cool title screen

This commit is contained in:
Sylvia 2026-06-27 04:59:03 -07:00
parent b0625ae834
commit 949135cecb
33 changed files with 4977 additions and 7 deletions

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@ -1,17 +1,74 @@
using System; using System;
using Core.Extensions; using Core.Extensions;
using Unity.Mathematics;
using UnityEngine; using UnityEngine;
public class ReisenShoot : Ability public class ReisenShoot : Ability
{ {
[SerializeField] private Projectile projectile; [SerializeField] private Projectile projectile;
[SerializeField] private Projectile chargedProjectile;
[SerializeField] private Camera cam; [SerializeField] private Camera cam;
[Header("Charge")]
[SerializeField] private float mouseHoldTime;
private float currentMouseHoldTime;
private float currentChargeTime;
private bool isCharging;
[SerializeField] private float maxChargeTime;
[SerializeField] private float chargeCooldown;
private float currentChargeCooldown;
protected override void AbilityEffects() protected override void AbilityEffects()
{
if (currentChargeCooldown > 0)
{
ShootBullet(projectile, power);
}
else
{
isCharging = true;
}
}
private void ShootBullet(Projectile projectileToShoot, int damage)
{ {
direction = cam.ScreenToWorldPoint(Input.mousePosition); direction = cam.ScreenToWorldPoint(Input.mousePosition);
Projectile newProjectile = Instantiate(projectile, origin.position, Quaternion.identity); Projectile newProjectile = Instantiate(projectileToShoot, origin.position, Quaternion.identity);
newProjectile.transform.Lookat2D(direction); newProjectile.transform.Lookat2D(direction);
newProjectile.damage = power; newProjectile.damage = damage;
newProjectile.tag = tag; newProjectile.tag = tag;
} }
protected override void Update()
{
base.Update();
if (currentMouseHoldTime >= 0)
{
currentMouseHoldTime -= Time.deltaTime;
if (currentMouseHoldTime <= 0 && Input.GetMouseButton(1) && currentChargeTime <= 0)
{
isCharging = true;
}
else if (Input.GetMouseButtonUp(0))
{
ShootBullet(projectile, power);
}
}
if (isCharging && Input.GetMouseButton(0)) //this code REEKS
{
currentChargeTime += Time.deltaTime;
}
else if (isCharging && Input.GetMouseButtonUp(0))
{
Debug.Log("here");
currentChargeTime = 0;
ShootBullet(chargedProjectile, power * (int)Math.Clamp(currentChargeTime, 0, maxChargeTime));
currentChargeCooldown = chargeCooldown;
isCharging = false;
}
if (currentChargeCooldown > 0)
{
currentChargeCooldown -= Time.deltaTime;
}
Debug.Log(currentChargeTime);
}
} }

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@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Unity.Mathematics;
using UnityEngine; using UnityEngine;
using Random = UnityEngine.Random; using Random = UnityEngine.Random;
@ -10,17 +11,47 @@ public class YoumuDeflect : Ability
public float deflectionAngleMin = -48; public float deflectionAngleMin = -48;
public float deflectionAngleMax = 90; public float deflectionAngleMax = 90;
[Header("SlashCharge")]
[SerializeField] private float mouseHoldTime;
private float currentMouseHoldTime;
private float currentChargeTime;
private bool isCharging;
[SerializeField] private float maxChargeTime;
[SerializeField] private float chargeCooldown;
private float currentChargeCooldown;
private float currentUnleashedChargeTime;
[Header("Effects")] [Header("Effects")]
[SerializeField] private ParticleSystem deflectionParticles; [SerializeField] private ParticleSystem deflectionParticles;
[SerializeField] private GameObject swordSweepEffect; [SerializeField] private GameObject swordSweepEffect;
[SerializeField] private GameObject chargeSweepEffect;
private float currentDissipationTime = 0f; private float currentDissipationTime = 0f;
[SerializeField] private float dissipationTime; [SerializeField] private float dissipationTime;
protected override void AbilityEffects() protected override void AbilityEffects()
{ {
base.AbilityEffects(); base.AbilityEffects();
if (currentChargeCooldown > 0)
{
RegularDeflection();
}
else
{
currentMouseHoldTime = mouseHoldTime;
currentChargeTime = 0;
}
}
private void RegularDeflection()
{
//Debug.Log("Regular Deflection");
swordSweepEffect.gameObject.SetActive(true); swordSweepEffect.gameObject.SetActive(true);
currentDissipationTime = dissipationTime; currentDissipationTime = dissipationTime;
DeflectProjectiles();
}
private void DeflectProjectiles()
{
foreach (Projectile projectile in projectilesInRange.ToList()) foreach (Projectile projectile in projectilesInRange.ToList())
{ {
if (!projectile) if (!projectile)
@ -64,5 +95,49 @@ public class YoumuDeflect : Ability
swordSweepEffect.SetActive(false); swordSweepEffect.SetActive(false);
} }
} }
if (currentMouseHoldTime >= 0)
{
currentMouseHoldTime -= Time.deltaTime;
if (currentMouseHoldTime <= 0 && Input.GetMouseButton(1) && currentChargeTime <= 0)
{
isCharging = true;
}
else if (Input.GetMouseButtonUp(1))
{
RegularDeflection();
}
}
if (isCharging && Input.GetMouseButton(1)) //this code REEKS
{
currentChargeTime += Time.deltaTime;
}
else if (isCharging && Input.GetMouseButtonUp(1))
{
Debug.Log("here");
chargeSweepEffect.SetActive(true);
currentUnleashedChargeTime = Math.Clamp(currentChargeTime, 0, maxChargeTime) * 2;
currentChargeCooldown = chargeCooldown;
isCharging = false;
}
else if (currentUnleashedChargeTime > 0)
{
currentUnleashedChargeTime -= Time.deltaTime;
if (currentUnleashedChargeTime < 0)
{
chargeSweepEffect.SetActive(false);
}
if (projectilesInRange.Count > 0)
{
DeflectProjectiles();
}
}
if (currentChargeCooldown > 0)
{
currentChargeCooldown -= Time.deltaTime;
}
Debug.Log(currentChargeTime);
} }
} }

View file

@ -0,0 +1,37 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenuHandler : MonoBehaviour
{
[SerializeField] private Animator uiAnimator;
[SerializeField] private string openUIAction;
[SerializeField] private string closeUIAction;
[SerializeField] private Transform uiMovingObject;
public void StartGame()
{
SceneManager.LoadScene(1);
}
public void StartEndless()
{
}
public void QuitGame()
{
Application.Quit();
}
public void OpenUI(GameObject uiToOpen)
{
uiAnimator.SetTrigger(openUIAction);
uiToOpen.transform.SetParent(uiMovingObject);
uiToOpen.transform.position = uiMovingObject.position;
}
public void CloseUI(GameObject uiToClose)
{
uiAnimator.SetTrigger(closeUIAction);
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3659a3a7b338bdffa8938d0500d4a4bc

View file

@ -0,0 +1,86 @@
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class TypeWriterUI : MonoBehaviour
{
Text _text;
TMP_Text _tmpProText;
string writer;
[SerializeField] float delayBeforeStart = 0f;
[SerializeField] float timeBtwChars = 0.1f;
[SerializeField] string leadingChar = "";
[SerializeField] bool leadingCharBeforeDelay = false;
// Use this for initialization
void Start()
{
_text = GetComponent<Text>()!;
_tmpProText = GetComponent<TMP_Text>()!;
if(_text != null)
{
writer = _text.text;
_text.text = "";
StartCoroutine("TypeWriterText");
}
if (_tmpProText != null)
{
writer = _tmpProText.text;
_tmpProText.text = "";
StartCoroutine("TypeWriterTMP");
}
}
IEnumerator TypeWriterText()
{
_text.text = leadingCharBeforeDelay ? leadingChar : "";
yield return new WaitForSeconds(delayBeforeStart);
foreach (char c in writer)
{
if (_text.text.Length > 0)
{
_text.text = _text.text.Substring(0, _text.text.Length - leadingChar.Length);
}
_text.text += c;
_text.text += leadingChar;
yield return new WaitForSeconds(timeBtwChars);
}
if(leadingChar != "")
{
_text.text = _text.text.Substring(0, _text.text.Length - leadingChar.Length);
}
}
IEnumerator TypeWriterTMP()
{
_tmpProText.text = leadingCharBeforeDelay ? leadingChar : "";
yield return new WaitForSeconds(delayBeforeStart);
foreach (char c in writer)
{
if (_tmpProText.text.Length > 0)
{
_tmpProText.text = _tmpProText.text.Substring(0, _tmpProText.text.Length - leadingChar.Length);
}
_tmpProText.text += c;
_tmpProText.text += leadingChar;
yield return new WaitForSeconds(timeBtwChars);
}
if (leadingChar != "")
{
_tmpProText.text = _tmpProText.text.Substring(0, _tmpProText.text.Length - leadingChar.Length);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a4eaaf76386a739a69249fa7c58a154b

View file

@ -5,6 +5,9 @@ EditorBuildSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1
path: Assets/Scenes/MainMenu.unity
guid: 792f29ea46c14841b829e09e1b9ee8b8
- enabled: 1 - enabled: 1
path: Assets/Scenes/Gameplay.unity path: Assets/Scenes/Gameplay.unity
guid: 8c9cfa26abfee488c85f1582747f6a02 guid: 8c9cfa26abfee488c85f1582747f6a02