uh you can switch players now

This commit is contained in:
Sylvia 2026-06-11 02:35:57 -07:00
parent a0bfc600ef
commit cb4470f2d6
11 changed files with 582 additions and 235 deletions

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--- !u!50 &7332886677051986745 --- !u!50 &7332886677051986745
Rigidbody2D: Rigidbody2D:
serializedVersion: 5 serializedVersion: 5
@ -3633,6 +3734,7 @@ MonoBehaviour:
maxHealth: 10 maxHealth: 10
speed: 3 speed: 3
jumpPower: 6 jumpPower: 6
isStalled: 0
groundCheck: {fileID: 741584342} groundCheck: {fileID: 741584342}
groundLayer: groundLayer:
serializedVersion: 2 serializedVersion: 2
@ -3641,6 +3743,8 @@ MonoBehaviour:
attackOriginCenter: {fileID: 631591844} attackOriginCenter: {fileID: 631591844}
abilities: [] abilities: []
rb: {fileID: 7332886677051986745} rb: {fileID: 7332886677051986745}
sprite: {fileID: 5694705184433450509}
isFacingRight: 0
--- !u!1660057539 &9223372036854775807 --- !u!1660057539 &9223372036854775807
SceneRoots: SceneRoots:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -3651,20 +3755,5 @@ SceneRoots:
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View file

@ -20,6 +20,8 @@ public class AutomatedPlayer : AutoControlledEntity
} }
private void FixedUpdate() private void FixedUpdate()
{
if (!stats.isStalled)
{ {
Vector2 direction = new Vector2(0, stats.rb.linearVelocityY); Vector2 direction = new Vector2(0, stats.rb.linearVelocityY);
Entity target = player; Entity target = player;
@ -33,10 +35,12 @@ public class AutomatedPlayer : AutoControlledEntity
target = closestEntity; target = closestEntity;
} }
direction.x = (target.transform.position - transform.position).normalized.x * stats.speed; direction.x = (target.transform.position - transform.position).normalized.x * stats.speed;
if ((target.transform.position.y - transform.position.y > maxHeightDifference || (DetectWalls() && Vector3.Distance(target.transform.position, transform.position) > minTargetJumpDistance)) && stats.OnGround()) if (/*(target.transform.position.y - transform.position.y > maxHeightDifference ||*/ (DetectWalls() && Vector3.Distance(target.transform.position, transform.position) > minTargetJumpDistance)/*)*/ && stats.OnGround())
{ {
direction.y = stats.jumpPower; direction.y = stats.jumpPower;
} }
FlipSprite(direction);
stats.rb.linearVelocity = direction; stats.rb.linearVelocity = direction;
} }
} }
}

View file

@ -4,6 +4,8 @@ using UnityEngine;
public class Enemy : AutoControlledEntity public class Enemy : AutoControlledEntity
{ {
private void FixedUpdate() private void FixedUpdate()
{
if (!stats.isStalled)
{ {
Vector2 direction = new Vector2(0, stats.rb.linearVelocityY); Vector2 direction = new Vector2(0, stats.rb.linearVelocityY);
if (closestEntity && Vector3.Distance(closestEntity.transform.position, transform.position) < maxTargettingRange) if (closestEntity && Vector3.Distance(closestEntity.transform.position, transform.position) < maxTargettingRange)
@ -14,8 +16,10 @@ public class Enemy : AutoControlledEntity
direction.y = stats.jumpPower; direction.y = stats.jumpPower;
} }
} }
FlipSprite(direction);
stats.rb.linearVelocity = direction; stats.rb.linearVelocity = direction;
} }
}
public override void OnDeath() public override void OnDeath()
{ {

View file

@ -14,4 +14,18 @@ public class Entity : MonoBehaviour
{ {
} }
protected void FlipSprite(Vector2 lookDirection)
{
if (lookDirection.x > 0f && stats.isFacingRight)
{
stats.sprite.flipX = true;
stats.isFacingRight = !stats.isFacingRight;
}
else if (lookDirection.x < 0f && !stats.isFacingRight)
{
stats.sprite.flipX = false;
stats.isFacingRight = !stats.isFacingRight;
}
}
} }

View file

@ -11,6 +11,8 @@ public class EntityStats : MonoBehaviour
[Header("Stats")] [Header("Stats")]
public float speed; public float speed;
public float jumpPower; public float jumpPower;
[Header("State")]
public bool isStalled;
[Header("Ground Detection")] [Header("Ground Detection")]
[SerializeField] private Transform groundCheck; [SerializeField] private Transform groundCheck;
[SerializeField] private LayerMask groundLayer; [SerializeField] private LayerMask groundLayer;
@ -21,6 +23,8 @@ public class EntityStats : MonoBehaviour
public List<Ability> abilities = new(); public List<Ability> abilities = new();
[Header("Cache")] [Header("Cache")]
public Rigidbody2D rb; public Rigidbody2D rb;
public SpriteRenderer sprite;
public bool isFacingRight;
public void TakeDamage(float damage) public void TakeDamage(float damage)
{ {
health -= damage; health -= damage;

View file

@ -15,12 +15,16 @@ public class Player : Entity
} }
private void FixedUpdate() private void FixedUpdate()
{
if (!stats.isStalled)
{ {
Vector2 movement = new Vector2(Input.GetAxis("Horizontal") * stats.speed, stats.rb.linearVelocityY); Vector2 movement = new Vector2(Input.GetAxis("Horizontal") * stats.speed, stats.rb.linearVelocityY);
if (Input.GetKeyDown(KeyCode.Space) && stats.OnGround()) if (Input.GetKeyDown(KeyCode.Space) && stats.OnGround())
{ {
movement.y = stats.jumpPower; movement.y = stats.jumpPower;
} }
FlipSprite(movement);
stats.rb.linearVelocity = movement; stats.rb.linearVelocity = movement;
} }
} }
}

View file

@ -1,38 +1,49 @@
using System; using System;
using Unity.Cinemachine;
using UnityEngine; using UnityEngine;
public class PlayerSwitcher : MonoBehaviour public class PlayerSwitcher : MonoBehaviour
{ {
[SerializeField] private CinemachineCamera cam;
[Header("Players")]
[SerializeField] private Player player1; [SerializeField] private Player player1;
[SerializeField] private AutomatedPlayer player1AI; [SerializeField] private AutomatedPlayer player1AI;
[SerializeField] private Player player2; [SerializeField] private Player player2;
[SerializeField] private AutomatedPlayer player2AI; [SerializeField] private AutomatedPlayer player2AI;
[Header("Switch Cooldowns")]
[SerializeField] private float switchCooldown;
private float currentSwitchCooldown;
private void Update() private void Update()
{ {
if(Input.GetKeyDown(KeyCode.E)) if (Input.GetKeyDown(KeyCode.E) && currentSwitchCooldown <= 0f)
{ {
SwitchPlayers(); if (player1.isActiveAndEnabled)
}
}
public void SwitchPlayers() //i bet if i made it a parameter i wouldn't have to make an if statement. but it's literally 5 am and i'm lazy
{ {
if (player1.enabled) SwitchPlayers(player1, player1AI, player2, player2AI);
{
player1AI.enabled = true;
player1.enabled = false;
player2.enabled = true;
player2AI.enabled = false;
(player2.transform.position, player1AI.transform.position) = (player1AI.transform.position, player2.transform.position);
} }
else else
{ {
player2AI.enabled = true; SwitchPlayers(player2, player2AI, player1, player1AI);
player2.enabled = false; }
player1.enabled = true; currentSwitchCooldown = switchCooldown;
player1AI.enabled = false; }
(player1.transform.position, player2AI.transform.position) = (player2AI.transform.position, player1.transform.position);
if (currentSwitchCooldown > 0f)
{
currentSwitchCooldown -= Time.deltaTime;
} }
} }
public void SwitchPlayers(Player playerA, AutomatedPlayer playerAAI, Player playerB, AutomatedPlayer playerBAI)
{
cam.Follow = playerB.transform;
playerAAI.enabled = true;
playerA.enabled = false;
playerB.enabled = true;
playerBAI.enabled = false;
(playerB.transform.position, playerAAI.transform.position) = (playerAAI.transform.position, playerB.transform.position);
}
} }

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