diff --git a/Assets/Scenes/HomeTown.unity b/Assets/Scenes/HomeTown.unity
index bc0c4b5..be1cd4b 100644
--- a/Assets/Scenes/HomeTown.unity
+++ b/Assets/Scenes/HomeTown.unity
@@ -71010,6 +71010,14 @@ PrefabInstance:
serializedVersion: 3
m_TransformParent: {fileID: 0}
m_Modifications:
+ - target: {fileID: 1680573792925415762, guid: d00d92ab204198c489965b31a298b234, type: 3}
+ propertyPath: VfxKineticSurge
+ value:
+ objectReference: {fileID: 4566952472781634859, guid: 0d7c4835b1f550241bb630daef9e33e8, type: 3}
+ - target: {fileID: 1680573792925415762, guid: d00d92ab204198c489965b31a298b234, type: 3}
+ propertyPath: FighterClass.VfxKineticSurge
+ value:
+ objectReference: {fileID: 4566952472781634859, guid: 0d7c4835b1f550241bb630daef9e33e8, type: 3}
- target: {fileID: 1680573792925415762, guid: d00d92ab204198c489965b31a298b234, type: 3}
propertyPath: 'ClassIndicators.Array.data[0]'
value:
@@ -71026,6 +71034,10 @@ PrefabInstance:
propertyPath: 'ClassIndicators.Array.data[3]'
value:
objectReference: {fileID: 1731397399}
+ - target: {fileID: 1787569555844345674, guid: d00d92ab204198c489965b31a298b234, type: 3}
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- target: {fileID: 1825172400684165510, guid: d00d92ab204198c489965b31a298b234, type: 3}
propertyPath: m_BodyType
value: 1
@@ -71162,6 +71174,14 @@ PrefabInstance:
propertyPath: m_LocalPosition.y
value: -0.195
objectReference: {fileID: 0}
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+ objectReference: {fileID: 0}
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- target: {fileID: 9117212351613092415, guid: d00d92ab204198c489965b31a298b234, type: 3}
propertyPath: m_Size.x
value: 0.84173715
diff --git a/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs b/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs
index da7b3f0..9bdce5b 100644
--- a/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs
+++ b/Assets/Scripts/Runtime/AI/StateMachines/EnemyStateManager.cs
@@ -1,7 +1,5 @@
using AI.Base;
-using UnityEditor.Experimental.GraphView;
using UnityEngine;
-using static TMPro.SpriteAssetUtilities.TexturePacker_JsonArray;
public class EnemyStateManager : StateManager {
[Header("States")]
diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/AttackAnimatorFactory.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/AttackAnimatorFactory.cs
index 4d25562..9e2a71b 100644
--- a/Assets/Scripts/Runtime/Characters/Player/Classes/AttackAnimatorFactory.cs
+++ b/Assets/Scripts/Runtime/Characters/Player/Classes/AttackAnimatorFactory.cs
@@ -52,10 +52,11 @@ public class AttackAnimatorFactory : MonoBehaviour {
}
public void MeleeResetKineticCharge() {
- Melee.CrossFade("Blank", 0, 1);
+ //Melee.CrossFade("Blank", 0, 1);
}
public void MeleeBasic(int set) {
+ return;
RotateTowardsMouse();
if (set == 1) Melee.CrossFade("BasicAttack1", 0, 0);
@@ -68,6 +69,7 @@ public class AttackAnimatorFactory : MonoBehaviour {
}
public void MeleeKineticSurge() {
+ return;
Melee.CrossFade("KineticSurgeRelease", 0, 0);
}
}
diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs
index b87e509..53322a4 100644
--- a/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs
+++ b/Assets/Scripts/Runtime/Characters/Player/Classes/ClassBase.cs
@@ -19,7 +19,7 @@ public class ClassBase {
protected float PlayerOriginalSpeed;
protected FloatingTextSpawner TextPopUp;
/// Always in the order of Up, Down, Left, Right
- public string AnimationToPlay;
+ public string AnimationToPlay = "";
public ClassBase(Player player) {
Player = player;
@@ -29,6 +29,6 @@ public class ClassBase {
}
virtual public void Tick() { }
- virtual public void HandleLMB() { }
- virtual public void HandleRMB() { }
+ virtual public void HandlePrimaryAttack() { }
+ virtual public void HandleSecondaryAttack() { }
}
diff --git a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs
index 23f66fa..307ade6 100644
--- a/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs
+++ b/Assets/Scripts/Runtime/Characters/Player/Classes/MeleeFighterClass.cs
@@ -1,16 +1,7 @@
-using JetBrains.Annotations;
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using System.Threading.Tasks;
-using UnityEditor.VersionControl;
-using UnityEngine;
+using UnityEngine;
[System.Serializable]
public class MeleeFighterClass : ClassBase {
- public MeleeFighterClass(Player player) : base(player) { }
private readonly int BladeVortex = Animator.StringToHash("BladeVortex");
private float BladeVortexSpeed = 0.4f;
public float ComboResetTime;
@@ -22,6 +13,15 @@ public class MeleeFighterClass : ClassBase {
public float TimeElapsed;
public float Cooldown;
public bool TimesUp;
+ private bool HandlingOnStateEnter;
+
+ public VfxHandlerBase VfxKineticSurgeHandler { get { return Player.VfxKineticSurgeHandler; } }
+
+
+ public MeleeFighterClass(Player player) : base(player) {
+
+ }
+
public AttackState CurrentState;
@@ -77,11 +77,11 @@ public class MeleeFighterClass : ClassBase {
AnimationToPlay = "Attack1";
TextPopUp.SpawnFloatingText("KineticSurge", Color.red, 3);
//Player.SkillInUse = false;
- Player.MoveSpeed = PlayerOriginalSpeed;
+ //Player.MoveSpeed = PlayerOriginalSpeed;
}
if (!ChargingAnAttack && TimesUp) {
- Player.MoveSpeed = PlayerOriginalSpeed;
+ Player.MoveSpeedDampener = 1;
ChangeState(AttackState.None);
AttackAnimator.MeleeResetKineticCharge();
Player.SkillInUse = false;
@@ -109,12 +109,12 @@ public class MeleeFighterClass : ClassBase {
- override public void HandleLMB() {
+ override public void HandlePrimaryAttack() {
Player.SkillInUse = true;
switch (CurrentState) {
case AttackState.None:
- PlayerOriginalSpeed = Player.MoveSpeed;
+ //PlayerOriginalSpeed = Player.MoveSpeed;
if ((Time.time - Player.DashTime) <= 0.1f)
ChangeState(AttackState.PhaseCleave, 1.5f);
@@ -122,7 +122,6 @@ public class MeleeFighterClass : ClassBase {
ChangeState(AttackState.Shockwave, 0, 1.5f);
else
ChangeState(AttackState.BasicAttack1, 0.35f);
-
break;
@@ -135,16 +134,18 @@ public class MeleeFighterClass : ClassBase {
ChangeState(AttackState.BasicAttack3, 0.15f);
break;
}
+
}
- override public void HandleRMB() {
+ override public void HandleSecondaryAttack() {
Player.SkillInUse = true;
switch (CurrentState) {
case AttackState.None:
- PlayerOriginalSpeed = Player.MoveSpeed;
+ /*PlayerOriginalSpeed = Player.MoveSpeed*/
+
if (Player.IsDashing)
ChangeState(AttackState.None);
@@ -165,6 +166,12 @@ public class MeleeFighterClass : ClassBase {
case AttackState.BasicAttack3:
//ChangeState(AttackState.ChargeSurgeB);
break;
+
+
+ case AttackState.BladeVortex:
+ ChangeState(AttackState.None);
+ //ChangeState(AttackState.ChargeSurgeB);
+ break;
}
}
@@ -177,12 +184,14 @@ public class MeleeFighterClass : ClassBase {
if (TimeElapsed < Cooldown) return;
CurrentState = state;
+ Player.MoveSpeedDampener = (state == AttackState.None) ? 1 : 1 / decreasedSpeed;
if (state == AttackState.None) return;
Cooldown = cooldown;
TextPopUp.SpawnFloatingText(state.ToString(), Color.red, 3);
ComboResetTime = resetTime;
LastComboTime = Time.time;
- Player.MoveSpeed = (state == AttackState.None) ? PlayerOriginalSpeed : PlayerOriginalSpeed * decreasedSpeed;
+
+ RotateTowardsMouse();
switch (CurrentState) {
case AttackState.None:
@@ -197,7 +206,6 @@ public class MeleeFighterClass : ClassBase {
case AttackState.BladeVortex:
AnimationToPlay = "BladeVortex_";
- //Animator.CrossFade(BladeVortex, 0);
break;
case AttackState.BasicAttack1:
@@ -215,13 +223,20 @@ public class MeleeFighterClass : ClassBase {
AttackAnimator.MeleeBasic(3);
break;
- case AttackState.KineticSurgeA:
- Debug.Log($"Charged Value: {ChargeValue}");
- break;
-
- case AttackState.KineticSurgeB:
- Debug.Log($"Charged Value: {ChargeValue}");
+ case AttackState.KineticSurgeRelease:
+ VfxKineticSurgeHandler.PlayAll(Player.transform.position);
break;
}
}
+
+ public void RotateTowardsMouse() {
+ return;
+ Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
+ Vector2 direction = mouseWorldPos - Player.transform.position;
+ if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y)) {
+ Player.LastDirection = (direction.x > 0) ? Player.Direction.Right : Player.Direction.Left;
+ } else {
+ Player.LastDirection = (direction.y > 0) ? Player.Direction.Up : Player.Direction.Down;
+ }
+ }
}
diff --git a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs
index 0c0f297..de358d5 100644
--- a/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs
+++ b/Assets/Scripts/Runtime/Characters/Player/PlayerMainController.cs
@@ -1,11 +1,7 @@
-using System;
using System.Collections;
-using System.Collections.Generic;
using System.Linq;
-using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
-using UnityEngine.EventSystems;
using UnityEngine.UI;
[SelectionBase]
@@ -25,17 +21,21 @@ public class Player : MonoBehaviour {
[SerializeField] private MeleeFighterClass FighterClass;
public AttackAnimatorFactory AttackAnimator;
-
[Header("Movement Attributes")]
[SerializeField] public float MoveSpeed = 8;
+ [SerializeField] public float MoveSpeedDampener = 1;
[SerializeField] private float DashMultiplier = 60;
[SerializeField] private float DriftSpeed = 60;
[SerializeField] private float DriftFactorial = 0.85f;
+ [SerializeField] private float JumpDelay = 0.5f;
[Header("VFX")]
[SerializeField] private GameObject VfxDash;
private VfxHandlerBase VfxDashHandler;
+ [SerializeField] private GameObject VfxKineticSurge;
+ [HideInInspector] public VfxHandlerBase VfxKineticSurgeHandler;
+ private BoxCollider2D[] BoxColliders;
public Vector2 PrevDirection = Vector2.zero;
@@ -48,22 +48,16 @@ public class Player : MonoBehaviour {
public Vector2 DriftDirection { get; private set; } = Vector2.zero;
private float Drift = 0;
- private readonly int AnimMoveRight = Animator.StringToHash("Anim_Player_MoveRight");
- private readonly int AnimIdleRight = Animator.StringToHash("Anim_Player_IdleRight");
-
public bool SkillInUse = false;
- //{
- // get { return Animator.GetBool("SkillActive"); }
- // set { Animator.SetBool("SkillActive", value); }
- //}
-
private enum Directions { Left, Right, Up, Down }
void Awake() {
Builder = GetComponent();
VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5);
+ VfxKineticSurgeHandler = new VfxHandlerBase(VfxKineticSurge, 5, 5);
FighterClass = new MeleeFighterClass(this);
+ BoxColliders = GetComponentsInChildren();
SetClass(1);
}
@@ -72,6 +66,7 @@ public class Player : MonoBehaviour {
KeyPressActions();
ActiveClass.Tick();
}
+
private void GatherInput() {
MoveDirection.x = Input.GetAxisRaw("Horizontal");
MoveDirection.y = Input.GetAxisRaw("Vertical");
@@ -80,6 +75,8 @@ public class Player : MonoBehaviour {
private void KeyPressActions() {
if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift)) {
Dash(MoveDirection);
+ } else if (!IsJumping && Input.GetKeyDown(KeyCode.Space)) {
+ Jump();
} else if (Input.GetKeyDown(KeyCode.F1)) {
SetClass(0);
} else if (Input.GetKeyDown(KeyCode.F2)) {
@@ -90,17 +87,17 @@ public class Player : MonoBehaviour {
SetClass(3);
}
- if (Input.GetMouseButtonDown(0)) ActiveClass.HandleLMB();
- else if (Input.GetMouseButtonDown(1)) ActiveClass.HandleRMB();
+
+ if (Input.GetKeyDown(KeyCode.X)) ActiveClass.HandlePrimaryAttack();
+ else if (Input.GetKeyDown(KeyCode.C)) ActiveClass.HandleSecondaryAttack();
}
private void Dash(Vector2 direction) {
- if (SkillInUse) return;
if (Drift > 0.5f) return;
IsDashing = true;
DashTime = Time.time;
- RigidBody.linearVelocity = direction.normalized * MoveSpeed * DashMultiplier;
+ RigidBody.linearVelocity = (direction.normalized * MoveSpeed * DashMultiplier) / MoveSpeedDampener;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg + 180;
if (direction.normalized != Vector2.zero)
VfxDashHandler.PlayAll(this.transform.position, Quaternion.Euler(0f, 0f, angle));
@@ -109,6 +106,22 @@ public class Player : MonoBehaviour {
IsDashing = false;
}
+ private void Jump() {
+ IsJumping = true;
+ foreach (var col in BoxColliders)
+ col.enabled = false;
+
+ StartCoroutine(ResetJumpAfterDelay());
+ }
+
+ private IEnumerator ResetJumpAfterDelay() {
+ yield return new WaitForSeconds(JumpDelay);
+ foreach (var col in BoxColliders)
+ col.enabled = true;
+
+ IsJumping = false;
+ }
+
private void SetClass(int classIdx) {
Builder.SetBuildMode(classIdx == 3);
ActiveClass = FighterClass;
@@ -138,7 +151,7 @@ public class Player : MonoBehaviour {
private void MovementUpdate() {
if (IsDashing) return;
- RigidBody.linearVelocity = MoveDirection.normalized * MoveSpeed;
+ RigidBody.linearVelocity = (MoveDirection.normalized * MoveSpeed) / MoveSpeedDampener;
if (Drift > 0.2f) {
RigidBody.linearVelocity += DriftDirection * Drift;
Drift *= DriftFactorial;
@@ -165,41 +178,49 @@ public class Player : MonoBehaviour {
Animator.CrossFade(state, 0);
}
- private enum Direction { Up, Down, Left, Right }
- private Direction LastDirection = Direction.Down;
+ public enum Direction { Up, Down, Left, Right }
+ public Direction LastDirection = Direction.Down;
private string GetAnimationState(Vector2 input) {
if (SkillInUse) return ActiveClass.AnimationToPlay;
+ if (!IsJumping && input.sqrMagnitude < 0.01f) return "Idle";
- 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)) {
+ if (Mathf.Abs(input.x) > 0)
LastDirection = (input.x > 0) ? Direction.Right : Direction.Left;
- } else {
+ else if (Mathf.Abs(input.y) > 0)
LastDirection = (input.y > 0) ? Direction.Up : Direction.Down;
- }
+ if (IsJumping) return "Jump";
return "Run";
-
- return LastDirection switch {
- Direction.Up => "RunUp",
- Direction.Down => "RunDown",
- Direction.Left => "RunLeft",
- Direction.Right => "RunRight",
- _ => "RunDown"
- };
}
void OnDrawGizmos() {
+ DrawPlayerDirection();
+ }
+
+ private void DrawPlayerDirection() {
+ if (RigidBody == null) RigidBody = GetComponent();
+ if (RigidBody == null) return;
+
+ Gizmos.color = Color.cyan;
+
+ Vector3 start = RigidBody.transform.position;
+ Vector3 end = start + (Vector3)(RigidBody.linearVelocity * 1);
+
+ Gizmos.DrawLine(start, end);
+ DrawArrowHead(end, (end - start).normalized);
+ }
+
+
+ void DrawArrowHead(Vector3 position, Vector3 direction) {
+ float arrowHeadAngle = 20f;
+ float arrowHeadLength = 0.25f;
+
+ Vector3 right = Quaternion.Euler(0, 0, arrowHeadAngle) * -direction;
+ Vector3 left = Quaternion.Euler(0, 0, -arrowHeadAngle) * -direction;
+
+ Gizmos.DrawLine(position, position + right * arrowHeadLength);
+ Gizmos.DrawLine(position, position + left * arrowHeadLength);
}
}
diff --git a/Assets/Scripts/Runtime/Tests.meta b/Assets/Scripts/Runtime/Tests.meta
new file mode 100644
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+++ b/Assets/Scripts/Runtime/Tests.meta
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diff --git a/Assets/VFX/VfxKineticSurge.prefab b/Assets/VFX/VfxKineticSurge.prefab
new file mode 100644
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+++ b/Assets/VFX/VfxKineticSurge.prefab
@@ -0,0 +1,4997 @@
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