AbilityUpgrade.cs
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class AbilityUpgrade : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Identification")]
|
||||||
|
public string upgradeName;
|
||||||
|
public PlayerAbility thisPlayerAbility;
|
||||||
|
}
|
||||||
2
Assets/Scripts/AbilityUpgrade.cs.meta
Normal file
2
Assets/Scripts/AbilityUpgrade.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 1d4bef84914cd439da6e7fa4a07ae966
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54
Assets/Scripts/Enemy.cs
Normal file
54
Assets/Scripts/Enemy.cs
Normal file
|
|
@ -0,0 +1,54 @@
|
||||||
|
using Core.Extensions;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Enemy : Entity
|
||||||
|
{
|
||||||
|
[Header("Targetting")]
|
||||||
|
public Entity closestTarget;
|
||||||
|
[Header("Direction")]
|
||||||
|
public float acceleration;
|
||||||
|
public Transform[] possibleDirections;
|
||||||
|
public float forwardPercent;
|
||||||
|
public float strafePercent;
|
||||||
|
private float xSign = -1f;
|
||||||
|
private float ySign = 1f;
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
if (Random.Range(0f, 2f) > 1f)
|
||||||
|
{
|
||||||
|
xSign = -xSign;
|
||||||
|
ySign = -ySign;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (stalled || !closestTarget)
|
||||||
|
{
|
||||||
|
rb.VelocityTowards(Vector2.zero.ScaleToMagnitude(speed), acceleration);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Vector2 directionToTarget = (closestTarget.transform.position - transform.position).normalized;
|
||||||
|
Vector2 directionToMove = directionToTarget;
|
||||||
|
float currentHighestScore = float.NegativeInfinity;
|
||||||
|
Vector2 strafeDirection = new Vector3(directionToTarget.y * ySign, directionToTarget.x * xSign);
|
||||||
|
foreach (Transform direction in possibleDirections)
|
||||||
|
{
|
||||||
|
Vector3 directionToPoint = (direction.position - transform.position).normalized;
|
||||||
|
float forwardScore = Vector3.Dot(directionToPoint, directionToTarget);
|
||||||
|
float strafeScore = Vector3.Dot(directionToPoint, strafeDirection);
|
||||||
|
float finalScore = (forwardScore * forwardPercent) + (strafeScore * strafePercent);
|
||||||
|
//Debug.Log($"Forward: {forwardScore} Strafe: {strafeScore} Final: {finalScore}");
|
||||||
|
if (finalScore > currentHighestScore)
|
||||||
|
{
|
||||||
|
//Debug.Log($"{finalScore} is higher than current score: {currentHighestScore}");
|
||||||
|
currentHighestScore = finalScore;
|
||||||
|
directionToMove = directionToPoint;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
rb.VelocityTowards(directionToMove.ScaleToMagnitude(speed), acceleration);
|
||||||
|
FlipSprite(directionToMove);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Enemy.cs.meta
Normal file
2
Assets/Scripts/Enemy.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d2f63beb11592bee5a56b820466a852d
|
||||||
59
Assets/Scripts/Entity.cs
Normal file
59
Assets/Scripts/Entity.cs
Normal file
|
|
@ -0,0 +1,59 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Entity : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Identification")]
|
||||||
|
public string entityName;
|
||||||
|
public SpriteRenderer sprite;
|
||||||
|
[Header("Flags")]
|
||||||
|
public bool stalled;
|
||||||
|
public bool invincible;
|
||||||
|
[Header("Stats")]
|
||||||
|
public float health;
|
||||||
|
public float maxHealth;
|
||||||
|
[Header("Movement")]
|
||||||
|
[SerializeField] private bool isFacingRight;
|
||||||
|
[SerializeField] protected Rigidbody2D rb;
|
||||||
|
protected Vector2 moveDirection;
|
||||||
|
public float speed;
|
||||||
|
|
||||||
|
protected void FlipSprite(Vector2 lookDirection)
|
||||||
|
{
|
||||||
|
if (lookDirection.x < 0f && isFacingRight)
|
||||||
|
{
|
||||||
|
sprite.flipX = true;
|
||||||
|
isFacingRight = !isFacingRight;
|
||||||
|
}
|
||||||
|
else if (lookDirection.x > 0f && !isFacingRight)
|
||||||
|
{
|
||||||
|
sprite.flipX = false;
|
||||||
|
isFacingRight = !isFacingRight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
protected virtual void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (!stalled)
|
||||||
|
{
|
||||||
|
rb.linearVelocity = moveDirection * speed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void TakeDamage(float damage)
|
||||||
|
{
|
||||||
|
health -= damage;
|
||||||
|
health = Mathf.Clamp(health, 0, maxHealth);
|
||||||
|
if (health < 0)
|
||||||
|
{
|
||||||
|
OnKillEffects();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void Heal(float healingAmount)
|
||||||
|
{
|
||||||
|
health += healingAmount;
|
||||||
|
health = Mathf.Clamp(health, 0, maxHealth);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void OnKillEffects()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Entity.cs.meta
Normal file
2
Assets/Scripts/Entity.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 74fafccf721a0a5d2b3580fb7042d4f8
|
||||||
11
Assets/Scripts/Marisa.cs
Normal file
11
Assets/Scripts/Marisa.cs
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Marisa : Entity
|
||||||
|
{
|
||||||
|
protected override void FixedUpdate()
|
||||||
|
{
|
||||||
|
moveDirection = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
|
||||||
|
base.FixedUpdate();
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Marisa.cs.meta
Normal file
2
Assets/Scripts/Marisa.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 52bda12b42435d197a10a340f8608249
|
||||||
6
Assets/Scripts/MarisaAbilityHandler.cs
Normal file
6
Assets/Scripts/MarisaAbilityHandler.cs
Normal file
|
|
@ -0,0 +1,6 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class MarisaAbilityHandler : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
2
Assets/Scripts/MarisaAbilityHandler.cs.meta
Normal file
2
Assets/Scripts/MarisaAbilityHandler.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e4cb2f99b870cbec6b3f8e40a997b596
|
||||||
32
Assets/Scripts/PlayerAbility.cs
Normal file
32
Assets/Scripts/PlayerAbility.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerAbility : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Identification")]
|
||||||
|
public string abilityName;
|
||||||
|
[Header("Cooldown")]
|
||||||
|
public float cooldown;
|
||||||
|
private float currentCooldown;
|
||||||
|
|
||||||
|
public void TryAbility()
|
||||||
|
{
|
||||||
|
if (currentCooldown <= 0)
|
||||||
|
{
|
||||||
|
currentCooldown = cooldown;
|
||||||
|
AbilityEffects();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void AbilityEffects()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
protected virtual void Update()
|
||||||
|
{
|
||||||
|
if (currentCooldown > 0)
|
||||||
|
{
|
||||||
|
currentCooldown -= Time.deltaTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/PlayerAbility.cs.meta
Normal file
2
Assets/Scripts/PlayerAbility.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f5c5f92fbdbe28abb8404bf5c5d1977b
|
||||||
41
Assets/Scripts/Projectile.cs
Normal file
41
Assets/Scripts/Projectile.cs
Normal file
|
|
@ -0,0 +1,41 @@
|
||||||
|
using System;
|
||||||
|
using Core.Extensions;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Projectile : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float damage;
|
||||||
|
public float speed;
|
||||||
|
private int currentPierced;
|
||||||
|
public int pierceAmount;
|
||||||
|
public float lifetime;
|
||||||
|
[SerializeField] private Rigidbody2D rb;
|
||||||
|
|
||||||
|
public void RotateToTarget(Vector3 target)
|
||||||
|
{
|
||||||
|
transform.Lookat2D(target);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
Destroy(gameObject, lifetime);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
rb.linearVelocity = transform.right * speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if (!other.CompareTag(tag) && other.TryGetComponent(out Entity isEntity))
|
||||||
|
{
|
||||||
|
isEntity.TakeDamage(damage);
|
||||||
|
currentPierced++;
|
||||||
|
if (currentPierced > pierceAmount)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Projectile.cs.meta
Normal file
2
Assets/Scripts/Projectile.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
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@ -6,7 +6,7 @@ EditorBuildSettings:
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serializedVersion: 2
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serializedVersion: 2
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m_Scenes:
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m_Scenes:
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- enabled: 1
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- enabled: 1
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path: Assets/Scenes/SampleScene.unity
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path: Assets/Scenes/Game.unity
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guid: 8c9cfa26abfee488c85f1582747f6a02
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guid: 8c9cfa26abfee488c85f1582747f6a02
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com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3}
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|
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|
@ -3,12 +3,12 @@
|
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--- !u!19 &1
|
--- !u!19 &1
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Physics2DSettings:
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m_ObjectHideFlags: 0
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m_BounceThreshold: 1
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m_MaxLinearCorrection: 0.2
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m_MaxAngularCorrection: 8
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m_MaxTranslationSpeed: 100
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m_MaxTranslationSpeed: 100
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@ -19,6 +19,7 @@ Physics2DSettings:
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m_LinearSleepTolerance: 0.01
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m_LinearSleepTolerance: 0.01
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m_AngularSleepTolerance: 2
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@ -39,18 +40,17 @@ Physics2DSettings:
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m_IslandSolverBodiesPerJob: 50
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m_IslandSolverContactsPerJob: 50
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m_IslandSolverContactsPerJob: 50
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m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
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m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
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m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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|
@ -2,17 +2,19 @@
|
||||||
%TAG !u! tag:unity3d.com,2011:
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%TAG !u! tag:unity3d.com,2011:
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--- !u!78 &1
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--- !u!78 &1
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TagManager:
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serializedVersion: 2
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serializedVersion: 3
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tags: []
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tags:
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- Friendly
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- Enemy
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layers:
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layers:
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- Default
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- Default
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- TransparentFX
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- TransparentFX
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- Ignore Raycast
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- Ignore Raycast
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-
|
- Environment
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- Water
|
- Water
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- UI
|
- UI
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-
|
- Entity
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||||||
-
|
- Projectile
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||||||
-
|
-
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||||||
-
|
-
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||||||
-
|
-
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@ -41,3 +43,5 @@ TagManager:
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m_RenderingLayers:
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- Default
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Loading…
Add table
Add a link
Reference in a new issue