Relaced player sprite asset to add attacking animations and add 4-direction setting for animations
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--- !u!95 &328625342
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--- !u!95 &328625342
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@ -349,7 +349,7 @@ Camera:
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--- !u!1102 &-6986026729793894431
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--- !u!91 &9100000
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--- !u!1102 &426130285270630818
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--- !u!1102 &702953099919513969
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@ -1,8 +0,0 @@
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@ -1,81 +0,0 @@
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%YAML 1.1
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@ -1,81 +0,0 @@
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536
Assets/Art/Animations/Player/AnimatorPlayer.controller
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@ -0,0 +1,536 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1102 &-8426242611291277423
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65
Assets/Scripts/Editor/AnimationTester.cs
Normal file
@ -0,0 +1,65 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
public class AnimationTesterWindow : EditorWindow {
|
||||||
|
private GameObject targetObject;
|
||||||
|
private Animator animator;
|
||||||
|
private string[] animationClips;
|
||||||
|
private int selectedClipIndex = 0;
|
||||||
|
|
||||||
|
[MenuItem("Tools/Animation Tester")]
|
||||||
|
public static void ShowWindow() {
|
||||||
|
GetWindow<AnimationTesterWindow>("Animation Tester");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGUI() {
|
||||||
|
GUILayout.Label("Animation Tester", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
targetObject = (GameObject)EditorGUILayout.ObjectField("Target GameObject", targetObject, typeof(GameObject), true);
|
||||||
|
|
||||||
|
if (targetObject != null) {
|
||||||
|
if (animator == null || animator.gameObject != targetObject) {
|
||||||
|
animator = targetObject.GetComponent<Animator>();
|
||||||
|
LoadAnimationClips();
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
animator = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (animator == null) {
|
||||||
|
EditorGUILayout.HelpBox("Selected GameObject must have an Animator.", MessageType.Warning);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (animationClips == null || animationClips.Length == 0) {
|
||||||
|
EditorGUILayout.HelpBox("No animation clips found in Animator.", MessageType.Info);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
selectedClipIndex = EditorGUILayout.Popup("Animation Clip", selectedClipIndex, animationClips);
|
||||||
|
|
||||||
|
if (GUILayout.Button("Play Animation")) {
|
||||||
|
PlaySelectedAnimation();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadAnimationClips() {
|
||||||
|
if (animator.runtimeAnimatorController != null) {
|
||||||
|
var clips = animator.runtimeAnimatorController.animationClips;
|
||||||
|
animationClips = new string[clips.Length];
|
||||||
|
for (int i = 0; i < clips.Length; i++) {
|
||||||
|
animationClips[i] = clips[i].name;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
animationClips = new string[0];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlaySelectedAnimation() {
|
||||||
|
if (Application.isPlaying) {
|
||||||
|
animator.Play(animationClips[selectedClipIndex]);
|
||||||
|
} else {
|
||||||
|
Debug.LogWarning("You must be in Play Mode to preview animations.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Editor/AnimationTester.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bf7b24c075f77344995c29cff2449329
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62
Assets/Scripts/Editor/SpriteSlicer.cs
Normal file
@ -0,0 +1,62 @@
|
|||||||
|
#if UNITY_EDITOR
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
public class SpriteSlicer : EditorWindow {
|
||||||
|
private Vector2Int cellSize = new Vector2Int(32, 32);
|
||||||
|
private FilterMode filterMode = FilterMode.Point;
|
||||||
|
|
||||||
|
[MenuItem("Tools/Slice Selected Sprites")]
|
||||||
|
public static void ShowWindow() {
|
||||||
|
GetWindow<SpriteSlicer>("Sprite Slicer");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGUI() {
|
||||||
|
GUILayout.Label("Slice Settings", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
cellSize = EditorGUILayout.Vector2IntField("Cell Size", cellSize);
|
||||||
|
filterMode = (FilterMode)EditorGUILayout.EnumPopup("Filter Mode", filterMode);
|
||||||
|
|
||||||
|
if (GUILayout.Button("Slice and Apply")) {
|
||||||
|
SliceSelectedSprites(cellSize, filterMode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void SliceSelectedSprites(Vector2Int cellSize, FilterMode mode) {
|
||||||
|
var textures = Selection.GetFiltered<Texture2D>(SelectionMode.DeepAssets);
|
||||||
|
|
||||||
|
foreach (Texture2D texture in textures) {
|
||||||
|
string path = AssetDatabase.GetAssetPath(texture);
|
||||||
|
TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||||
|
|
||||||
|
if (importer != null) {
|
||||||
|
importer.textureType = TextureImporterType.Sprite;
|
||||||
|
importer.spriteImportMode = SpriteImportMode.Multiple;
|
||||||
|
importer.filterMode = mode;
|
||||||
|
|
||||||
|
int columns = texture.width / cellSize.x;
|
||||||
|
int rows = texture.height / cellSize.y;
|
||||||
|
|
||||||
|
SpriteMetaData[] metas = new SpriteMetaData[columns * rows];
|
||||||
|
int index = 0;
|
||||||
|
|
||||||
|
for (int y = rows - 1; y >= 0; y--) {
|
||||||
|
for (int x = 0; x < columns; x++) {
|
||||||
|
SpriteMetaData meta = new SpriteMetaData();
|
||||||
|
meta.name = texture.name + "_" + index;
|
||||||
|
meta.rect = new Rect(x * cellSize.x, y * cellSize.y, cellSize.x, cellSize.y);
|
||||||
|
meta.pivot = new Vector2(0.5f, 0.5f);
|
||||||
|
meta.alignment = (int)SpriteAlignment.Center;
|
||||||
|
metas[index++] = meta;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
importer.spritesheet = metas;
|
||||||
|
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("Slicing complete.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
2
Assets/Scripts/Editor/SpriteSlicer.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c3497a9b6540bc449b49db2aa3cda412
|
||||||
@ -0,0 +1,73 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using Unity.Mathematics;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
public class AttackAnimatorFactory : MonoBehaviour {
|
||||||
|
|
||||||
|
private Animator Melee;
|
||||||
|
private Player Player;
|
||||||
|
private bool AllowAttacks;
|
||||||
|
protected FloatingTextSpawner TextPopUp;
|
||||||
|
|
||||||
|
public void Awake() {
|
||||||
|
Melee = GetComponent<Animator>();
|
||||||
|
Player = GetComponentInParent<Player>();
|
||||||
|
TextPopUp = new FloatingTextSpawner(this.transform);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public Action<GameObject> OnHit;
|
||||||
|
private void OnTriggerEnter2D(Collider2D other) {
|
||||||
|
if (!AllowAttacks) return;
|
||||||
|
if (!other.CompareTag("EnemyHitBox")) return;
|
||||||
|
Debug.Log($"Colliding with {other.gameObject.name}");
|
||||||
|
TextPopUp.SpawnFloatingText($"Hit", Color.red, 3);
|
||||||
|
OnHit?.Invoke(other.gameObject);
|
||||||
|
ApplyKnockBack(other);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyKnockBack(Collider2D other) {
|
||||||
|
Rigidbody2D parentRb = other.transform.root.GetComponent<Rigidbody2D>();
|
||||||
|
if (parentRb == null) return;
|
||||||
|
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
Vector2 direction = mouseWorldPos - Player.transform.parent.gameObject.transform.position;
|
||||||
|
parentRb.AddForce(direction * 10f, ForceMode2D.Impulse);
|
||||||
|
//KnockbackUtility.ApplyKnockback(this, rb2D, hitDirection, 10f, 0.3f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AllowAttack(int allow) {
|
||||||
|
AllowAttacks = (allow == 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RotateTowardsMouse() {
|
||||||
|
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||||
|
Vector2 direction = mouseWorldPos - Player.transform.position;
|
||||||
|
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
|
||||||
|
transform.rotation = Quaternion.Euler(0, 0, angle - 180f);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MeleeResetKineticCharge() {
|
||||||
|
Melee.CrossFade("Blank", 0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MeleeBasic(int set) {
|
||||||
|
RotateTowardsMouse();
|
||||||
|
|
||||||
|
if (set == 1) Melee.CrossFade("BasicAttack1", 0, 0);
|
||||||
|
else if (set == 2) Melee.CrossFade("BasicAttack2", 0, 0);
|
||||||
|
else if (set == 3) Melee.CrossFade("BasicAttack3", 0, 0);
|
||||||
|
|
||||||
|
if (set == 1) Melee.CrossFade("KineticSurge1", 0, 1);
|
||||||
|
else if (set == 2) Melee.CrossFade("KineticSurge2", 0, 1);
|
||||||
|
else if (set == 3) Melee.CrossFade("KineticSurge3", 0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MeleeKineticSurge() {
|
||||||
|
Melee.CrossFade("KineticSurgeRelease", 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5cb42c19bc5ec4d419f9af6852bc2e5c
|
||||||
@ -13,22 +13,21 @@ public class ClassBase {
|
|||||||
[HideInInspector] public float MagicPower;
|
[HideInInspector] public float MagicPower;
|
||||||
//[HideInInspector] public List<Ability> Abilities;
|
//[HideInInspector] public List<Ability> Abilities;
|
||||||
|
|
||||||
protected Animator Animator;
|
|
||||||
protected Player Player;
|
protected Player Player;
|
||||||
|
protected Animator Animator;
|
||||||
|
protected AttackAnimatorFactory AttackAnimator;
|
||||||
protected float PlayerOriginalSpeed;
|
protected float PlayerOriginalSpeed;
|
||||||
protected FloatingTextSpawner TextPopUp;
|
protected FloatingTextSpawner TextPopUp;
|
||||||
|
/// <summary>Always in the order of Up, Down, Left, Right</summary>
|
||||||
|
public string AnimationToPlay;
|
||||||
|
|
||||||
public ClassBase(Player player) {
|
public ClassBase(Player player) {
|
||||||
Player = player;
|
Player = player;
|
||||||
Animator = Player.Animator;
|
Animator = Player.Animator;
|
||||||
|
AttackAnimator = Player.AttackAnimator;
|
||||||
TextPopUp = new FloatingTextSpawner(player.transform);
|
TextPopUp = new FloatingTextSpawner(player.transform);
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual public void InitializeClass(Player player) {
|
|
||||||
Player = player;
|
|
||||||
Animator = Player.Animator;
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual public void Tick() { }
|
virtual public void Tick() { }
|
||||||
virtual public void HandleLMB() { }
|
virtual public void HandleLMB() { }
|
||||||
virtual public void HandleRMB() { }
|
virtual public void HandleRMB() { }
|
||||||
|
|||||||
@ -5,22 +5,27 @@ using System.Collections.Generic;
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Text;
|
using System.Text;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
using UnityEditor.VersionControl;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
public class MeleeFighterClass : ClassBase {
|
public class MeleeFighterClass : ClassBase {
|
||||||
public MeleeFighterClass(Player player) : base(player) { }
|
public MeleeFighterClass(Player player) : base(player) { }
|
||||||
private readonly int BladeVortex = Animator.StringToHash("BladeVortex");
|
private readonly int BladeVortex = Animator.StringToHash("BladeVortex");
|
||||||
private float BladeVortexSpeed = 0.4f;
|
private float BladeVortexSpeed = 0.4f;
|
||||||
private float ComboResetTime;
|
public float ComboResetTime;
|
||||||
private float LastComboTime;
|
public float LastComboTime;
|
||||||
private bool ChargingAnAttack;
|
public bool ChargingAnAttack;
|
||||||
private float ChargeValue;
|
public float ChargeValue;
|
||||||
private bool AllowBladeVortex;
|
public bool AllowBladeVortex;
|
||||||
private int ChargeTick;
|
public int ChargeTick;
|
||||||
|
public float TimeElapsed;
|
||||||
|
public float Cooldown;
|
||||||
|
public bool TimesUp;
|
||||||
|
|
||||||
|
|
||||||
private AttackState CurrentState;
|
public AttackState CurrentState;
|
||||||
private enum AttackState {
|
public enum AttackState {
|
||||||
None,
|
None,
|
||||||
PhaseCleave,
|
PhaseCleave,
|
||||||
DrainEdge,
|
DrainEdge,
|
||||||
@ -29,6 +34,7 @@ public class MeleeFighterClass : ClassBase {
|
|||||||
BasicAttack1,
|
BasicAttack1,
|
||||||
BasicAttack2,
|
BasicAttack2,
|
||||||
BasicAttack3,
|
BasicAttack3,
|
||||||
|
KineticSurgeRelease,
|
||||||
ChargeSurgeA,
|
ChargeSurgeA,
|
||||||
ChargeSurgeB,
|
ChargeSurgeB,
|
||||||
KineticSurgeA,
|
KineticSurgeA,
|
||||||
@ -37,34 +43,47 @@ public class MeleeFighterClass : ClassBase {
|
|||||||
|
|
||||||
|
|
||||||
override public void Tick() {
|
override public void Tick() {
|
||||||
float timeElapsed = Time.time - LastComboTime;
|
TimeElapsed = Time.time - LastComboTime;
|
||||||
|
TimesUp = TimeElapsed > ComboResetTime;
|
||||||
|
|
||||||
switch (CurrentState) {
|
switch (CurrentState) {
|
||||||
case AttackState.None:
|
case AttackState.None:
|
||||||
|
Player.SkillInUse = false;
|
||||||
return;
|
return;
|
||||||
|
|
||||||
case AttackState.BasicAttack1:
|
case AttackState.BasicAttack1:
|
||||||
AllowBladeVortex = timeElapsed <= 0.1f;
|
AllowBladeVortex = TimeElapsed <= 0.1f;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
case AttackState.ChargeSurgeA:
|
//case AttackState.ChargeSurgeA:
|
||||||
ChargingAnAttack = Input.GetMouseButton(0);
|
// ChargingAnAttack = Input.GetMouseButton(0);
|
||||||
HandleCharging(timeElapsed);
|
// HandleCharging(TimeElapsed);
|
||||||
if (!ChargingAnAttack) ChangeState(AttackState.KineticSurgeA);
|
// if (!ChargingAnAttack) ChangeState(AttackState.KineticSurgeA);
|
||||||
break;
|
// break;
|
||||||
|
|
||||||
|
|
||||||
case AttackState.ChargeSurgeB:
|
//case AttackState.ChargeSurgeB:
|
||||||
ChargingAnAttack = Input.GetMouseButton(1);
|
// ChargingAnAttack = Input.GetMouseButton(1);
|
||||||
HandleCharging(timeElapsed);
|
// HandleCharging(TimeElapsed);
|
||||||
if (!ChargingAnAttack) ChangeState(AttackState.KineticSurgeB);
|
// if (!ChargingAnAttack) ChangeState(AttackState.KineticSurgeB);
|
||||||
break;
|
// break;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!ChargingAnAttack && timeElapsed > ComboResetTime) {
|
if (CurrentState == AttackState.BasicAttack3 && TimeElapsed > 0.1) {
|
||||||
|
ChangeState(AttackState.None);
|
||||||
|
AttackAnimator.MeleeResetKineticCharge();
|
||||||
|
AttackAnimator.MeleeKineticSurge();
|
||||||
|
AnimationToPlay = "Attack1";
|
||||||
|
TextPopUp.SpawnFloatingText("KineticSurge", Color.red, 3);
|
||||||
|
Player.SkillInUse = false;
|
||||||
|
Player.MoveSpeed = PlayerOriginalSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!ChargingAnAttack && TimesUp) {
|
||||||
Player.MoveSpeed = PlayerOriginalSpeed;
|
Player.MoveSpeed = PlayerOriginalSpeed;
|
||||||
ChangeState(AttackState.None);
|
ChangeState(AttackState.None);
|
||||||
|
AttackAnimator.MeleeResetKineticCharge();
|
||||||
Player.SkillInUse = false;
|
Player.SkillInUse = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -102,23 +121,18 @@ public class MeleeFighterClass : ClassBase {
|
|||||||
else if (Player.IsJumping)
|
else if (Player.IsJumping)
|
||||||
ChangeState(AttackState.Shockwave, 0, 1.5f);
|
ChangeState(AttackState.Shockwave, 0, 1.5f);
|
||||||
else
|
else
|
||||||
ChangeState(AttackState.BasicAttack1);
|
ChangeState(AttackState.BasicAttack1, 0.25f);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
case AttackState.BasicAttack1:
|
case AttackState.BasicAttack1:
|
||||||
ChangeState(AttackState.BasicAttack2);
|
ChangeState(AttackState.BasicAttack2, 0.25f);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
case AttackState.BasicAttack2:
|
case AttackState.BasicAttack2:
|
||||||
ChangeState(AttackState.BasicAttack3);
|
ChangeState(AttackState.BasicAttack3, 0.25f);
|
||||||
break;
|
|
||||||
|
|
||||||
|
|
||||||
case AttackState.BasicAttack3:
|
|
||||||
ChangeState(AttackState.ChargeSurgeA);
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -143,25 +157,32 @@ public class MeleeFighterClass : ClassBase {
|
|||||||
|
|
||||||
case AttackState.BasicAttack1:
|
case AttackState.BasicAttack1:
|
||||||
if (!AllowBladeVortex) return;
|
if (!AllowBladeVortex) return;
|
||||||
|
Cooldown = 0;
|
||||||
ChangeState(AttackState.BladeVortex, 0.4f, 1.5f);
|
ChangeState(AttackState.BladeVortex, 0.4f, 1.5f);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
case AttackState.BasicAttack3:
|
case AttackState.BasicAttack3:
|
||||||
ChangeState(AttackState.ChargeSurgeB);
|
//ChangeState(AttackState.ChargeSurgeB);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
private void ChangeState(AttackState state, float decreasedSpeed = 0.2f, float resetTime = 0.3f) {
|
private void ChangeState(
|
||||||
if (state != AttackState.None)
|
AttackState state,
|
||||||
TextPopUp.SpawnFloatingText(state.ToString(), Color.red, 3);
|
float decreasedSpeed = 0.2f,
|
||||||
|
float resetTime = 0.3f,
|
||||||
|
float cooldown = 0.1f) {
|
||||||
|
|
||||||
|
if (TimeElapsed < Cooldown) return;
|
||||||
CurrentState = state;
|
CurrentState = state;
|
||||||
|
if (state == AttackState.None) return;
|
||||||
|
Cooldown = cooldown;
|
||||||
|
TextPopUp.SpawnFloatingText(state.ToString(), Color.red, 3);
|
||||||
ComboResetTime = resetTime;
|
ComboResetTime = resetTime;
|
||||||
LastComboTime = Time.time;
|
LastComboTime = Time.time;
|
||||||
Player.MoveSpeed = (state == AttackState.None) ? PlayerOriginalSpeed : PlayerOriginalSpeed * decreasedSpeed;
|
Player.MoveSpeed = (state == AttackState.None) ? PlayerOriginalSpeed : PlayerOriginalSpeed * decreasedSpeed;
|
||||||
Debug.Log(CurrentState.ToString());
|
|
||||||
|
|
||||||
switch (CurrentState) {
|
switch (CurrentState) {
|
||||||
case AttackState.None:
|
case AttackState.None:
|
||||||
@ -179,12 +200,18 @@ public class MeleeFighterClass : ClassBase {
|
|||||||
break;
|
break;
|
||||||
|
|
||||||
case AttackState.BasicAttack1:
|
case AttackState.BasicAttack1:
|
||||||
|
AnimationToPlay = "Attack1";
|
||||||
|
AttackAnimator.MeleeBasic(1);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case AttackState.BasicAttack2:
|
case AttackState.BasicAttack2:
|
||||||
|
AnimationToPlay = "Attack2";
|
||||||
|
AttackAnimator.MeleeBasic(2);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case AttackState.BasicAttack3:
|
case AttackState.BasicAttack3:
|
||||||
|
AnimationToPlay = "Attack1";
|
||||||
|
AttackAnimator.MeleeBasic(3);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case AttackState.KineticSurgeA:
|
case AttackState.KineticSurgeA:
|
||||||
|
|||||||
@ -22,7 +22,8 @@ public class Player : MonoBehaviour {
|
|||||||
[SerializeField] private ParticleSystem Aura;
|
[SerializeField] private ParticleSystem Aura;
|
||||||
[SerializeField] private GameObject[] ClassIndicators;
|
[SerializeField] private GameObject[] ClassIndicators;
|
||||||
private ClassBase ActiveClass;
|
private ClassBase ActiveClass;
|
||||||
private MeleeFighterClass FighterClass;
|
[SerializeField] private MeleeFighterClass FighterClass;
|
||||||
|
public AttackAnimatorFactory AttackAnimator;
|
||||||
|
|
||||||
|
|
||||||
[Header("Movement Attributes")]
|
[Header("Movement Attributes")]
|
||||||
@ -37,6 +38,7 @@ public class Player : MonoBehaviour {
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public Vector2 PrevDirection = Vector2.zero;
|
||||||
private Vector2 MoveDirection = Vector2.zero;
|
private Vector2 MoveDirection = Vector2.zero;
|
||||||
private Directions FaceDir = Directions.Down;
|
private Directions FaceDir = Directions.Down;
|
||||||
|
|
||||||
@ -49,10 +51,11 @@ public class Player : MonoBehaviour {
|
|||||||
private readonly int AnimMoveRight = Animator.StringToHash("Anim_Player_MoveRight");
|
private readonly int AnimMoveRight = Animator.StringToHash("Anim_Player_MoveRight");
|
||||||
private readonly int AnimIdleRight = Animator.StringToHash("Anim_Player_IdleRight");
|
private readonly int AnimIdleRight = Animator.StringToHash("Anim_Player_IdleRight");
|
||||||
|
|
||||||
public bool SkillInUse {
|
public bool SkillInUse = false;
|
||||||
get { return Animator.GetBool("SkillActive"); }
|
//{
|
||||||
set { Animator.SetBool("SkillActive", value); }
|
// get { return Animator.GetBool("SkillActive"); }
|
||||||
}
|
// set { Animator.SetBool("SkillActive", value); }
|
||||||
|
//}
|
||||||
|
|
||||||
private enum Directions { Left, Right, Up, Down }
|
private enum Directions { Left, Right, Up, Down }
|
||||||
|
|
||||||
@ -154,9 +157,41 @@ public class Player : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateAnimation() {
|
private void UpdateAnimation() {
|
||||||
if (SkillInUse) return;
|
string state = GetAnimationState(MoveDirection);
|
||||||
Renderer.flipX = (FaceDir == Directions.Left);
|
Animator.CrossFade($"{state}{LastDirection.ToString()}", 0);
|
||||||
Animator.CrossFade((MoveDirection.sqrMagnitude > 0) ? AnimMoveRight : AnimIdleRight, 0);
|
}
|
||||||
|
|
||||||
|
private enum Direction { Up, Down, Left, Right }
|
||||||
|
private Direction LastDirection = Direction.Down;
|
||||||
|
private string GetAnimationState(Vector2 input) {
|
||||||
|
if (SkillInUse) return ActiveClass.AnimationToPlay;
|
||||||
|
|
||||||
|
if (input.sqrMagnitude < 0.01f) {
|
||||||
|
return "Idle";
|
||||||
|
//return LastDirection switch {
|
||||||
|
// Direction.Up => "IdleUp",
|
||||||
|
// Direction.Down => "IdleDown",
|
||||||
|
// Direction.Left => "IdleLeft",
|
||||||
|
// Direction.Right => "IdleRight",
|
||||||
|
// _ => "IdleDown"
|
||||||
|
//};
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Mathf.Abs(input.x) > Mathf.Abs(input.y)) {
|
||||||
|
LastDirection = (input.x > 0) ? Direction.Right : Direction.Left;
|
||||||
|
} else {
|
||||||
|
LastDirection = (input.y > 0) ? Direction.Up : Direction.Down;
|
||||||
|
}
|
||||||
|
|
||||||
|
return "Run";
|
||||||
|
|
||||||
|
return LastDirection switch {
|
||||||
|
Direction.Up => "RunUp",
|
||||||
|
Direction.Down => "RunDown",
|
||||||
|
Direction.Left => "RunLeft",
|
||||||
|
Direction.Right => "RunRight",
|
||||||
|
_ => "RunDown"
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
45
Assets/Scripts/Runtime/Environment/ExternalForceHandler.cs
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ExternalForceHandler {
|
||||||
|
private Transform Transform;
|
||||||
|
private Rigidbody Rigidbody;
|
||||||
|
private List<Transform> TextList = new List<Transform>();
|
||||||
|
|
||||||
|
public ExternalForceHandler(Transform transform) {
|
||||||
|
Transform = transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Apply(Vector2 force) {
|
||||||
|
Rigidbody.linearVelocity = force;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class KnockbackUtility {
|
||||||
|
public static void ApplyKnockback(MonoBehaviour context, Rigidbody2D rb, Vector2 direction, float force, float duration) {
|
||||||
|
context.StartCoroutine(KnockbackRoutine(rb, direction.normalized, force, duration));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static IEnumerator KnockbackRoutine(Rigidbody2D rb, Vector2 direction, float initialForce, float duration) {
|
||||||
|
float elapsed = 0f;
|
||||||
|
while (elapsed < duration) {
|
||||||
|
float t = elapsed / duration;
|
||||||
|
float currentForce = Mathf.Lerp(initialForce, 0f, t); // Linear diminishing force
|
||||||
|
|
||||||
|
rb.linearVelocity = direction * currentForce;
|
||||||
|
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
rb.linearVelocity = Vector2.zero;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b60e76f086b105240a85630f9de7f73a
|
||||||
@ -6,6 +6,8 @@ TagManager:
|
|||||||
tags:
|
tags:
|
||||||
- Structural
|
- Structural
|
||||||
- Ground
|
- Ground
|
||||||
|
- HitBox
|
||||||
|
- EnemyHitBox
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
@ -14,8 +16,8 @@ TagManager:
|
|||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
- Structures
|
- Structures
|
||||||
-
|
- EnemyHitBox
|
||||||
-
|
- PlayerHitBox
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|||||||