Add new melee skill sprite, animate it, and coded up trigger with left click
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8
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292
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|
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|
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name: spr_alex_14
|
name: SpriteMeleeSkills_7
|
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rect:
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||||||
@ -298,15 +298,15 @@ TextureImporter:
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width: 32
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@ -323,24 +323,18 @@ TextureImporter:
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|
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nameFileIdTable:
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spr_alex_12: -1476861926
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spr_alex_14: 283539744
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|
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spr_alex_15: 1184069848
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spr_alex_2: -1748019772
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|
||||||
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|
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spr_alex_5: -85140355
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|
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spr_alex_9: -2001976186
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@ -590,8 +590,9 @@ Animation:
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m_GameObject: {fileID: 972432121}
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m_GameObject: {fileID: 972432121}
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- {fileID: 7400000, guid: e259fef8aeaf1f24ba2cb1403e0a320a, type: 2}
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propertyPath: m_LocalPosition.z
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propertyPath: m_LocalPosition.z
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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) {
|
||||||
@ -100,7 +113,7 @@ public class Player : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
RawImage image = ClassIndicators[classIdx].GetComponent<RawImage>();
|
RawImage image = ClassIndicators[classIdx].GetComponent<RawImage>();
|
||||||
var main = Aura.main;
|
var main = Aura.main;
|
||||||
main.startColor = image.color;
|
main.startColor = image.color;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -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);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
8
Assets/Scripts/Runtime/Characters/Player/Classes.meta
Normal file
8
Assets/Scripts/Runtime/Characters/Player/Classes.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 71b6764b9c492d24dbc6a7fe05df7e63
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -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() { }
|
||||||
|
}
|
||||||
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9f7d782db58afd14bbe8993c859f0d57
|
||||||
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 077fca63fe37f904faf16f3053d8e265
|
||||||
Loading…
Reference in New Issue
Block a user