From 39708027b4a7826641a753074b96049931397b38 Mon Sep 17 00:00:00 2001 From: Nico Date: Sat, 5 Jul 2025 01:04:13 -0700 Subject: [PATCH] Add jump ability --- Assets/Scenes/HomeTown.unity | 20 + .../AI/StateMachines/EnemyStateManager.cs | 2 - .../Player/Classes/AttackAnimatorFactory.cs | 4 +- .../Characters/Player/Classes/ClassBase.cs | 6 +- .../Player/Classes/MeleeFighterClass.cs | 65 +- .../Characters/Player/PlayerMainController.cs | 105 +- Assets/Scripts/Runtime/Tests.meta | 8 + Assets/VFX/VfxKineticSurge.prefab | 4997 +++++++++++++++++ Assets/VFX/VfxKineticSurge.prefab.meta | 7 + 9 files changed, 5141 insertions(+), 73 deletions(-) create mode 100644 Assets/Scripts/Runtime/Tests.meta create mode 100644 Assets/VFX/VfxKineticSurge.prefab create mode 100644 Assets/VFX/VfxKineticSurge.prefab.meta 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} + propertyPath: m_LocalPosition.y + value: 0 + objectReference: {fileID: 0} - 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} + - target: {fileID: 9074809610135348735, guid: d00d92ab204198c489965b31a298b234, type: 3} + propertyPath: m_IsActive + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 9098681062314285509, guid: d00d92ab204198c489965b31a298b234, type: 3} + propertyPath: m_IsActive + value: 0 + objectReference: {fileID: 0} - 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 index 0000000..68a1f37 --- /dev/null +++ b/Assets/Scripts/Runtime/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fb178844c7bd9184982b533840dc48d4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/VFX/VfxKineticSurge.prefab b/Assets/VFX/VfxKineticSurge.prefab new file mode 100644 index 0000000..6b38219 --- /dev/null +++ b/Assets/VFX/VfxKineticSurge.prefab @@ -0,0 +1,4997 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &144220255874236928 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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