my HEAD hurts and the SFX is TOO LOUD

This commit is contained in:
Sylvia 2026-04-26 21:49:57 -07:00
parent a3321d361c
commit d4ebf0ca61
41 changed files with 1465 additions and 123 deletions

8
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@ -1964,7 +2297,7 @@ GameObject:
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m_Layer: 5
m_Name: UpgradesList
m_Name: Sidebar
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -1981,7 +2314,8 @@ RectTransform:
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@ -2360,9 +2694,9 @@ RectTransform:
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@ -2597,9 +2931,12 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
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maxBuyables: 0
currency: 0
shopUIObject: {fileID: 1878154672}
player: {fileID: 1952728176}
upgradeListUI: {fileID: 0}
templateUpgradeButton: {fileID: 0}
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@ -2705,6 +3042,76 @@ MonoBehaviour:
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View file

@ -7,27 +7,14 @@ public class AbilityHotbarIcon : MonoBehaviour, IPointerEnterHandler, IPointerEx
{
public Transform cooldownBar;
[SerializeField] private TextMeshProUGUI text;
private bool onCooldown;
private PlayerAbility thisAbility;
[SerializeField] private FloatingAbilityInfo infoUI;
private void Update()
{
if (onCooldown)
if (thisAbility.currentCooldown > 0f || cooldownBar.localScale.x < 1f)
{
cooldownBar.localScale = new Vector3(Math.Clamp(1 - thisAbility.currentCooldown/thisAbility.cooldown, 0, 1), 1, 1);
if (thisAbility.currentCooldown <= 0)
{
onCooldown = false;
}
}
}
public void UpdateCooldown()
{
if (thisAbility.currentCooldown > 0)
{
onCooldown = true;
cooldownBar.localScale = new Vector3(Math.Clamp(1f - thisAbility.currentCooldown/thisAbility.cooldown, 0f, 1f), 1f, 1f);
}
}

View file

@ -15,10 +15,19 @@ public class Laser : PlayerAbility
private BeamCollider beamObjectInstance;
public float turnSpeed;
public float offset;
[SerializeField] private AudioClip beamSFX;
[SerializeField] private float beamVolume = 1;
[Header("Weapon Properties")]
[HideInInspector] public List<Entity> enemyList = new();
public float damageDebounceTime;
protected float currentDebounce;
[Header("Charge")]
public float chargeTime;
protected float currentCharge;
[Header("Effects")]
[SerializeField] private CameraShake camShakeScript; //optional
private void Start()
{
CreateBeam();
@ -30,13 +39,30 @@ public class Laser : PlayerAbility
currentDuration = duration;
currentCooldown = cooldown;
currentDebounce = damageDebounceTime;
beamObjectInstance.gameObject.SetActive(true);
transform.Lookat2D(thisPlayer.mouseWorldPos);
currentCharge = chargeTime;
}
protected override void Update()
{
base.Update();
if (currentCharge >= 0 && currentDuration > 0)
{
currentCharge -= Time.deltaTime;
if (currentCharge < 0)
{
AbilityManager.instance.player.thisPlayer.entityAS.PlayOneShot(beamSFX, beamVolume);
beamObjectInstance.gameObject.SetActive(true);
transform.Lookat2D(thisPlayer.mouseWorldPos);
if (camShakeScript)
{
camShakeScript.ShakeCamera(currentDuration);
}
}
else
{
return;
}
}
if (currentDuration > 0)
{
Vector3 direction = (thisPlayer.mouseWorldPos - (Vector2)transform.position).normalized;

View file

@ -21,6 +21,9 @@ public class PlayerAbility : MonoBehaviour
public int baseProjectileCount;
public int projectileCount;
public Dictionary<AbilityUpgrade, int> attachedUpgrades = new();
[Header("SFX")]
[SerializeField] private AudioClip useAbilitySFX;
[SerializeField] private float volume = 1;
private void Start()
{
@ -34,6 +37,7 @@ public class PlayerAbility : MonoBehaviour
if (currentCooldown <= 0 && canCooldown)
{
currentCooldown = cooldown;
AbilityManager.instance.player.thisPlayer.entityAS.PlayOneShot(useAbilitySFX, volume);
AbilityEffects();
}
}

View file

@ -0,0 +1,24 @@
using Unity.Cinemachine;
using UnityEngine;
public class CameraShake : MonoBehaviour
{
[SerializeField] private CinemachineImpulseSource impulseSource;
[SerializeField] private float cameraShakeForce;
private float currentDuration;
public void ShakeCamera(float duration)
{
currentDuration = duration;
}
private void Update()
{
if (currentDuration > 0)
{
currentDuration -= Time.deltaTime;
impulseSource.DefaultVelocity = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), 0f);
impulseSource.GenerateImpulse(cameraShakeForce);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1451ffc8332d519f59ce36448e28604a

View file

@ -118,6 +118,7 @@ public class Enemy : Entity
protected override void OnKillEffects()
{
Destroy(gameObject);
OnKill?.Invoke();
foreach (UpgradeDrop drop in possibleDrops)
{
DropUpgrade(drop);

View file

@ -28,7 +28,8 @@ public class EnemySpawner : MonoBehaviour
public List<Transform> spawnPoints;
public float spawnRate;
[SerializeField] private float currentSpawnTime;
[Header("Boss")]
[Header("Boss")]
private bool bossSpawned = false;
public Enemy bossEnemy;
private Enemy bossEnemyInstance;
public Transform bossSpawnPoint;
@ -54,14 +55,14 @@ public class EnemySpawner : MonoBehaviour
SpawnEnemy(enemiesToSpawn[Random.Range(0, enemiesToSpawn.Length)], spawnPoints[Random.Range(0, spawnPoints.Count)].position);
}
}
else if (!canSpawn && bossEnemy.health < 0)
else if (bossSpawned && !bossEnemyInstance)
{
if (Input.GetKey(KeyCode.E))
{
LevelSwitcher.instance.LoadShop();
}
}
enemyLevel = (int)(Time.time / levelUpIntervals); //figure out the time.time thing because that's not gonna work here
enemyLevel = (int)(Time.time / levelUpIntervals) + 1; //figure out the time.time thing because that's not gonna work here
}
public Enemy SpawnEnemy(Enemy enemy, Vector3 location)
@ -79,6 +80,7 @@ public class EnemySpawner : MonoBehaviour
canSpawn = false;
Enemy.OnDamaged += UpdateBossHealthBar; //this kinda sucks but it technically works??
bossNameText.text = bossEnemyInstance.entityName;
bossSpawned = true;
}
private void UpdateBossHealthBar()

View file

@ -6,6 +6,7 @@ public class Entity : MonoBehaviour
[Header("Identification")]
public string entityName;
public SpriteRenderer sprite;
public AudioSource entityAS;
[Header("Flags")]
public bool stalled;
public bool invincible;
@ -20,6 +21,10 @@ public class Entity : MonoBehaviour
protected Vector2 moveDirection;
public float speed;
public float speedMultiplier = 1f;
[Header("FX")]
[SerializeField] private EntityDeathSFX deathObject;
[SerializeField] private AudioClip deathSound;
[SerializeField] private float deathVolume = 1;
protected void FlipSprite(Vector2 lookDirection)
{
@ -47,6 +52,8 @@ public class Entity : MonoBehaviour
health -= damage;
if (health < 0)
{
EntityDeathSFX newSFX = Instantiate(deathObject, transform.position, transform.rotation);
newSFX.PlaySFX(deathSound, deathVolume);
OnKillEffects();
}
}

View file

@ -0,0 +1,20 @@
using System;
using UnityEngine;
public class EntityDeathSFX : MonoBehaviour
{
[SerializeField] private AudioSource AS;
public void PlaySFX(AudioClip audioToPlay, float volume)
{
AS.PlayOneShot(audioToPlay, volume);
}
private void Update()
{
if (!AS.isPlaying)
{
Destroy(gameObject);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ffa63eeffdadeda86b3db6f9f6b15cde

View file

@ -6,7 +6,7 @@ using UnityEngine.InputSystem;
public class MarisaAbilityHandler : MonoBehaviour
{
[SerializeField] private PlayerInput inputHandler;
[SerializeField] private Marisa thisPlayer;
public Marisa thisPlayer;
[Header("Abilities")] //maybe have to make them public for when you're changing out abilities
public List<PlayerAbility> abilities = new();
@ -18,17 +18,11 @@ public class MarisaAbilityHandler : MonoBehaviour
public AbilityHotbarIcon[] hotbarIcons;
//this is getting ridiculous
private void Awake()
{
SetupAbilities();
}
private void Start()
{
hotbarIcons = FindObjectsByType<AbilityHotbarIcon>(FindObjectsSortMode.InstanceID);
if (AbilitySceneTransfer.instance.savedAbilities.Count > 0)
if (hotbarIcons[0] != null) //bad
{
LevelSwitcher.instance.SetupScene();
SetupAbilities();
}
}
@ -57,22 +51,18 @@ public class MarisaAbilityHandler : MonoBehaviour
if (inputHandler.actions["MainAttack"].inProgress)
{
abilityInstances[0].TryAbility();
hotbarIcons[0].UpdateCooldown();
}
else if (inputHandler.actions["SecondaryAttack"].inProgress)
{
abilityInstances[1].TryAbility();
hotbarIcons[1].UpdateCooldown();
}
else if (inputHandler.actions["SpellA"].inProgress)
{
abilityInstances[2].TryAbility();
hotbarIcons[2].UpdateCooldown();
}
else if (inputHandler.actions["SpellB"].inProgress)
{
abilityInstances[3].TryAbility();
hotbarIcons[3].UpdateCooldown();
}
}
}

View file

@ -1,5 +1,7 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShopManager : MonoBehaviour
{
@ -20,12 +22,26 @@ public class ShopManager : MonoBehaviour
#endregion
public List<AbilityUpgrade> buyableUpgrades;
[SerializeField] private int maxBuyables;
public int currency; //uh. we need to figure out this one lol
public GameObject shopUIObject;
[SerializeField] private Marisa player;
[Header("UI")]
public Transform upgradeListUI;
public Button templateUpgradeButton;
private void Start()
{
GenerateUpgradeList();
}
public void GenerateUpgradeList()
{
foreach (AbilityUpgrade upgrade in buyableUpgrades)
{
Button newButton = Instantiate(templateUpgradeButton, upgradeListUI);
newButton.onClick.AddListener(() => BuyUpgrade(upgrade));
}
}
public void BuyUpgrade(AbilityUpgrade abilityToBuy)
@ -55,4 +71,27 @@ public class ShopManager : MonoBehaviour
shopUIObject.SetActive(false);
player.stalled = false;
}
public void UpgradesMenu()
{
}
public void SellMenu()
{
}
public void TalkMenu()
{
}
private void ClearInventoryUI()
{
foreach (Transform child in upgradeListUI)
{
Destroy(child);
}
}
}

View file

@ -0,0 +1,23 @@
using System;
using UnityEngine;
public class UILoader : MonoBehaviour
{
private MarisaAbilityHandler marisa;
[SerializeField] private AbilityHotbarIcon[] hotbarIcons;
private void Awake()
{
marisa = FindFirstObjectByType<MarisaAbilityHandler>();
marisa.hotbarIcons = hotbarIcons;
if (AbilitySceneTransfer.instance.savedAbilities.Count > 0)
{
LevelSwitcher.instance.SetupScene();
}
marisa.SetupAbilities();
}
private void Start()
{
Destroy(gameObject);
}
}

View file

@ -0,0 +1,2 @@
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