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(animator) + { + animator.SetTrigger(attackTrigger); + } return true; } return false; diff --git a/Assets/Scripts/Abilities/BossMovesToARandomPositionForNoReason.cs b/Assets/Scripts/Abilities/BossMovesToARandomPositionForNoReason.cs new file mode 100644 index 0000000..39416b6 --- /dev/null +++ b/Assets/Scripts/Abilities/BossMovesToARandomPositionForNoReason.cs @@ -0,0 +1,17 @@ +using UnityEngine; + +public class BossMovesToARandomPositionForNoReason : EnemyAbility +{ + //i hope you like the script name + //because the bosses in touhou do this + //anyways + [SerializeField] private Enemy thisEnemy; + protected override void AbilityEffects() + { + StopCoroutine(thisEnemy.currentMovementRoutine); + Vector3 newPosition = WaveManager.instance.GetRandomEnemyPoint(); + thisEnemy.originalPosition = newPosition; + StartCoroutine(thisEnemy.MoveToPosition(thisEnemy.transform.position, + newPosition, thisEnemy.moveSpeed)); + } +} diff --git a/Assets/Scripts/Abilities/BossMovesToARandomPositionForNoReason.cs.meta b/Assets/Scripts/Abilities/BossMovesToARandomPositionForNoReason.cs.meta new file mode 100644 index 0000000..08eec62 --- /dev/null +++ b/Assets/Scripts/Abilities/BossMovesToARandomPositionForNoReason.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: da4b31636e5bcca7195f27d578e71ebb \ No newline at end of file diff --git a/Assets/Scripts/Abilities/CirnoFreezeDeflect.cs b/Assets/Scripts/Abilities/CirnoFreezeDeflect.cs new file mode 100644 index 0000000..4b84b4c --- /dev/null +++ b/Assets/Scripts/Abilities/CirnoFreezeDeflect.cs @@ -0,0 +1,104 @@ +using System.Collections.Generic; +using Core.Extensions; +using UnityEngine; + +public class CirnoFreezeDeflect : EnemyAbility +{ + [Header("Direction")] + private Vector3 playerPos; + [Header("Deflection")] + [SerializeField] private float deflectionSpeed; + [SerializeField] private float deflectionSpeedVariance; + [SerializeField] private float deflectionAngleMin = -48; + [SerializeField] private float deflectionAngleMax = 90; + public List projectilesInRange = new(); + public List projectilesAffected = new(); + [SerializeField] private float deflectionDelay; + private float currentDelay; + [Header("Effects")] + [SerializeField] private ParticleSystem deflectionParticles; + [SerializeField] private AudioClip deflectionSound; + [SerializeField] private float sweepDissipationTime; + private float currentDissipationTime; + [SerializeField] private GameObject swordSweepEffect; + [SerializeField] private Color freezeColor; + + protected override void Start() + { + base.Start(); + playerPos = WaveManager.instance.GetRandomPlayerPoint(); + } + + protected override void AbilityEffects() + { + projectilesAffected = projectilesInRange; + foreach (Projectile projectile in projectilesAffected.ToArray()) + { + if (!projectile) + { + projectilesInRange.Remove(projectile); + continue; + } + + projectile.sprite.color = freezeColor; + projectile.speed = 0; + } + currentDelay = deflectionDelay; + playerPos = WaveManager.instance.GetRandomPlayerPoint(); + } + + protected override void Update() + { + base.Update(); + transform.Lookat2D(playerPos); + if (currentDelay > 0) + { + currentDelay -= Time.deltaTime; + if (currentDelay <= 0) + { + DeflectProjectiles(); + currentDissipationTime = sweepDissipationTime; + swordSweepEffect.SetActive(true); + } + } + if (currentDissipationTime > 0) + { + currentDissipationTime -= Time.deltaTime; + if (currentDissipationTime <= 0) + { + swordSweepEffect.SetActive(false); + } + } + } + private void DeflectProjectiles() + { + GameManager.instance.deflections += projectilesInRange.Count; + foreach (Projectile projectile in projectilesAffected.ToArray()) + { + if (!projectile) + { + projectilesAffected.Remove(projectile); + continue; + } + projectile.transform.eulerAngles = new Vector3(0, 0, Random.Range(deflectionAngleMin, deflectionAngleMax)); + projectile.direction = projectile.transform.right; + projectile.tag = tag; + projectile.speed = deflectionSpeed + Random.Range(-deflectionSpeedVariance, deflectionSpeedVariance); + projectile.Deflected(); + Instantiate(deflectionParticles, projectile.transform); + } + projectilesAffected.Clear(); + WaveManager.instance.audioSource.PlayOneShot(deflectionSound, volume); + } + + private void OnTriggerEnter2D(Collider2D other) + { + if (!other.CompareTag(tag)) + { + if (other.TryGetComponent(out Projectile isProjectile) && isProjectile.deflectable) + { + projectilesInRange.Add(isProjectile); + } + } + } +} diff --git a/Assets/Scripts/Abilities/CirnoFreezeDeflect.cs.meta b/Assets/Scripts/Abilities/CirnoFreezeDeflect.cs.meta new file mode 100644 index 0000000..66c4036 --- /dev/null +++ b/Assets/Scripts/Abilities/CirnoFreezeDeflect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9e06f35db4bdec1eb8b8b6b92a9d463c \ No newline at end of file diff --git a/Assets/Scripts/Abilities/EnemyAbility.cs b/Assets/Scripts/Abilities/EnemyAbility.cs index d7acbcc..084eddd 100644 --- a/Assets/Scripts/Abilities/EnemyAbility.cs +++ b/Assets/Scripts/Abilities/EnemyAbility.cs @@ -3,9 +3,19 @@ using UnityEngine; public class EnemyAbility : Ability { [SerializeField] private float cooldownDelta; - void Start() + [SerializeField] private bool willLookAtPlayer; + protected virtual void Start() { cooldown += Random.Range(-cooldownDelta, cooldownDelta); currentCooldown = Random.Range(0, cooldown); } + + public override bool TryAbility() + { + if (willLookAtPlayer) + { + direction = WaveManager.instance.GetRandomPlayerPoint(); + } + return base.TryAbility(); + } } diff --git a/Assets/Scripts/Abilities/EnemyBulletPattern.cs b/Assets/Scripts/Abilities/EnemyBulletPattern.cs new file mode 100644 index 0000000..f817ce2 --- /dev/null +++ b/Assets/Scripts/Abilities/EnemyBulletPattern.cs @@ -0,0 +1,98 @@ +using System; +using System.Collections; +using Core.Extensions; +using UnityEngine; +using Random = UnityEngine.Random; + +public class EnemyBulletPattern : EnemyAbility +{ + [Serializable] + public class ProjectileDirection + { + public Projectile projectile; + public Transform direction; + public float timing; + public int amount; + public float burstTiming; + public float projectileSpeed; + public bool aimedShot; + } + + [SerializeField] protected ProjectileDirection[] projectileDirections; + [SerializeField] private bool randomAim; + + protected override void AbilityEffects() + { + base.AbilityEffects(); + transform.Lookat2D(direction); + if (randomAim) + { + transform.eulerAngles = new Vector3(0, 0, Random.Range(0, 360f)); + } + foreach (ProjectileDirection projectileDirection in projectileDirections) + { + if (projectileDirection.timing <= 0 && projectileDirection.amount <= 1) + { + ShootProjectile(projectileDirection.projectile, projectileDirection.direction.position, projectileDirection.projectileSpeed, projectileDirection.aimedShot); + } + else if (projectileDirection.amount > 1) + { + StartCoroutine(BurstFire(projectileDirection, projectileDirection.amount, + projectileDirection.burstTiming)); + } + else + { + StartCoroutine(DelayedShot(projectileDirection, projectileDirection.timing)); + } + } + } + + public void ShootProjectile(Projectile projectile, Vector3 location, float speed, bool aimed) + { + Projectile newProjectile = Instantiate(projectile, origin.position, Quaternion.identity); + Vector3 projectileDirection = location; + if (aimed) + { + projectileDirection = WaveManager.instance.GetRandomPlayerPoint(); + } + newProjectile.transform.Lookat2D(projectileDirection); + newProjectile.damage = power; + newProjectile.tag = tag; + if (speed > 0f) + { + newProjectile.speed = speed; + } + } + private IEnumerator BurstFire(ProjectileDirection projectile, int burstCount, float burstDelay) + { + int currentCount = 0; + while (currentCount < burstCount) + { + ShootProjectile(projectile.projectile, projectile.direction.position, projectile.projectileSpeed, projectile.aimedShot); + currentCount++; + yield return new WaitForSeconds(burstDelay); + } + yield break; + } + + private IEnumerator DelayedShot(ProjectileDirection projectile, float delay) + { + float currentDelayTiming = 0f; + while (currentDelayTiming < delay) + { + currentDelayTiming += Time.deltaTime; + if (currentDelayTiming > delay) + { + if (projectile.amount > 1) + { + StartCoroutine(BurstFire(projectile, projectile.amount, projectile.burstTiming)); + } + else + { + ShootProjectile(projectile.projectile, projectile.direction.position, projectile.projectileSpeed, projectile.aimedShot); + } + } + yield return null; + } + } +} diff --git a/Assets/Scripts/Abilities/EnemyBulletPattern.cs.meta b/Assets/Scripts/Abilities/EnemyBulletPattern.cs.meta new file mode 100644 index 0000000..39162f0 --- /dev/null +++ b/Assets/Scripts/Abilities/EnemyBulletPattern.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c037b51b973541048a47ffa9cd8f01c0 \ No newline at end of file diff --git a/Assets/Scripts/Abilities/EnemyBurstFire.cs b/Assets/Scripts/Abilities/EnemyBurstFire.cs new file mode 100644 index 0000000..5c0de8b --- /dev/null +++ b/Assets/Scripts/Abilities/EnemyBurstFire.cs @@ -0,0 +1,28 @@ +using System.Collections; +using UnityEngine; + +public class EnemyBurstFire : EnemyBulletPattern +{ + [SerializeField] private int burstCount; + [SerializeField] private float burstDelay; + + protected override void AbilityEffects() + { + foreach (ProjectileDirection projectile in projectileDirections) + { + StartCoroutine(BurstFire(projectile)); + } + } + + private IEnumerator BurstFire(ProjectileDirection moveDirection) + { + int currentCount = 0; + while (currentCount < burstCount) + { + //ShootProjectile(moveDirection.projectile, direction); + currentCount++; + yield return new WaitForSeconds(burstDelay); + } + yield break; + } +} diff --git a/Assets/Scripts/Abilities/EnemyBurstFire.cs.meta b/Assets/Scripts/Abilities/EnemyBurstFire.cs.meta new file mode 100644 index 0000000..aa121a8 --- /dev/null +++ b/Assets/Scripts/Abilities/EnemyBurstFire.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 72297b32aef434ec4bc31531226ecf79 \ No newline at end of file diff --git a/Assets/Scripts/Abilities/EnemyTackle.cs b/Assets/Scripts/Abilities/EnemyTackle.cs new file mode 100644 index 0000000..a9831e2 --- /dev/null +++ b/Assets/Scripts/Abilities/EnemyTackle.cs @@ -0,0 +1,58 @@ +using UnityEngine; + +public class EnemyTackle : EnemyAbility +{ + private Vector3 originalPosition; + private Vector3 movePosition; + [SerializeField] private Enemy thisEnemy; + public float distanceToReturn; + public float distanceToDamage; + private bool isCloseToPlayer; + private bool returning; + [Header("Speeds")] + [SerializeField] private float tackleSpeed; + [SerializeField] private float returnSpeed; + + protected override void AbilityEffects() + { + base.AbilityEffects(); + returning = false; + thisEnemy.onTakeDamage += ReturnToPosition; + originalPosition = transform.position; + movePosition = WaveManager.instance.GetRandomPlayerPoint(); + thisEnemy.isStalled = true; + thisEnemy.preventWobble = true; + StopCoroutine(thisEnemy.currentMovementRoutine); + thisEnemy.currentMovementRoutine = StartCoroutine(thisEnemy.MoveToPosition(originalPosition, movePosition, tackleSpeed)); + } + + protected override void Update() + { + base.Update(); + if (!returning) + { + if (Vector3.Distance(transform.position, movePosition) < distanceToReturn && !isCloseToPlayer) + { + isCloseToPlayer = true; + } + else if (isCloseToPlayer && Vector3.Distance(transform.position, movePosition) < distanceToDamage) + { + WaveManager.instance.player.TakeDamage(power); + ReturnToPosition(); + } + } + } + + private void ReturnToPosition() + { + thisEnemy.onTakeDamage -= ReturnToPosition; + returning = true; + if (thisEnemy.currentMovementRoutine != null) + { + StopCoroutine(thisEnemy.currentMovementRoutine); + } + thisEnemy.preventWobble = false; + thisEnemy.isStalled = true; + thisEnemy.currentMovementRoutine = StartCoroutine(thisEnemy.MoveToPosition(transform.position, originalPosition, returnSpeed)); + } +} diff --git a/Assets/Scripts/Abilities/EnemyTackle.cs.meta b/Assets/Scripts/Abilities/EnemyTackle.cs.meta new file mode 100644 index 0000000..b2fca7b --- /dev/null +++ b/Assets/Scripts/Abilities/EnemyTackle.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 089b592119ba967b4a9972a273c9f625 \ No newline at end of file diff --git a/Assets/Scripts/Abilities/PlayerAbility.cs b/Assets/Scripts/Abilities/PlayerAbility.cs new file mode 100644 index 0000000..100fa21 --- /dev/null +++ b/Assets/Scripts/Abilities/PlayerAbility.cs @@ -0,0 +1,5 @@ +using UnityEngine; + +public class PlayerAbility : Ability +{ +} diff --git a/Assets/Scripts/Abilities/PlayerAbility.cs.meta b/Assets/Scripts/Abilities/PlayerAbility.cs.meta new file mode 100644 index 0000000..965e86f --- /dev/null +++ b/Assets/Scripts/Abilities/PlayerAbility.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a5ff6f41c57bf3c338e65eda7d30a2b8 \ No newline at end of file diff --git a/Assets/Scripts/Abilities/ReisenShoot.cs b/Assets/Scripts/Abilities/ReisenShoot.cs index 8f40bd1..9e4a167 100644 --- a/Assets/Scripts/Abilities/ReisenShoot.cs +++ b/Assets/Scripts/Abilities/ReisenShoot.cs @@ -16,6 +16,8 @@ public class ReisenShoot : Ability [SerializeField] private float maxChargeTime; [SerializeField] private float chargeCooldown; private float currentChargeCooldown; + [Header("Effects")] + [SerializeField] private Transform chargeMeter; protected override void AbilityEffects() { if (currentChargeCooldown > 0) @@ -24,17 +26,20 @@ public class ReisenShoot : Ability } else { - isCharging = true; + currentMouseHoldTime = mouseHoldTime; } } private void ShootBullet(Projectile projectileToShoot, int damage) { + WaveManager.instance.audioSource.PlayOneShot(projectileToShoot.projectileShootSFX, projectileToShoot.volume); direction = cam.ScreenToWorldPoint(Input.mousePosition); Projectile newProjectile = Instantiate(projectileToShoot, origin.position, Quaternion.identity); newProjectile.transform.Lookat2D(direction); newProjectile.damage = damage; newProjectile.tag = tag; + newProjectile.playerBullet = true; + GameManager.instance.projectilesShot++; //i shouldn't be directly modifying the variable but i don't actually care } protected override void Update() @@ -43,8 +48,9 @@ public class ReisenShoot : Ability if (currentMouseHoldTime >= 0) { currentMouseHoldTime -= Time.deltaTime; - if (currentMouseHoldTime <= 0 && Input.GetMouseButton(1) && currentChargeTime <= 0) + if (currentMouseHoldTime <= 0 && Input.GetMouseButton(0) && currentChargeTime <= 0) { + currentChargeTime += mouseHoldTime; isCharging = true; } else if (Input.GetMouseButtonUp(0)) @@ -55,12 +61,13 @@ public class ReisenShoot : Ability if (isCharging && Input.GetMouseButton(0)) //this code REEKS { currentChargeTime += Time.deltaTime; + chargeMeter.localScale = new Vector3(Math.Clamp(currentChargeTime, 0, maxChargeTime)/maxChargeTime, 1f, 1f); } - else if (isCharging && Input.GetMouseButtonUp(0)) + else if (currentChargeTime > 0 && isCharging && Input.GetMouseButtonUp(0)) { - Debug.Log("here"); - currentChargeTime = 0; ShootBullet(chargedProjectile, power * (int)Math.Clamp(currentChargeTime, 0, maxChargeTime)); + currentChargeTime = 0; + chargeMeter.localScale = new Vector3(0f, 1f, 1f); currentChargeCooldown = chargeCooldown; isCharging = false; } @@ -69,6 +76,6 @@ public class ReisenShoot : Ability { currentChargeCooldown -= Time.deltaTime; } - Debug.Log(currentChargeTime); + //Debug.Log(currentChargeTime); } } diff --git a/Assets/Scripts/Abilities/SpawnSummon.cs b/Assets/Scripts/Abilities/SpawnSummon.cs new file mode 100644 index 0000000..8438d3e --- /dev/null +++ b/Assets/Scripts/Abilities/SpawnSummon.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +public class SpawnSummon : EnemyAbility +{ + [SerializeField] private int amount; + [SerializeField] private int amountVariance; + [SerializeField] private Enemy summon; + protected override void AbilityEffects() + { + int selectedAmount = amount + Random.Range(-amountVariance, amountVariance); + for (int i = 0; i < amount; i++) + { + WaveManager.instance.SpawnEnemy(summon); + } + } +} diff --git a/Assets/Scripts/Abilities/SpawnSummon.cs.meta b/Assets/Scripts/Abilities/SpawnSummon.cs.meta new file mode 100644 index 0000000..f325496 --- /dev/null +++ b/Assets/Scripts/Abilities/SpawnSummon.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 17a599629000237739758466652c275f \ No newline at end of file diff --git a/Assets/Scripts/Abilities/YoumuDeflect.cs b/Assets/Scripts/Abilities/YoumuDeflect.cs index 8b63127..08ddafe 100644 --- a/Assets/Scripts/Abilities/YoumuDeflect.cs +++ b/Assets/Scripts/Abilities/YoumuDeflect.cs @@ -1,16 +1,26 @@ using System; using System.Collections.Generic; using System.Linq; -using Unity.Mathematics; +using Core.Extensions; using UnityEngine; using Random = UnityEngine.Random; public class YoumuDeflect : Ability { + [SerializeField] private Camera cam; private List projectilesInRange = new(); - public float deflectionAngleMin = -48; - public float deflectionAngleMax = 90; + [Header("Deflection")] + [SerializeField] private float deflectionSpeed; + [SerializeField] private float deflectionSpeedVariance; + [SerializeField] private float deflectionAngleMin = -48; + [SerializeField] private float deflectionAngleMax = 90; + [SerializeField] private Projectile chargeProjectile; + [SerializeField] private float destructionChance; + [Header("Entity Detection")] + [SerializeField] private float detectionRadius; + [SerializeField] private LayerMask entityLayer; + [Header("SlashCharge")] [SerializeField] private float mouseHoldTime; private float currentMouseHoldTime; @@ -20,12 +30,15 @@ public class YoumuDeflect : Ability [SerializeField] private float chargeCooldown; private float currentChargeCooldown; private float currentUnleashedChargeTime; + [Header("Charge Effects")] + [SerializeField] private AudioClip chargeSlashSFX; + [SerializeField] private float chargeVolume = 1f; + [SerializeField] private Transform chargeMeter; [Header("Effects")] [SerializeField] private ParticleSystem deflectionParticles; - [SerializeField] private GameObject swordSweepEffect; [SerializeField] private GameObject chargeSweepEffect; - private float currentDissipationTime = 0f; - [SerializeField] private float dissipationTime; + [SerializeField] private AudioClip noHitSlashSFX; + [SerializeField] private float noHitVolume = 1f; protected override void AbilityEffects() @@ -38,20 +51,28 @@ public class YoumuDeflect : Ability else { currentMouseHoldTime = mouseHoldTime; - currentChargeTime = 0; } } private void RegularDeflection() { - //Debug.Log("Regular Deflection"); - swordSweepEffect.gameObject.SetActive(true); - currentDissipationTime = dissipationTime; - DeflectProjectiles(); + if (projectilesInRange.Count > 0) + { + DeflectProjectiles(); + } + else + { + WaveManager.instance.audioSource.PlayOneShot(noHitSlashSFX, noHitVolume); + } + foreach (Enemy enemy in DetectEnemies()) + { + enemy.TakeDamage(power); + } } private void DeflectProjectiles() { + GameManager.instance.deflections += projectilesInRange.Count; foreach (Projectile projectile in projectilesInRange.ToList()) { if (!projectile) @@ -62,17 +83,28 @@ public class YoumuDeflect : Ability projectile.transform.eulerAngles = new Vector3(0, 0, Random.Range(deflectionAngleMin, deflectionAngleMax)); projectile.direction = projectile.transform.right; projectile.tag = tag; + projectile.speed = deflectionSpeed + Random.Range(-deflectionSpeedVariance, deflectionSpeedVariance); ParticleSystem newParticles = Instantiate(deflectionParticles, projectile.transform); + projectile.Deflected(); + float destructionRoll = Random.Range(0f, 1f); + if (destructionRoll < destructionChance) + { + Destroy(projectile.gameObject); + } projectilesInRange.Remove(projectile); } + WaveManager.instance.audioSource.PlayOneShot(abilitySound, volume); } private void OnTriggerEnter2D(Collider2D other) { - if (!other.CompareTag(tag) && other.TryGetComponent(out Projectile isProjectile)) + if (!other.CompareTag(tag)) { - projectilesInRange.Add(isProjectile); + if (other.TryGetComponent(out Projectile isProjectile) && isProjectile.deflectable) + { + projectilesInRange.Add(isProjectile); + } } } @@ -80,21 +112,22 @@ public class YoumuDeflect : Ability { if (!other.CompareTag(tag) && other.TryGetComponent(out Projectile isProjectile) && projectilesInRange.Contains(isProjectile)) { - projectilesInRange.Add(isProjectile); + projectilesInRange.Remove(isProjectile); } } - + private void ShootBullet(Projectile projectileToShoot, int damage) + { + Debug.Log(damage); + direction = cam.ScreenToWorldPoint(Input.mousePosition); + Projectile newProjectile = Instantiate(projectileToShoot, origin.position, Quaternion.identity); + newProjectile.transform.Lookat2D(direction); + newProjectile.damage = damage; + newProjectile.tag = tag; + newProjectile.playerBullet = true; + } protected override void Update() { base.Update(); - if (currentDissipationTime > 0) - { - currentDissipationTime -= Time.deltaTime; - if (currentDissipationTime <= 0) - { - swordSweepEffect.SetActive(false); - } - } if (currentMouseHoldTime >= 0) { @@ -102,6 +135,7 @@ public class YoumuDeflect : Ability if (currentMouseHoldTime <= 0 && Input.GetMouseButton(1) && currentChargeTime <= 0) { isCharging = true; + currentChargeTime += mouseHoldTime; } else if (Input.GetMouseButtonUp(1)) { @@ -111,33 +145,36 @@ public class YoumuDeflect : Ability if (isCharging && Input.GetMouseButton(1)) //this code REEKS { currentChargeTime += Time.deltaTime; + chargeMeter.localScale = new Vector3(Math.Clamp(currentChargeTime, 0, maxChargeTime)/maxChargeTime, 1f, 1f); } else if (isCharging && Input.GetMouseButtonUp(1)) { Debug.Log("here"); - chargeSweepEffect.SetActive(true); - currentUnleashedChargeTime = Math.Clamp(currentChargeTime, 0, maxChargeTime) * 2; + ShootBullet(chargeProjectile, power * (int)Math.Clamp(currentChargeTime, 0, maxChargeTime)); + currentChargeTime = 0; + WaveManager.instance.audioSource.PlayOneShot(chargeSlashSFX, chargeVolume); currentChargeCooldown = chargeCooldown; isCharging = false; + chargeMeter.localScale = new Vector3(0f, 1f, 1f); } - 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); + //Debug.Log(currentChargeTime); + } + + private Enemy[] DetectEnemies() + { + Collider2D[] entitiesFound = Physics2D.OverlapCircleAll(transform.position, detectionRadius, entityLayer); + List enemiesFound = new(); + foreach (Collider2D foundEntity in entitiesFound) + { + if (!foundEntity.CompareTag(tag) && foundEntity.TryGetComponent(out Enemy isEnemy)) + { + enemiesFound.Add(isEnemy); + } + } + return enemiesFound.ToArray(); } } diff --git a/Assets/Scripts/CutsceneManager.cs b/Assets/Scripts/CutsceneManager.cs new file mode 100644 index 0000000..852c187 --- /dev/null +++ b/Assets/Scripts/CutsceneManager.cs @@ -0,0 +1,58 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class CutsceneManager : MonoBehaviour +{ + [Header("Status")] + public DialogueScript scriptToShow; + public int currentText; + [Header("UI")] + public TextMeshProUGUI nameText; + public TextMeshProUGUI dialogueText; + public Image sceneImage; + + private void Start() + { + StartCutscene(LevelSwitcher.instance.currentScript); + } + + public void StartCutscene(DialogueScript newDialogue) + { + currentText = 0; + scriptToShow = newDialogue; + DialogueScript.Dialogue currentDialogue = scriptToShow.dialogueList[currentText]; + nameText.text = currentDialogue.character.name; + sceneImage.sprite = currentDialogue.cutsceneImage; + dialogueText.text = currentDialogue.text; + dialogueText.color = currentDialogue.character.textColor; //probably should make current dialogue a variable lol + } + + public void ContinueDialogue() + { + currentText++; + if (currentText >= scriptToShow.dialogueList.Length) + { + EndDialogue(); + return; + } + DialogueScript.Dialogue currentDialogue = scriptToShow.dialogueList[currentText]; + nameText.text = currentDialogue.character.characterName; + sceneImage.sprite = currentDialogue.cutsceneImage; + dialogueText.text = currentDialogue.text; + } + + public void EndDialogue() + { + LevelSwitcher.instance.SwitchLevel(scriptToShow.nextScene); + } + + private void Update() + { + if (Input.GetMouseButtonDown(0)) + { + ContinueDialogue(); + } + } +} diff --git a/Assets/Scripts/CutsceneManager.cs.meta b/Assets/Scripts/CutsceneManager.cs.meta new file mode 100644 index 0000000..2597b13 --- /dev/null +++ b/Assets/Scripts/CutsceneManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 246bf6c93c7547c9c94493ab15f0b124 \ No newline at end of file diff --git a/Assets/Scripts/Dialogue.meta b/Assets/Scripts/Dialogue.meta new file mode 100644 index 0000000..fe9196a --- /dev/null +++ b/Assets/Scripts/Dialogue.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6722406d19757ab7f8f5bbf9d1b16735 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Dialogue/DialogueCharacter.cs b/Assets/Scripts/Dialogue/DialogueCharacter.cs new file mode 100644 index 0000000..84fdf9b --- /dev/null +++ b/Assets/Scripts/Dialogue/DialogueCharacter.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +[CreateAssetMenu(fileName = "New Dialogue Character", menuName = "Dialogue/Character")] +public class DialogueCharacter : ScriptableObject +{ + public string characterName; + public Sprite portrait; + public Color textColor; + public enum Character + { + Reisen, + Youmu, + Enemy + } + public Character thisCharacter; +} diff --git a/Assets/Scripts/Dialogue/DialogueCharacter.cs.meta b/Assets/Scripts/Dialogue/DialogueCharacter.cs.meta new file mode 100644 index 0000000..7ef86e4 --- /dev/null +++ b/Assets/Scripts/Dialogue/DialogueCharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 43267f4230b9e2addaad32ec450743a5 \ No newline at end of file diff --git a/Assets/Scripts/Dialogue/DialogueManager.cs b/Assets/Scripts/Dialogue/DialogueManager.cs new file mode 100644 index 0000000..a58b2ba --- /dev/null +++ b/Assets/Scripts/Dialogue/DialogueManager.cs @@ -0,0 +1,120 @@ +using System; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class DialogueManager : MonoBehaviour +{ + #region Statication + + public static DialogueManager instance; + + private void Awake() + { + if (instance != null && instance != this) + { + Destroy(gameObject); + return; + } + instance = this; + } + + #endregion + [Header("Status")] + public DialogueScript scriptToShow; + public int currentText; + public bool dialogueActive; + [Header("UI")] + [SerializeField] private GameObject dialogueUI; + [SerializeField] private Transform bossSpeechBubble; + [SerializeField] private Vector3 offset; + [SerializeField] private TextMeshProUGUI bossText; + [SerializeField] private GameObject youmuSpeechBubble; + [SerializeField] private TextMeshProUGUI youmuText; + [SerializeField] private GameObject reisenSpeechBubble; //have to change the dialogue for this but it's probably fine + [SerializeField] private TextMeshProUGUI reisenText; + [Header("Animation")] + [SerializeField] private Animator reisenAnimator; + [SerializeField] private Animator youmuAnimator; + [SerializeField] private string switchToDialogueTrigger; + [SerializeField] private string switchToIdleTrigger; + [SerializeField] private string changeDialogueTrigger; + [SerializeField] private string talkTrigger; + + + public void StartDialogue(DialogueScript newDialogue) + { + dialogueUI.SetActive(true); + dialogueActive = true; + currentText = 0; + scriptToShow = newDialogue; + DialogueScript.Dialogue currentDialogue = scriptToShow.dialogueList[currentText]; + bossSpeechBubble.transform.position = WaveManager.instance.bossInstance.transform.position + offset; + SetDialogue(currentDialogue); + reisenAnimator.SetTrigger(switchToDialogueTrigger); + youmuAnimator.SetTrigger(switchToDialogueTrigger); + //GameManager.instance.SetPause(true); + } + + public void ContinueDialogue() + { + currentText++; + if (currentText >= scriptToShow.dialogueList.Length) + { + EndDialogue(); + return; + } + DialogueScript.Dialogue currentDialogue = scriptToShow.dialogueList[currentText]; + SetDialogue(currentDialogue); + } + + public void EndDialogue() + { + dialogueActive = false; + dialogueUI.SetActive(false); + WaveManager.instance.player.isStalled = false; + WaveManager.instance.bossInstance.isStalled = false; + //GameManager.instance.SetPause(false); + reisenAnimator.SetTrigger(switchToIdleTrigger); + youmuAnimator.SetTrigger(switchToIdleTrigger); + } + + private void SetDialogue(DialogueScript.Dialogue textToShow) + { + reisenSpeechBubble.SetActive(false); + youmuSpeechBubble.SetActive(false); + bossSpeechBubble.gameObject.SetActive(false); + switch (textToShow.character.thisCharacter) //everyone will hate this code but that's alright + { + case DialogueCharacter.Character.Reisen: + reisenSpeechBubble.SetActive(true); + reisenText.text = textToShow.text; + youmuAnimator.SetTrigger(changeDialogueTrigger); + reisenAnimator.SetTrigger(talkTrigger); + break; + case DialogueCharacter.Character.Youmu: + youmuSpeechBubble.SetActive(true); + youmuText.text = textToShow.text; + youmuAnimator.SetTrigger(talkTrigger); + reisenAnimator.SetTrigger(changeDialogueTrigger); + break; + case DialogueCharacter.Character.Enemy: + bossSpeechBubble.gameObject.SetActive(true); + bossText.text = textToShow.text; + reisenAnimator.SetTrigger(changeDialogueTrigger); + youmuAnimator.SetTrigger(changeDialogueTrigger); + break; + } + } + + private void Update() + { + if (dialogueActive) + { + if (Input.GetMouseButtonDown(0)) + { + ContinueDialogue(); + } + } + } +} diff --git a/Assets/Scripts/Dialogue/DialogueManager.cs.meta b/Assets/Scripts/Dialogue/DialogueManager.cs.meta new file mode 100644 index 0000000..9be7ff3 --- /dev/null +++ b/Assets/Scripts/Dialogue/DialogueManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 13ba117626f0a4a9fabe70178e0635be \ No newline at end of file diff --git a/Assets/Scripts/Dialogue/DialogueScript.cs b/Assets/Scripts/Dialogue/DialogueScript.cs new file mode 100644 index 0000000..df73f93 --- /dev/null +++ b/Assets/Scripts/Dialogue/DialogueScript.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +[CreateAssetMenu(fileName = "New Dialogue Script", menuName = "Dialogue/Script")] +public class DialogueScript : ScriptableObject +{ + [System.Serializable] + public class Dialogue + { + public DialogueCharacter character; + public string text; + public Sprite cutsceneImage; //only for cutscenes lol + } + public Dialogue[] dialogueList; + public int nextScene; +} diff --git a/Assets/Scripts/Dialogue/DialogueScript.cs.meta b/Assets/Scripts/Dialogue/DialogueScript.cs.meta new file mode 100644 index 0000000..188f3ce --- /dev/null +++ b/Assets/Scripts/Dialogue/DialogueScript.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 62aa0cb4b5a429c90801dae416f91cb6 \ No newline at end of file diff --git a/Assets/Scripts/DialogueManager.cs.meta b/Assets/Scripts/DialogueManager.cs.meta deleted file mode 100644 index 6a80504..0000000 --- a/Assets/Scripts/DialogueManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: f2cbcd42dd2fbec84beeadd94b28bc04 \ No newline at end of file diff --git a/Assets/Scripts/EndlessWaveManager.cs b/Assets/Scripts/EndlessWaveManager.cs new file mode 100644 index 0000000..00054a2 --- /dev/null +++ b/Assets/Scripts/EndlessWaveManager.cs @@ -0,0 +1,30 @@ +using UnityEngine; + +public class EndlessWaveManager : WaveManager +{ + [SerializeField] private Enemy[] enemyList; + [SerializeField] private Enemy[] bossList; + [SerializeField] private int bossWaveInterval; + [Header("Enemy Count Calculations")] + [SerializeField] private float baseSpawnAmount; + [SerializeField] private float exponentIncrease; + protected override void SpawnWave() + { + waveUI.text = $"Wave: {wave}"; + int amountToSpawn = Mathf.FloorToInt(baseSpawnAmount * Mathf.Pow(wave, exponentIncrease)); + for (int i = 0; i < amountToSpawn; i++) + { + SpawnEnemy(enemyList[Random.Range(0, enemyList.Length)]); + } + if (wave % bossWaveInterval == 0) + { + SpawnBoss(bossList[Random.Range(0, bossList.Length)]); + } + wave++; + } + + public override void UpdateKills() + { + + } +} diff --git a/Assets/Scripts/EndlessWaveManager.cs.meta b/Assets/Scripts/EndlessWaveManager.cs.meta new file mode 100644 index 0000000..b1a15cb --- /dev/null +++ b/Assets/Scripts/EndlessWaveManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d7e96d9fab63b725397efd9b5cfbb3af \ No newline at end of file diff --git a/Assets/Scripts/Entities/Enemy.cs b/Assets/Scripts/Entities/Enemy.cs index c2cbc0f..2ca4f60 100644 --- a/Assets/Scripts/Entities/Enemy.cs +++ b/Assets/Scripts/Entities/Enemy.cs @@ -1,46 +1,109 @@ using System; using System.Collections; +using System.Collections.Generic; using UnityEngine; using Random = UnityEngine.Random; public class Enemy : Entity { + private Ability abilitySelected; public SpriteRenderer sprite; private float currentState = 1; public float colorChangeSpeed; [Header("Movement")] - private float currentMovement; public float moveSpeed; public float moveSpeedDelta; + [Header("wobble")] + public bool preventWobble; + public Vector3 originalPosition; + [SerializeField] private float variance; + public Coroutine currentMovementRoutine; + [Header("boss stuff")] + [SerializeField] private bool isBossEnemy; + [SerializeField] private bool hasStartedDialogue; + [Header("Attack")] + [SerializeField] private float attackCooldown; + private float currentAttackCooldown; + [SerializeField] private DialogueScript thisBossDialogue; + public event Action onTakeDamage; private void Start() { moveSpeed += Random.Range(-moveSpeedDelta, moveSpeedDelta); + currentAttackCooldown = Random.Range(0, attackCooldown); } - private void Update() + protected virtual void Update() { if (!isStalled) { - foreach (Ability ability in abilities) + if (!preventWobble && currentMovementRoutine == null) { - ability.direction = WaveManager.instance.GetRandomPlayerPoint(); - bool success = ability.TryAbility(); - if (!success && ability.currentCooldown <= 0.5f && currentState >= 1f) + //Debug.Log("reset movement"); + //StopCoroutine(currentMovementRoutine); + Vector3 newPosition = new Vector3(originalPosition.x + Random.Range(-variance, variance), + originalPosition.y + Random.Range(-variance*0.5f, variance*0.5f)); + currentMovementRoutine = StartCoroutine(MoveToPosition(transform.position, newPosition, moveSpeed)); + } + if (currentAttackCooldown <= 0) + { + List freeAbilities = new(); + foreach (Ability ability in abilities) + { + if (ability.currentCooldown <= 0) + { + freeAbilities.Add(ability); + } + } + + if (freeAbilities.Count == 0) + { + return; + } + + if (!abilitySelected) + { + abilitySelected = freeAbilities[Random.Range(0, freeAbilities.Count)]; + } + bool success = abilitySelected.TryAbility(); + if (!success && abilitySelected.currentCooldown <= 0.5f && currentState >= 1f) { currentState = 0f; StartCoroutine(ImminentAttackAnim()); } + else + { + abilitySelected = null; + currentAttackCooldown = attackCooldown; + } + } + else + { + currentAttackCooldown -= Time.deltaTime; } } } + public override void TakeDamage(int damage) + { + base.TakeDamage(damage); + if (isBossEnemy) + { + WaveManager.instance.UpdateBossUI(); //this is fucking stupid but it works i guess + } + onTakeDamage?.Invoke(); + } + protected override void OnDeath() { base.OnDeath(); Destroy(gameObject); WaveManager.instance.enemiesInPlay.Remove(this); WaveManager.instance.UpdateKills(); + if (isBossEnemy) + { + WaveManager.instance.bossUI.SetActive(false); + } } private IEnumerator ImminentAttackAnim() @@ -53,16 +116,25 @@ public class Enemy : Entity } } - public IEnumerator MoveToPosition(Vector3 moveDirection) + public IEnumerator MoveToPosition(Vector3 origin, Vector3 moveDirection, float lerpSpeed) { + float currentMovement = 0; while (currentMovement < 1) { - currentMovement += Time.deltaTime * moveSpeed; + currentMovement += Time.deltaTime * lerpSpeed; if (currentMovement >= 1) { isStalled = false; + invulnerable = false; + currentMovementRoutine = null; + if (isBossEnemy && !hasStartedDialogue) + { + hasStartedDialogue = true; + DialogueManager.instance.StartDialogue(thisBossDialogue); //the worst code ever + isStalled = true; + } } - transform.position = Vector3.Lerp(WaveManager.instance.enemySpawnPoint.position, moveDirection, currentMovement); + transform.position = Vector3.Lerp(origin, moveDirection, currentMovement); yield return null; } } diff --git a/Assets/Scripts/Entities/Entity.cs b/Assets/Scripts/Entities/Entity.cs index 2e5bb8d..035ba9b 100644 --- a/Assets/Scripts/Entities/Entity.cs +++ b/Assets/Scripts/Entities/Entity.cs @@ -10,12 +10,16 @@ public class Entity : MonoBehaviour [Header("State")] public bool isStalled; + public bool invulnerable; [Header("Abilities")] public List abilities = new(); public virtual void TakeDamage(int damage) { - health -= damage; + if (!invulnerable) + { + health -= damage; + } if (health <= 0) { OnDeath(); diff --git a/Assets/Scripts/Entities/Player.cs b/Assets/Scripts/Entities/Player.cs index fe05a0f..ed45933 100644 --- a/Assets/Scripts/Entities/Player.cs +++ b/Assets/Scripts/Entities/Player.cs @@ -4,24 +4,55 @@ using UnityEngine; public class Player : Entity { + [Header("Invulnerability")] + [SerializeField] private float invulnerabilityLength; + private float currentInvulnerabilityTime; [Header("UI")] [SerializeField] private TextMeshProUGUI livesText; + + [Header("SFX")] + [SerializeField] private AudioClip hurtSound; + [SerializeField] private float hurtVolume = 1f; private void Update() { - if (Input.GetMouseButtonDown(0)) + if (!isStalled) { - abilities[0].TryAbility(); + 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(); + } } - if (Input.GetMouseButtonDown(1)) //this way kinda sucks but i'll fix it when i feel like it + + if (currentInvulnerabilityTime > 0) { - abilities[1].TryAbility(); + currentInvulnerabilityTime -= Time.deltaTime; + if (currentInvulnerabilityTime <= 0) + { + invulnerable = false; + } } } public override void TakeDamage(int damage) { base.TakeDamage(damage); + if (!invulnerable) + { + WaveManager.instance.audioSource.PlayOneShot(hurtSound, hurtVolume); + currentInvulnerabilityTime = invulnerabilityLength; + invulnerable = true; + } UpdateLivesUI(); + GameManager.instance.livesLost++; + } + + protected override void OnDeath() + { + GameManager.instance.LoseGame(); } private void UpdateLivesUI() { diff --git a/Assets/Scripts/Entities/ZombieFairy.cs b/Assets/Scripts/Entities/ZombieFairy.cs new file mode 100644 index 0000000..14562c4 --- /dev/null +++ b/Assets/Scripts/Entities/ZombieFairy.cs @@ -0,0 +1,43 @@ +using UnityEngine; + +public class ZombieFairy : Enemy +{ + [SerializeField] private Ability deathAbility; + [SerializeField] private bool hasDiedOnce; + [SerializeField] private float disappearanceTime; + private float currentDisappearanceTime; + protected override void OnDeath() + { + if (!hasDiedOnce) + { + hasDiedOnce = true; + health = maxHealth; + invulnerable = true; + isStalled = true; + currentDisappearanceTime = disappearanceTime; + sprite.color = Color.black; + } + else + { + Destroy(gameObject); + WaveManager.instance.enemiesInPlay.Remove(this); + WaveManager.instance.UpdateKills(); + } + deathAbility.TryAbility(); + } + + protected override void Update() + { + base.Update(); + if (currentDisappearanceTime > 0) + { + currentDisappearanceTime -= Time.deltaTime; + if (currentDisappearanceTime <= 0) + { + invulnerable = false; + isStalled = false; + sprite.color = Color.white; + } + } + } +} diff --git a/Assets/Scripts/Entities/ZombieFairy.cs.meta b/Assets/Scripts/Entities/ZombieFairy.cs.meta new file mode 100644 index 0000000..ce4e5f8 --- /dev/null +++ b/Assets/Scripts/Entities/ZombieFairy.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f2a09223bdc8572ce868c17f69e123d9 \ No newline at end of file diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs new file mode 100644 index 0000000..b58581c --- /dev/null +++ b/Assets/Scripts/GameManager.cs @@ -0,0 +1,121 @@ +using System; +using TMPro; +using UnityEngine; + +public class GameManager : MonoBehaviour +{ + #region Statication + + public static GameManager instance; + + private void Awake() + { + if (instance != null && instance != this) + { + Destroy(gameObject); + return; + } + instance = this; + DontDestroyOnLoad(this); + } + + #endregion + + [Header("Game Stats")] + public int continues; + public string time; + public int wave; + public int deflections; + public int projectilesShot; + public int projectilesHit; + public string accuracy; + public int livesLost; + [Header("Pause UI")] + [SerializeField] private GameObject pauseMenu; + + [Header("Game Over")] + [SerializeField] private DialogueScript winCutscene; + [SerializeField] private GameObject loseUI; + [SerializeField] private StatsUI statsUI; + private bool gameOver; + + public void EndGame() + { + SetPause(true); + gameOver = true; + time = TimeSpan.FromSeconds(Time.timeSinceLevelLoad).ToString(@"mm\:ss"); + wave = WaveManager.instance.wave-1; + accuracy = ((float)projectilesHit / projectilesShot).ToString(@"P"); + } + public void LoseGame() + { + loseUI.SetActive(true); + EndGame(); + statsUI.SetUI(); + } + + public void WinGame() + { + EndGame(); + LevelSwitcher.instance.SwitchLevel(2, winCutscene); + SetPause(false); + } + + public void ExitGame() + { + LevelSwitcher.instance.SwitchLevel(0); + SetPause(false); + } + + public void RestartGame() + { + LevelSwitcher.instance.SwitchLevel(1); + SetPause(false); + } + + public void ContinueGame() + { + gameOver = false; + loseUI.SetActive(false); + SetPause(false); + WaveManager.instance.player.health = WaveManager.instance.player.maxHealth; + continues++; + } + + public void SetPause(bool state) + { + if (state) + { + Time.timeScale = 0f; + } + else + { + Time.timeScale = 1f; + } + } + + public void SetPauseMenu() + { + if (!gameOver && !DialogueManager.instance.dialogueActive) + { + if (!pauseMenu.activeSelf) + { + pauseMenu.SetActive(true); + SetPause(true); + } + else + { + pauseMenu.SetActive(false); + SetPause(false); + } + } + } + + private void Update() + { + if (Input.GetKeyDown(KeyCode.Escape)) //we need to convert this to a better input system + { + SetPauseMenu(); + } + } +} diff --git a/Assets/Scripts/GameManager.cs.meta b/Assets/Scripts/GameManager.cs.meta new file mode 100644 index 0000000..b745d27 --- /dev/null +++ b/Assets/Scripts/GameManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 49f68bad15f506ff394c93aee2ec0583 \ No newline at end of file diff --git a/Assets/Scripts/LevelSwitcher.cs b/Assets/Scripts/LevelSwitcher.cs new file mode 100644 index 0000000..049f54c --- /dev/null +++ b/Assets/Scripts/LevelSwitcher.cs @@ -0,0 +1,28 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class LevelSwitcher : MonoBehaviour +{ + #region Statication + + public static LevelSwitcher instance; + + private void Awake() + { + if (instance != null && instance != this) + { + Destroy(gameObject); + return; + } + instance = this; + DontDestroyOnLoad(this); + } + #endregion + + public DialogueScript currentScript; + public void SwitchLevel(int sceneIndex, DialogueScript scriptToShow = null) + { + currentScript = scriptToShow; + SceneManager.LoadScene(sceneIndex); + } +} diff --git a/Assets/Scripts/LevelSwitcher.cs.meta b/Assets/Scripts/LevelSwitcher.cs.meta new file mode 100644 index 0000000..cf56dac --- /dev/null +++ b/Assets/Scripts/LevelSwitcher.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 83840282461d85d638ab4881094c2b58 \ No newline at end of file diff --git a/Assets/Scripts/MainMenuHandler.cs b/Assets/Scripts/MainMenuHandler.cs index 9ea6430..702363d 100644 --- a/Assets/Scripts/MainMenuHandler.cs +++ b/Assets/Scripts/MainMenuHandler.cs @@ -1,3 +1,4 @@ +using System; using UnityEngine; using UnityEngine.SceneManagement; @@ -6,13 +7,19 @@ public class MainMenuHandler : MonoBehaviour [SerializeField] private Animator uiAnimator; [SerializeField] private string openUIAction; [SerializeField] private string closeUIAction; + [SerializeField] private string gameStartAction; [SerializeField] private Transform uiMovingObject; - - + [SerializeField] private DialogueScript startingScript; + + + private void Start() + { + //uiAnimator.SetTrigger(gameStartAction); + } public void StartGame() { - SceneManager.LoadScene(1); + LevelSwitcher.instance.SwitchLevel(2, startingScript); } public void StartEndless() diff --git a/Assets/Scripts/Projectiles/ClearingProjectile.cs b/Assets/Scripts/Projectiles/ClearingProjectile.cs new file mode 100644 index 0000000..e3a1062 --- /dev/null +++ b/Assets/Scripts/Projectiles/ClearingProjectile.cs @@ -0,0 +1,13 @@ +using UnityEngine; + +public class ClearingProjectile : Projectile +{ + protected override void OnTriggerEnter2D(Collider2D other) + { + base.OnTriggerEnter2D(other); + if (!other.CompareTag(tag) && other.TryGetComponent(out Projectile isProjectile)) + { + Destroy(other.gameObject); //should it destroy or reflect? + } + } +} diff --git a/Assets/Scripts/Projectiles/ClearingProjectile.cs.meta b/Assets/Scripts/Projectiles/ClearingProjectile.cs.meta new file mode 100644 index 0000000..b6d7e77 --- /dev/null +++ b/Assets/Scripts/Projectiles/ClearingProjectile.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2b69973b5895ac26eabd31cbb276e1e1 \ No newline at end of file diff --git a/Assets/Scripts/Projectiles/DelayedAimShot.cs b/Assets/Scripts/Projectiles/DelayedAimShot.cs new file mode 100644 index 0000000..ed0378b --- /dev/null +++ b/Assets/Scripts/Projectiles/DelayedAimShot.cs @@ -0,0 +1,42 @@ +using System; +using UnityEngine; + +public class DelayedAimShot : Projectile +{ + [SerializeField] private float aimDelay; + [SerializeField] private float aimedSpeed; + [SerializeField] private float movementDelay; + + private Vector3 GetAimedDirection() + { + return (WaveManager.instance.GetRandomPlayerPoint() - transform.position).normalized; + } + + private void Update() + { + if (aimDelay > 0) + { + aimDelay -= Time.deltaTime; + if (aimDelay <= 0) + { + speed = aimedSpeed; + if (movementDelay <= 0) + { + direction = GetAimedDirection(); + } + else + { + direction = Vector2.zero; + } + } + } + else if (movementDelay > 0) + { + movementDelay -= Time.deltaTime; + if (movementDelay <= 0) + { + direction = GetAimedDirection(); + } + } + } +} diff --git a/Assets/Scripts/Projectiles/DelayedAimShot.cs.meta b/Assets/Scripts/Projectiles/DelayedAimShot.cs.meta new file mode 100644 index 0000000..d1ea0e0 --- /dev/null +++ b/Assets/Scripts/Projectiles/DelayedAimShot.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cb475fb3ab771bcbfb9af55ea0a40838 \ No newline at end of file diff --git a/Assets/Scripts/Projectiles/DisappearingEffect.cs b/Assets/Scripts/Projectiles/DisappearingEffect.cs new file mode 100644 index 0000000..ce836ce --- /dev/null +++ b/Assets/Scripts/Projectiles/DisappearingEffect.cs @@ -0,0 +1,21 @@ +using System; +using UnityEngine; + +public class DisappearingEffect : MonoBehaviour +{ + [SerializeField] private SpriteRenderer sprite; + private float currentState; + [SerializeField] private float decaySpeed; + private Color originalColor; + + private void Start() + { + originalColor = sprite.color; + } + + private void Update() + { + currentState += Time.deltaTime * decaySpeed; + sprite.color = Color.Lerp(originalColor, Color.clear, currentState); + } +} diff --git a/Assets/Scripts/Projectiles/DisappearingEffect.cs.meta b/Assets/Scripts/Projectiles/DisappearingEffect.cs.meta new file mode 100644 index 0000000..162ba73 --- /dev/null +++ b/Assets/Scripts/Projectiles/DisappearingEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 825f6d6ee8dd614ca9ad81f57005cad3 \ No newline at end of file diff --git a/Assets/Scripts/Projectiles/ExplosiveProjectile.cs b/Assets/Scripts/Projectiles/ExplosiveProjectile.cs new file mode 100644 index 0000000..44604ab --- /dev/null +++ b/Assets/Scripts/Projectiles/ExplosiveProjectile.cs @@ -0,0 +1,26 @@ +using System; +using UnityEngine; + +public class ExplosiveProjectile : Projectile +{ + [SerializeField] private GameObject explosionEffect; + [SerializeField] private float blastRadius; + [SerializeField] private LayerMask enemyLayer; + protected override void OnTriggerEnter2D(Collider2D other) + { + base.OnTriggerEnter2D(other); + if (!other.CompareTag(tag)) + { + GameObject newExplosionEffect = Instantiate(explosionEffect, transform.position, Quaternion.identity); + newExplosionEffect.transform.localScale = new Vector3(blastRadius, blastRadius, blastRadius); + Collider2D[] enemiesInRange = Physics2D.OverlapCircleAll(transform.position, enemyLayer, enemyLayer); + foreach (Collider2D enemy in enemiesInRange) + { + if (enemy.TryGetComponent(out Entity isEntity)) + { + isEntity.TakeDamage(damage); + } + } + } + } +} diff --git a/Assets/Scripts/Projectiles/ExplosiveProjectile.cs.meta b/Assets/Scripts/Projectiles/ExplosiveProjectile.cs.meta new file mode 100644 index 0000000..4456aab --- /dev/null +++ b/Assets/Scripts/Projectiles/ExplosiveProjectile.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9808930a9222595e791e8c290cd7ea9a \ No newline at end of file diff --git a/Assets/Scripts/Projectiles/Projectile.cs b/Assets/Scripts/Projectiles/Projectile.cs index 7d240fb..0c333e9 100644 --- a/Assets/Scripts/Projectiles/Projectile.cs +++ b/Assets/Scripts/Projectiles/Projectile.cs @@ -3,14 +3,23 @@ using UnityEngine; public class Projectile : MonoBehaviour { - [SerializeField] private Rigidbody2D rb; + [Header("Flags")] + public bool deflectable = true; + [SerializeField] private bool isPiercing; + public bool playerBullet; //bad code + [Header("Stats")] + [SerializeField] private int projectileHealth = 2; public int damage; public float speed; public float lifetime; + [Header("CACHE")] public Vector2 direction; + public AudioClip projectileShootSFX; + public float volume; + [SerializeField] private Rigidbody2D rb; + public SpriteRenderer sprite; - - private void Start() + protected virtual void Start() { Destroy(gameObject, lifetime); direction = transform.right; @@ -21,11 +30,27 @@ public class Projectile : MonoBehaviour rb.linearVelocity = direction * speed; } - private void OnTriggerEnter2D(Collider2D other) + protected virtual void OnTriggerEnter2D(Collider2D other) { if (!other.CompareTag(tag) && other.TryGetComponent(out Entity isEntity)) { + if (playerBullet) + { + GameManager.instance.projectilesHit++; //bad. very bad. but i don't care right now + } isEntity.TakeDamage(damage); + if (!isPiercing) + { + Destroy(gameObject); + } + } + } + + public void Deflected() + { + projectileHealth--; + if (projectileHealth <= 0) + { Destroy(gameObject); } } diff --git a/Assets/Scripts/SettingsMenu.cs b/Assets/Scripts/SettingsMenu.cs new file mode 100644 index 0000000..ed6d621 --- /dev/null +++ b/Assets/Scripts/SettingsMenu.cs @@ -0,0 +1,41 @@ +using TMPro; +using UnityEngine; +using UnityEngine.Audio; +using UnityEngine.UI; + +public class SettingsMenu : MonoBehaviour +{ + [SerializeField] private TextMeshProUGUI sfxLabel; + [SerializeField] private Slider sfxSlider; + [SerializeField] private TextMeshProUGUI musicLabel; + [SerializeField] private Slider musicSlider; + [SerializeField] private AudioMixer mainMixer; + + private void Start() + { + if (PlayerPrefs.HasKey("SFXVolume")) + { + sfxSlider.value = PlayerPrefs.GetFloat("SFXVolume"); + } + if (PlayerPrefs.HasKey("MusicVolume")) + { + musicSlider.value = PlayerPrefs.GetFloat("MusicVolume"); + } + + UpdateSFX(); + UpdateMusic(); + } + + public void UpdateSFX() + { + sfxLabel.text = $"SFX ({(sfxSlider.value * 100).ToString("F1")}%);"; + mainMixer.SetFloat("SFXVolume", Mathf.Log10(sfxSlider.value) * 20); + PlayerPrefs.SetFloat("SFXVolume", sfxSlider.value); + } + public void UpdateMusic() + { + musicLabel.text = $"Music ({(musicSlider.value * 100).ToString("F1")}%);"; + mainMixer.SetFloat("MusicVolume", Mathf.Log10(musicSlider.value) * 20); + PlayerPrefs.SetFloat("MusicVolume", musicSlider.value); + } +} diff --git a/Assets/Scripts/SettingsMenu.cs.meta b/Assets/Scripts/SettingsMenu.cs.meta new file mode 100644 index 0000000..e9fb7b6 --- /dev/null +++ b/Assets/Scripts/SettingsMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 86c2d66befa9ade94b4f09786b61bdd6 \ No newline at end of file diff --git a/Assets/Scripts/DialogueManager.cs b/Assets/Scripts/SpinEffect.cs similarity index 84% rename from Assets/Scripts/DialogueManager.cs rename to Assets/Scripts/SpinEffect.cs index debb45d..7f7612a 100644 --- a/Assets/Scripts/DialogueManager.cs +++ b/Assets/Scripts/SpinEffect.cs @@ -1,6 +1,6 @@ using UnityEngine; -public class DialogueManager : MonoBehaviour +public class SpinEffect : MonoBehaviour { // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() diff --git a/Assets/Scripts/SpinEffect.cs.meta b/Assets/Scripts/SpinEffect.cs.meta new file mode 100644 index 0000000..867da90 --- /dev/null +++ b/Assets/Scripts/SpinEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f082f0f4c60b74055b2784bcda81d472 \ No newline at end of file diff --git a/Assets/Scripts/StatsUI.cs b/Assets/Scripts/StatsUI.cs new file mode 100644 index 0000000..5304118 --- /dev/null +++ b/Assets/Scripts/StatsUI.cs @@ -0,0 +1,37 @@ +using System; +using TMPro; +using UnityEngine; + +public class StatsUI : MonoBehaviour +{ + [SerializeField] private TextMeshProUGUI continuesText; + [SerializeField] private TextMeshProUGUI timeText; + [SerializeField] private TextMeshProUGUI waveText; + [SerializeField] private TextMeshProUGUI deflectionText; + [SerializeField] private TextMeshProUGUI shotText; + [SerializeField] private TextMeshProUGUI hitText; + [SerializeField] private TextMeshProUGUI accuracyText; + [SerializeField] private TextMeshProUGUI livesText; + + private void Start() + { + SetUI(); //it does it in game but like i don't think it even matters lol + } + + public void SetUI() + { + continuesText.text = GameManager.instance.continues.ToString(); + timeText.text = GameManager.instance.time; + waveText.text = GameManager.instance.wave.ToString(); + deflectionText.text = GameManager.instance.deflections.ToString(); + accuracyText.text = GameManager.instance.accuracy; + shotText.text = GameManager.instance.projectilesShot.ToString(); + hitText.text = GameManager.instance.projectilesHit.ToString(); + livesText.text = GameManager.instance.livesLost.ToString(); + } + + public void Exit() + { + LevelSwitcher.instance.SwitchLevel(0); + } +} diff --git a/Assets/Scripts/StatsUI.cs.meta b/Assets/Scripts/StatsUI.cs.meta new file mode 100644 index 0000000..c7eb71a --- /dev/null +++ b/Assets/Scripts/StatsUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: efdd4c13330d79f7f8d0c3bd0ea746ca \ No newline at end of file diff --git a/Assets/Scripts/WaveManager.cs b/Assets/Scripts/WaveManager.cs index ff4e49a..0d9ea26 100644 --- a/Assets/Scripts/WaveManager.cs +++ b/Assets/Scripts/WaveManager.cs @@ -1,4 +1,5 @@ using System; +using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; @@ -28,8 +29,15 @@ public class WaveManager : MonoBehaviour public class Wave { public Enemy[] enemies; + public bool bossWave; + public Enemy bossEnemy; //optional + public string bossName; + public string bossDescription; + //public DialogueScript bossDialogue; } - [Header("Player Point")] + + [Header("Player Point")] + public Player player; //only for continues lol [SerializeField] private Transform tlPoint; [SerializeField] private Transform brPoint; @@ -38,18 +46,33 @@ public class WaveManager : MonoBehaviour [SerializeField] private Transform enemyBRPoint; public Transform enemySpawnPoint; [Header("Waves")] - [SerializeField] private TextMeshProUGUI waveUI; + [SerializeField] protected TextMeshProUGUI waveUI; public int wave = 1; public Wave[] waveList; + [Header("Boss")] + public Enemy bossInstance; + public GameObject bossUI; + [SerializeField] private TextMeshProUGUI bossNameUI; + [SerializeField] private TextMeshProUGUI bossDescriptionUI; + [SerializeField] private Transform bossHPBar; + [SerializeField] private TextMeshProUGUI bossHPText; [Header("Enemies")] public Transform enemyFolder; public List enemiesInPlay = new(); [SerializeField] private float enemyCheckRadius; [SerializeField] private LayerMask enemyLayer; + [Header("Audio")] + public AudioSource audioSource; + [SerializeField] private AudioSource musicSource; + [SerializeField] private AudioClip musicIntro; + public float musicVolume; private void Start() { SpawnWave(); + musicSource.volume = musicVolume; + musicSource.PlayOneShot(musicIntro, musicVolume); + StartCoroutine(WaitForLoop()); } public Vector3 GetRandomPlayerPoint() @@ -58,7 +81,7 @@ public class WaveManager : MonoBehaviour Random.Range(brPoint.position.y, tlPoint.position.y), 0); } - private Vector3 GetRandomEnemyPoint() + public Vector3 GetRandomEnemyPoint() { Vector3 randomPoint; do @@ -79,24 +102,79 @@ public class WaveManager : MonoBehaviour return false; } - private void SpawnWave() + protected virtual void SpawnWave() { waveUI.text = $"Wave: {wave}"; foreach (Enemy enemy in waveList[wave-1].enemies) { - Enemy newEnemy = Instantiate(enemy, enemyFolder); - newEnemy.StartCoroutine(newEnemy.MoveToPosition(GetRandomEnemyPoint())); - enemiesInPlay.Add(newEnemy); - newEnemy.isStalled = true; + SpawnEnemy(enemy); + } + + if (waveList[wave-1].bossWave) + { + SpawnBoss(waveList[wave-1].bossEnemy); } wave++; } - public void UpdateKills() + protected void SpawnBoss(Enemy boss) + { + Enemy newBoss = SpawnEnemy(boss); + bossInstance = newBoss; + bossUI.SetActive(true); + bossNameUI.text = waveList[wave - 1].bossName; + bossDescriptionUI.text = waveList[wave - 1].bossDescription; + UpdateBossUI(); + player.isStalled = true; //wait for boss to enter then start dialogue + } + + public Enemy SpawnEnemy(Enemy enemy) + { + Enemy newEnemy = Instantiate(enemy, enemyFolder); + Vector3 movepos = GetRandomEnemyPoint(); + newEnemy.currentMovementRoutine = newEnemy.StartCoroutine(newEnemy.MoveToPosition(enemySpawnPoint.position,movepos, newEnemy.moveSpeed)); + newEnemy.originalPosition = movepos; + enemiesInPlay.Add(newEnemy); + newEnemy.isStalled = true; + newEnemy.invulnerable = true; + return newEnemy; + } + + public void UpdateBossUI() + { + bossHPText.text = $"{bossInstance.health}/{bossInstance.maxHealth}"; + bossHPBar.localScale = new Vector3((float)bossInstance.health / bossInstance.maxHealth, 1f, 1f); + } + + public virtual void UpdateKills() { if (enemiesInPlay.Count == 0) { - SpawnWave(); + if (wave > waveList.Length) + { + GameManager.instance.WinGame(); + } + else + { + SpawnWave(); + } + } + } + + private IEnumerator WaitForLoop() + { + bool stopped = false; + while (!stopped) + { + if (musicSource.isPlaying) + { + yield return null; + } + else + { + stopped = true; + musicSource.Play(); + } } } } diff --git 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forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: + - serializedVersion: 2 + name: youmtrans4_0 + rect: + serializedVersion: 2 + x: 349 + y: 0 + width: 651 + height: 511 + alignment: 0 + pivot: {x: 0, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + customData: + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: df2e88f28a7493850800000000000000 + internalID: 6357191136687743741 + vertices: [] + indices: + edges: [] + weights: [] + outline: [] + customData: + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: + youmtrans4_0: 6357191136687743741 + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index e438a90..cf93380 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -11,6 +11,12 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/Gameplay.unity guid: 8c9cfa26abfee488c85f1582747f6a02 + - enabled: 1 + path: Assets/Scenes/Cutscene.unity + guid: 6eac5fe5bfe8975c4b43cd9fbf2897d8 + - enabled: 1 + path: Assets/Scenes/EndStats.unity + guid: c3fe47e06a2cb48bfbacaee03457b1a8 m_configObjects: com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3} m_UseUCBPForAssetBundles: 0 diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset index a963c4f..e9185c2 100644 --- a/ProjectSettings/Physics2DSettings.asset +++ b/ProjectSettings/Physics2DSettings.asset @@ -53,4 +53,4 @@ Physics2DSettings: m_ReuseCollisionCallbacks: 1 m_AutoSyncTransforms: 0 m_GizmoOptions: 10 - m_LayerCollisionMatrix: 010000000000000000000000000000000000000000000000c000000040030000800000008000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 + m_LayerCollisionMatrix: 010000000000000000000000000000000000000000000000c0040000400700008000000080000000c0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 7a719fd..115c19a 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -16,7 +16,7 @@ TagManager: - Projectile - Hitbox - ProjectileDetection - - + - EntityAndProjectileDetection - - -