alot of stuff i forgot to commit

This commit is contained in:
Sylvia 2026-06-24 22:09:38 -07:00
parent fc2329a873
commit b8d516e734
60 changed files with 7397 additions and 64 deletions

View file

@ -4,9 +4,9 @@ public class Ability : MonoBehaviour
{
[Header("Identification")]
public string abilityName;
public Entity thisEntity;
public EntityStats thisEntity;
[Header("Cooldown")]
protected float currentCooldown;
public float currentCooldown;
public float cooldown;
[Header("Stats")]
public float power;
@ -26,10 +26,10 @@ public class Ability : MonoBehaviour
{
AbilityEffects();
currentCooldown = cooldown;
Debug.Log($"Ability {abilityName} SUCCESS");
//Debug.Log($"Ability {abilityName} SUCCESS");
return true;
}
Debug.Log($"Ability {abilityName} ON COOLDOWN");
//Debug.Log($"Ability {abilityName} ON COOLDOWN");
return false;
}
protected virtual void AbilityEffects()

View file

@ -0,0 +1,33 @@
using System.Collections.Generic;
using UnityEngine;
public class AbilitySelector : MonoBehaviour
{
#region Statication
public static AbilitySelector instance;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
DontDestroyOnLoad(this);
}
#endregion
[Header("INDEX 0 IS DEFAULT")]
[SerializeField] private List<Ability> reisenPrimaries = new();
[SerializeField] private List<Ability> reisenSecondaries = new();
[SerializeField] private List<Ability> reisenSpecials = new();
[SerializeField] private List<Ability> youmuPrimaries = new();
[SerializeField] private List<Ability> youmuSecondaries = new();
[SerializeField] private List<Ability> youmuSpecials = new();
[Header("SelectedAbiltiies")]
public List<Ability> reisenAbilities = new();
public List<Ability> youmuAbilities = new(); //this will be a mess to work with...
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 647bb64098fc7ded8834dc44bfaf9fa8

View file

@ -0,0 +1,56 @@
using System;
using Core.Extensions;
using UnityEngine;
public class ChargedShot : Ability
{
[Header("Projectile Stats")]
[SerializeField] private Projectile projectile;
[SerializeField] private float projectileSpeed;
[SerializeField] private float projectileLifetime;
[SerializeField] private int pierceAmount;
[Header("Charge")]
private bool isCharging;
private float currentChargeDuration;
[SerializeField] private float maxChargeDuration;
public float chargeModifier;
protected override void AbilityEffects()
{
base.AbilityEffects();
isCharging = true;
thisEntity.abilitiesDisabled = true;
}
protected override void Update()
{
base.Update();
if (isCharging)
{
if (Input.GetMouseButton(1))
{
currentChargeDuration += Time.deltaTime;
}
else if (Input.GetMouseButtonUp(1))
{
currentChargeDuration = Math.Clamp(currentChargeDuration, 0f, maxChargeDuration);
float calculatedChargeModifier = Map(currentChargeDuration, 0f, maxChargeDuration, 0f, chargeModifier);
isCharging = false;
thisEntity.abilitiesDisabled = false;
Projectile newProjectile = Instantiate(projectile, thisEntity.transform.position, projectile.transform.rotation);
//newProjectile.owner = thisEntity;
newProjectile.tag = thisEntity.tag;
newProjectile.speed = projectileSpeed;
newProjectile.damage = power * 1f + calculatedChargeModifier;
newProjectile.lifetime = projectileLifetime;
newProjectile.pierceAmount = pierceAmount;
newProjectile.transform.Lookat2D(thisEntity.attackOriginPoint.position); //targetLocation);
newProjectile.transform.localScale = new Vector3(newProjectile.transform.localScale.x * (1f + calculatedChargeModifier), newProjectile.transform.localScale.y * (1f + calculatedChargeModifier), 1f);
currentChargeDuration = 0f;
}
}
}
public static float Map (float value, float from1, float to1, float from2, float to2) {
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 78058c1d64b6076979b8185d531afd62

View file

@ -0,0 +1,56 @@
using System.Collections.Generic;
using System.Linq;
using Core.Extensions;
using UnityEngine;
public class LunaticRedEyes : Ability
{
private List<Entity> entitiesInRange = new();
[SerializeField] private StunEffect stunEffect;
[Header("Effect Chances")]
[SerializeField] private float effectChance;
[SerializeField] private float hypnotismChance;
protected override void Update()
{
base.Update();
transform.Lookat2D(thisEntity.attackOriginPoint.position);
}
protected override void AbilityEffects()
{
base.AbilityEffects();
foreach (Entity entity in entitiesInRange.ToList())
{
float rolledEffectChance = Random.Range(0, 100);
if (rolledEffectChance > 100 - effectChance) //so if i made it 80 percent, it would need to be higher than 20
{
float rolledHypnotismChance = Random.Range(0, 100);
if (rolledHypnotismChance > 100 - hypnotismChance)
{
entity.tag = thisEntity.tag;
entity.entitiesInRange.Clear();
}
else
{
stunEffect.ApplyEffect(entity.stats);
}
entitiesInRange.Remove(entity);
}
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag(thisEntity.tag) && other.TryGetComponent(out Entity isEntity))
{
entitiesInRange.Add(isEntity);
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag(thisEntity.tag) && other.TryGetComponent(out Entity isEntity) && entitiesInRange.Contains(isEntity))
{
entitiesInRange.Remove(isEntity);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 956259a543e87a821b6850d96d435d33

View file

@ -0,0 +1,46 @@
using System.Collections.Generic;
using System.Linq;
using Core.Extensions;
using UnityEngine;
public class Parry : Ability
{
public List<Projectile> projectilesInRange = new();
protected override void Update()
{
base.Update();
transform.Lookat2D(thisEntity.attackOriginPoint.position);
}
protected override void AbilityEffects()
{
base.AbilityEffects();
foreach (Projectile projectile in projectilesInRange.ToList())
{
if (!projectile)
{
projectilesInRange.Remove(projectile);
continue;
}
projectile.transform.eulerAngles = new Vector3(0, 0, 180);
projectile.direction = -projectile.transform.right * projectile.speed;
projectile.tag = thisEntity.tag;
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag(thisEntity.tag) && other.TryGetComponent(out Projectile isProjectile))
{
projectilesInRange.Add(isProjectile);
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (!other.CompareTag(thisEntity.tag) && other.TryGetComponent(out Projectile isProjectile) && projectilesInRange.Contains(isProjectile))
{
projectilesInRange.Remove(isProjectile);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b12d958979cb9081693930dc212b4b5b

View file

@ -11,12 +11,12 @@ public class ShootBullet : Ability
{
base.AbilityEffects();
Projectile newProjectile = Instantiate(projectile, thisEntity.transform.position, projectile.transform.rotation);
newProjectile.owner = thisEntity;
//newProjectile.owner = thisEntity;
newProjectile.tag = thisEntity.tag;
newProjectile.speed = projectileSpeed;
newProjectile.damage = power;
newProjectile.lifetime = projectileLifetime;
newProjectile.pierceAmount = pierceAmount;
newProjectile.transform.Lookat2D(thisEntity.stats.attackOriginPoint.position); //targetLocation);
newProjectile.transform.Lookat2D(thisEntity.attackOriginPoint.position); //targetLocation);
}
}

View file

@ -9,7 +9,7 @@ public class SwordSlash : Ability
protected override void AbilityEffects()
{
base.AbilityEffects();
Collider2D[] entitiesFound = Physics2D.OverlapCircleAll(thisEntity.stats.attackOriginPoint.position, damageRadius, entityLayer);
Collider2D[] entitiesFound = Physics2D.OverlapCircleAll(thisEntity.attackOriginPoint.position, damageRadius, entityLayer);
foreach (Collider2D entityFound in entitiesFound)
{
if (!entityFound.CompareTag(thisEntity.tag))

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 28dd0266b1fe9cf7cba9b8a0e26f09ab
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,27 @@
using UnityEngine;
public class Effect : ScriptableObject
{
[SerializeField] private EffectInstance effectInstanceObject;
[Header("Stats")]
public float duration;
public bool isConstant; //that means if it uses the tick function or not
public virtual void ApplyEffect(EntityStats affectedEntity)
{
EffectInstance newEffectInstance = Instantiate(effectInstanceObject, affectedEntity.transform);
newEffectInstance.affectedEntity = affectedEntity;
newEffectInstance.thisEffect = this;
}
public virtual void EffectTick(EntityStats affectedEntity)
{
}
public virtual void RemoveEffect(EntityStats affectedEntity)
{
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0b651e63407ba835ca32118ad1d595f6

View file

@ -0,0 +1,21 @@
using UnityEngine;
public class EffectInstance : MonoBehaviour
{
public Effect thisEffect;
public EntityStats affectedEntity;
public float timeElapsed;
private void Update()
{
timeElapsed += Time.deltaTime;
if (timeElapsed > thisEffect.duration)
{
thisEffect.RemoveEffect(affectedEntity);
return;
}
if (thisEffect.isConstant)
{
thisEffect.EffectTick(affectedEntity);
}
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a7159312b04c2231e8eee3bea5bc1362

View file

@ -0,0 +1,16 @@
using UnityEngine;
public class HypnotismEffect : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a1b859b13dfbe89128d4f55176d16214

View file

@ -0,0 +1,18 @@
using UnityEngine;
[CreateAssetMenu(fileName = "New Stun Effect", menuName = "Effects/Stun Effect")]
public class StunEffect : Effect
{
public override void ApplyEffect(EntityStats affectedEntity)
{
base.ApplyEffect(affectedEntity);
affectedEntity.isStalled = true;
Debug.Log(affectedEntity.isStalled);
}
public override void RemoveEffect(EntityStats affectedEntity)
{
base.RemoveEffect(affectedEntity);
affectedEntity.isStalled = false;
}
}

View file

@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cb710f41706eebbd1a28eb04794a6aef

View file

@ -1,3 +1,4 @@
using Core.Extensions;
using UnityEngine;
public class AutoControlledEntity : Entity
@ -20,4 +21,15 @@ public class AutoControlledEntity : Entity
}
return false;
}
private void Update()
{
if (closestEntity && !stats.abilitiesDisabled && !stats.isStalled)
{
stats.attackOriginCenter.Lookat2D(closestEntity.transform.position);
foreach (Ability ability in stats.abilities)
{
ability.TryAbility();
}
}
}
}

View file

@ -6,19 +6,7 @@ public class AutomatedPlayer : AutoControlledEntity
{
public Player player;
public float playerMinDistance;
private void Update()
{
if (closestEntity)
{
stats.attackOriginCenter.Lookat2D(closestEntity.transform.position);
foreach (Ability ability in stats.abilities)
{
ability.TryAbility();
}
}
}
private void FixedUpdate()
{
if (!stats.isStalled)

View file

@ -3,11 +3,12 @@ using UnityEngine;
public class Enemy : AutoControlledEntity
{
private void FixedUpdate()
{
Vector2 direction = new Vector2(0, stats.rb.linearVelocityY);
if (!stats.isStalled)
{
Vector2 direction = new Vector2(0, stats.rb.linearVelocityY);
if (closestEntity && Vector3.Distance(closestEntity.transform.position, transform.position) < maxTargettingRange)
{
direction.x = (closestEntity.transform.position - transform.position).normalized.x * stats.speed;
@ -17,8 +18,12 @@ public class Enemy : AutoControlledEntity
}
}
FlipSprite(direction);
stats.rb.linearVelocity = direction;
}
else
{
direction.x = 0;
}
stats.rb.linearVelocity = direction;
}
public override void OnDeath()

View file

@ -1,19 +1,28 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DamageNumbersPro;
using Unity.Mathematics;
using UnityEngine;
public class EntityStats : MonoBehaviour
{
[Header("Identification")]
public string name;
public Sprite icon; //only if applicable...
public Entity thisEntity;
[Header("Health")]
public float health;
public float maxHealth;
public DamageNumber damageNumbers;
[Header("Health UI")]
public Transform healthBar;
[Header("Stats")]
public float speed;
public float jumpPower;
[Header("State")]
public bool isStalled;
public bool abilitiesDisabled;
[Header("Ground Detection")]
[SerializeField] private Transform groundCheck;
[SerializeField] private LayerMask groundLayer;
@ -38,6 +47,14 @@ public class EntityStats : MonoBehaviour
{
health -= damage;
StartCoroutine(DamageVisual());
if (damageNumbers)
{
damageNumbers.Spawn(transform.position, damage.ToString());
}
if (healthBar)
{
UpdateHealthBar();
}
if (health <= 0)
{
thisEntity.OnDeath();
@ -64,4 +81,9 @@ public class EntityStats : MonoBehaviour
{
return Physics2D.OverlapCircle(groundCheck.position, 0.05f, groundLayer);
}
public void UpdateHealthBar()
{
healthBar.transform.localScale = new Vector3(math.clamp(health / maxHealth, 0f, 1f), 1f, 1f);
}
}

View file

@ -8,9 +8,20 @@ public class Player : Entity
private void Update()
{
stats.attackOriginCenter.Lookat2D(cam.ScreenToWorldPoint(Input.mousePosition));
if (Input.GetMouseButtonDown(0))
if (!stats.abilitiesDisabled)
{
stats.abilities[0].TryAbility();
if (Input.GetMouseButtonDown(0))
{
stats.abilities[0].TryAbility();
}
else if (Input.GetMouseButtonDown(1))
{
stats.abilities[1].TryAbility(); //the ability system needs to be fixed
}
else if (Input.GetKeyDown(KeyCode.Q) && stats.abilities[2])
{
stats.abilities[2].TryAbility();
}
}
}

View file

@ -11,15 +11,17 @@ public class Projectile : MonoBehaviour
public float speed;
[SerializeField] private Rigidbody2D rb;
public Vector2 direction;
private void Start()
{
Destroy(gameObject, lifetime);
direction = transform.right * speed;
}
private void FixedUpdate()
{
rb.linearVelocity = transform.right * speed;
rb.linearVelocity = direction;
}
private void OnTriggerEnter2D(Collider2D other)
{

View file

@ -1,6 +1,8 @@
using System;
using TMPro;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.UI;
public class PlayerSwitcher : MonoBehaviour
{
@ -14,8 +16,14 @@ public class PlayerSwitcher : MonoBehaviour
[Header("Switch Cooldowns")]
[SerializeField] private float switchCooldown;
private float currentSwitchCooldown;
[Header("UI")]
[SerializeField] private TextMeshProUGUI mainPlayerText;
[SerializeField] private TextMeshProUGUI nonPlayerText;
[SerializeField] private Image mainPlayerIcon;
[SerializeField] private Image nonPlayerIcon;
[SerializeField] private Transform mainPlayerHealthBar;
[SerializeField] private Transform nonPlayerHealthbar;
private void Update()
{
if (Input.GetKeyDown(KeyCode.E) && currentSwitchCooldown <= 0f)
@ -42,13 +50,13 @@ public class PlayerSwitcher : MonoBehaviour
player1AI = playerBAI;
player2 = playerA;
player2AI = playerAAI;
foreach (Ability ability in playerA.stats.abilities)
{
ability.thisEntity = playerAAI;
}
foreach (Ability ability in playerBAI.stats.abilities)
{
ability.thisEntity = playerB;
}
mainPlayerText.text = playerB.name;
nonPlayerText.text = playerA.name;
mainPlayerIcon.sprite = playerB.stats.icon;
nonPlayerIcon.sprite = playerA.stats.icon;
playerA.stats.healthBar = nonPlayerHealthbar;
playerA.stats.UpdateHealthBar();
playerB.stats.healthBar = mainPlayerHealthBar;
playerB.stats.UpdateHealthBar();
}
}