start work on implementing gameplay

This commit is contained in:
Sylvia 2026-06-25 15:15:16 -07:00
parent 94f5a5e209
commit 274af1e5a1
42 changed files with 3054 additions and 371 deletions

39
Assets/Scripts/Ability.cs Normal file
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using System;
using UnityEngine;
public class Ability : MonoBehaviour
{
[Header("Cooldown")]
public float currentCooldown;
public float cooldown;
[Header("Stats")]
public int power;
[Header("Targetting")]
public Transform origin;
public Vector3 direction;
public bool TryAbility()
{
if (currentCooldown <= 0)
{
currentCooldown = cooldown;
AbilityEffects();
return true;
}
return false;
}
protected virtual void AbilityEffects()
{
}
private void Update()
{
if (currentCooldown >= 0)
{
currentCooldown -= Time.deltaTime;
}
}
}

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fileFormatVersion: 2
guid: 44b9d09afb8c9b825bf024d2c59ac4bc

19
Assets/Scripts/Enemy.cs Normal file
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using System;
using UnityEngine;
public class Enemy : Entity
{
private void Update()
{
foreach (Ability ability in abilities)
{
ability.TryAbility();
}
}
protected override void OnDeath()
{
base.OnDeath();
Destroy(gameObject);
}
}

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guid: 3585d9ceba9f440838b5b13d75bef210

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using UnityEngine;
public class EnemyAbility : Ability
{
[SerializeField] private float cooldownDelta;
void Start()
{
cooldown += Random.Range(-cooldownDelta, cooldownDelta);
currentCooldown = Random.Range(0, cooldown);
}
}

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using System;
using Core.Extensions;
using UnityEngine;
using Random = UnityEngine.Random;
public class EnemyShootBasic : EnemyAbility
{
// i think this will just be a debug script since a regular singular bullet attack is kinda boring lol
//or atleast i'd need to figure out cool bullet patterns
[SerializeField] private Projectile projectile;
protected override void AbilityEffects()
{
Projectile newProjectile = Instantiate(projectile, origin.position, Quaternion.identity);
newProjectile.transform.Lookat2D(direction);
newProjectile.damage = power;
newProjectile.tag = tag;
}
}

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guid: c2d01df850251ebc4adc091f0274b225

35
Assets/Scripts/Entity.cs Normal file
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using System;
using System.Collections.Generic;
using UnityEngine;
public class Entity : MonoBehaviour
{
[Header("Health")]
public int health; //using int instead of float because it's a simpler game lol
public int maxHealth;
[Header("State")]
public bool isStalled;
[Header("Abilities")]
public List<Ability> abilities = new();
public void TakeDamage(int damage)
{
health -= damage;
if (health <= 0)
{
OnDeath();
}
}
public void Heal(int healing)
{
health += healing;
health = Math.Clamp(health, 0, maxHealth);
}
protected virtual void OnDeath()
{
}
}

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Assets/Scripts/Player.cs Normal file
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using System.Collections.Generic;
using UnityEngine;
public class Player : Entity
{
void Update()
{
if (Input.GetMouseButtonDown(0))
{
abilities[0].TryAbility();
}
if (Input.GetMouseButtonDown(1)) //this way kinda sucks but i'll fix it when i feel like it
{
abilities[1].TryAbility();
}
}
}

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guid: 89103b88932a2bbaf865c8848bdb31e6

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using UnityEngine;
public class Projectile : MonoBehaviour
{
[SerializeField] private Rigidbody2D rb;
public int damage;
public float speed;
public float lifetime;
public Vector2 direction;
private void Start()
{
Destroy(gameObject, lifetime);
direction = transform.right;
}
private void FixedUpdate()
{
rb.linearVelocity = direction * speed;
}
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag(tag) && other.TryGetComponent(out Entity isEntity))
{
isEntity.TakeDamage(damage);
Destroy(gameObject);
}
}
}

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using System;
using Core.Extensions;
using UnityEngine;
public class ReisenShoot : Ability
{
[SerializeField] private Projectile projectile;
[SerializeField] private Camera cam;
protected override void AbilityEffects()
{
direction = cam.ScreenToWorldPoint(Input.mousePosition);
Projectile newProjectile = Instantiate(projectile, origin.position, Quaternion.identity);
newProjectile.transform.Lookat2D(direction);
newProjectile.damage = power;
newProjectile.tag = tag;
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
public class YoumuDeflect : Ability
{
private List<Projectile> projectilesInRange = new();
protected override void AbilityEffects()
{
base.AbilityEffects();
foreach (Projectile projectile in projectilesInRange)
{
projectile.transform.eulerAngles = new Vector3(0, 0, 180);
projectile.direction = -transform.right;
projectile.tag = tag;
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag(tag) && other.TryGetComponent(out Projectile isProjectile))
{
projectilesInRange.Add(isProjectile);
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag(tag) && other.TryGetComponent(out Projectile isProjectile) && projectilesInRange.Contains(isProjectile))
{
projectilesInRange.Add(isProjectile);
}
}
}

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