Add new melee skill sprite, animate it, and coded up trigger with left click

This commit is contained in:
Nico 2025-06-30 21:52:00 -07:00
parent a7648bb20d
commit ea1527f3b3
29 changed files with 1417 additions and 101 deletions

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@ -254,21 +254,21 @@ TextureImporter:
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@ -590,8 +590,9 @@ Animation:
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m_Animation: {fileID: 0} m_Animation: {fileID: 7400000, guid: e259fef8aeaf1f24ba2cb1403e0a320a, type: 2}
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@ -65623,11 +65624,11 @@ PrefabInstance:
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@ -15,15 +15,18 @@ public class Player : MonoBehaviour {
[Header("Movement")] [Header("Movement")]
[SerializeField] private Rigidbody2D RigidBody; [SerializeField] private Rigidbody2D RigidBody;
[SerializeField] private Animator Animator; [SerializeField] public Animator Animator;
[SerializeField] private SpriteRenderer Renderer; [SerializeField] private SpriteRenderer Renderer;
[Header("Character Class")] [Header("Character Class")]
[SerializeField] private ParticleSystem Aura; [SerializeField] private ParticleSystem Aura;
[SerializeField] private GameObject[] ClassIndicators; [SerializeField] private GameObject[] ClassIndicators;
private ClassBase ActiveClass;
private MeleeFighterClass FighterClass;
[Header("Movement Attributes")] [Header("Movement Attributes")]
[SerializeField] private float MoveSpeed = 8; [SerializeField] public float MoveSpeed = 8;
[SerializeField] private float DashMultiplier = 60; [SerializeField] private float DashMultiplier = 60;
[SerializeField] private float DriftSpeed = 60; [SerializeField] private float DriftSpeed = 60;
[SerializeField] private float DriftFactorial = 0.85f; [SerializeField] private float DriftFactorial = 0.85f;
@ -32,6 +35,7 @@ public class Player : MonoBehaviour {
[SerializeField] private GameObject VfxDash; [SerializeField] private GameObject VfxDash;
private VfxHandlerBase VfxDashHandler; private VfxHandlerBase VfxDashHandler;
private Vector2 MoveDirection = Vector2.zero; private Vector2 MoveDirection = Vector2.zero;
private Directions FaceDir = Directions.Down; private Directions FaceDir = Directions.Down;
@ -42,12 +46,17 @@ 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 {
get { return Animator.GetBool("SkillActive"); }
set { Animator.SetBool("SkillActive", value); }
}
private enum Directions { Left, Right, Up, Down } private enum Directions { Left, Right, Up, Down }
void Awake() { void Awake() {
Builder = GetComponent<BuilderManager>(); Builder = GetComponent<BuilderManager>();
VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5); VfxDashHandler = new VfxHandlerBase(VfxDash, 5, 5);
FighterClass = new MeleeFighterClass(this);
SetClass(1); SetClass(1);
} }
@ -72,9 +81,12 @@ public class Player : MonoBehaviour {
} else if (Input.GetKeyDown(KeyCode.F4)) { } else if (Input.GetKeyDown(KeyCode.F4)) {
SetClass(3); SetClass(3);
} }
if (Input.GetMouseButtonDown(0)) ActiveClass.UseSkill1();
} }
private void Dash(Vector2 direction) { private void Dash(Vector2 direction) {
if (SkillInUse) return;
if (Drift > 0.5f) return; if (Drift > 0.5f) return;
isDashing = true; isDashing = true;
@ -89,6 +101,7 @@ public class Player : MonoBehaviour {
private void SetClass(int classIdx) { private void SetClass(int classIdx) {
Builder.SetBuildMode(classIdx == 3); Builder.SetBuildMode(classIdx == 3);
ActiveClass = FighterClass;
foreach (var (indicator, i) in ClassIndicators.Select((obj, i) => (obj, i))) foreach (var (indicator, i) in ClassIndicators.Select((obj, i) => (obj, i)))
if (i != classIdx) { if (i != classIdx) {
@ -134,6 +147,7 @@ public class Player : MonoBehaviour {
} }
private void UpdateAnimation() { private void UpdateAnimation() {
if (SkillInUse) return;
Renderer.flipX = (FaceDir == Directions.Left); Renderer.flipX = (FaceDir == Directions.Left);
Animator.CrossFade((MoveDirection.sqrMagnitude > 0) ? AnimMoveRight : AnimIdleRight, 0); Animator.CrossFade((MoveDirection.sqrMagnitude > 0) ? AnimMoveRight : AnimIdleRight, 0);
} }
@ -142,45 +156,4 @@ public class Player : MonoBehaviour {
void OnDrawGizmos() { void OnDrawGizmos() {
} }
public List<CharacterClass> classes; // assign in Inspector
[HideInInspector] public int maxHealth;
[HideInInspector] public int maxMana;
[HideInInspector] public float attackPower;
[HideInInspector] public List<Ability> abilities;
//void Awake() {
// //InitializeCharacter();
//}
void InitializeCharacter() {
maxHealth = 0;
maxMana = 0;
attackPower = 1f;
abilities = new List<Ability>();
foreach (var cc in classes) {
maxHealth += cc.baseHealth;
maxMana += cc.baseMana;
attackPower *= cc.attackMultiplier;
abilities.AddRange(cc.abilities);
}
Debug.Log($"{name} initialized as {string.Join(", ", classes.ConvertAll(c => c.className))} with {abilities.Count} abilities.");
}
public void UseAbility(int index) {
if (index < 0 || index >= abilities.Count) return;
var ability = abilities[index];
ability.Use(this);
}
} }

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@ -0,0 +1,30 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
public class ClassBase {
[HideInInspector] public int MaxHealth;
[HideInInspector] public int MaxMana;
[HideInInspector] public float AttackPower;
[HideInInspector] public float MagicPower;
//[HideInInspector] public List<Ability> Abilities;
protected Animator Animator;
protected Player Player;
public ClassBase(Player player) {
Player = player;
Animator = Player.Animator;
}
virtual public void InitializeClass(Player player) {
Player = player;
Animator = Player.Animator;
}
virtual public void UseSkill1() { }
}

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@ -0,0 +1,26 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
public class MeleeFighterClass : ClassBase {
public MeleeFighterClass(Player player) : base(player) { }
private readonly int BladeVortex = Animator.StringToHash("BladeVortex");
private float BladeVortexSpeed = 0.4f;
override public void UseSkill1() {
Player.SkillInUse = true;
Player.MoveSpeed *= BladeVortexSpeed;
Animator.CrossFade(BladeVortex, 0);
Player.StartCoroutine(StopVortexAfterDelay(1.5f));
}
private IEnumerator StopVortexAfterDelay(float delay) {
yield return new WaitForSeconds(delay);
Player.SkillInUse = false;
Player.MoveSpeed /= BladeVortexSpeed;
}
}

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