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File diff suppressed because it is too large Load Diff

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@ -15,18 +15,15 @@ public class Player : MonoBehaviour {
[Header("Movement")] [Header("Movement")]
[SerializeField] private Rigidbody2D RigidBody; [SerializeField] private Rigidbody2D RigidBody;
[SerializeField] public Animator Animator; [SerializeField] private 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] public float MoveSpeed = 8; [SerializeField] private 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;
@ -35,39 +32,28 @@ 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;
public bool IsJumping { get; private set; } private bool isDashing;
public bool IsDashing { get; private set; } private Vector2 DriftDirection = Vector2.zero;
public float DashTime { get; private set; }
public Vector2 DriftDirection { get; private set; } = Vector2.zero;
private float Drift = 0; private float Drift = 0;
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);
} }
private void Update() { private void Update() {
GatherInput(); GatherInput();
KeyPressActions(); KeyPressActions();
ActiveClass.Tick();
} }
private void GatherInput() { private void GatherInput() {
MoveDirection.x = Input.GetAxisRaw("Horizontal"); MoveDirection.x = Input.GetAxisRaw("Horizontal");
@ -86,16 +72,11 @@ 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.HandleLMB();
else if (Input.GetMouseButtonDown(1)) ActiveClass.HandleRMB();
} }
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;
DashTime = Time.time;
RigidBody.linearVelocity = direction.normalized * MoveSpeed * DashMultiplier; RigidBody.linearVelocity = direction.normalized * MoveSpeed * DashMultiplier;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg + 180; float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg + 180;
@ -103,12 +84,11 @@ public class Player : MonoBehaviour {
VfxDashHandler.PlayAll(this.transform.position, Quaternion.Euler(0f, 0f, angle)); VfxDashHandler.PlayAll(this.transform.position, Quaternion.Euler(0f, 0f, angle));
DriftDirection = direction.normalized; DriftDirection = direction.normalized;
Drift = DriftSpeed; Drift = DriftSpeed;
IsDashing = false; isDashing = false;
} }
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) {
@ -133,7 +113,7 @@ public class Player : MonoBehaviour {
} }
private void MovementUpdate() { private void MovementUpdate() {
if (IsDashing) return; if (isDashing) return;
RigidBody.linearVelocity = MoveDirection.normalized * MoveSpeed; RigidBody.linearVelocity = MoveDirection.normalized * MoveSpeed;
if (Drift > 0.2f) { if (Drift > 0.2f) {
@ -154,7 +134,6 @@ 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);
} }
@ -163,4 +142,45 @@ 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);
}
} }

View File

@ -1,4 +1,3 @@
using System;
using Unity.IO.LowLevel.Unsafe; using Unity.IO.LowLevel.Unsafe;
using UnityEngine; using UnityEngine;
@ -26,11 +25,6 @@ namespace AI.Base {
Owner = ownerTransform; Owner = ownerTransform;
} }
virtual public StateNode InitializeCopy(Transform ownerTransform) {
Owner = ownerTransform;
return ScriptableObject.CreateInstance(this.GetType()) as StateNode;
}
virtual public void Start() {} virtual public void Start() {}
virtual public void Stop() {} virtual public void Stop() {}
virtual public void Tick() {} virtual public void Tick() {}

View File

@ -8,13 +8,6 @@ public class EnemyChaseState : StateNode {
private Transform Player; private Transform Player;
override public StateNode InitializeCopy(Transform ownerTransform) {
var copy = ScriptableObject.CreateInstance(this.GetType()) as EnemyChaseState;
copy.Owner = ownerTransform;
copy.Speed = Speed;
return copy;
}
override public void Start() { override public void Start() {
Player = GameObject.FindGameObjectWithTag("Player").transform; Player = GameObject.FindGameObjectWithTag("Player").transform;
Debug.Log("Entering Chase"); Debug.Log("Entering Chase");

View File

@ -1,10 +0,0 @@
using AI.Base;
using System;
using UnityEngine;
[CreateAssetMenu(menuName = "AI/Enemy/EnemyDamagedState")]
public class EnemyDamagedState : StateNode {
override public void Start() { Debug.Log("Entering Idle"); }
override public void Tick() { }
override public void Stop() { Debug.Log("Exiting Idle"); }
}

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@ -1,5 +1,4 @@
using AI.Base; using AI.Base;
using UnityEditor.Experimental.GraphView;
using UnityEngine; using UnityEngine;
using static TMPro.SpriteAssetUtilities.TexturePacker_JsonArray; using static TMPro.SpriteAssetUtilities.TexturePacker_JsonArray;
@ -8,7 +7,6 @@ public class EnemyStateManager : StateManager {
[SerializeField] public StateNode WalkState; [SerializeField] public StateNode WalkState;
[SerializeField] public StateNode ChaseState; [SerializeField] public StateNode ChaseState;
[SerializeField] public StateNode AttackState; [SerializeField] public StateNode AttackState;
[SerializeField] public StateNode DamagedState;
[Header("Attributes")] [Header("Attributes")]
[SerializeField] private float ChaseDistance = 10f; [SerializeField] private float ChaseDistance = 10f;
@ -16,27 +14,15 @@ public class EnemyStateManager : StateManager {
private Transform Player; private Transform Player;
protected void Start() { protected void Start() {
Player = GameObject.FindGameObjectWithTag("Player")?.transform; Player = GameObject.FindGameObjectWithTag("Player")?.transform;
WalkState = ScriptableObject.CreateInstance(WalkState.GetType()) as StateNode; WalkState.Initialize(this.transform);
ChaseState.Initialize(this.transform);
WalkState = WalkState.InitializeCopy(this.transform);
ChaseState = ChaseState.InitializeCopy(this.transform);
//DamagedState = DamagedState.InitializeCopy(this.transform);
AttackState = AttackState.InitializeCopy(this.transform);
AttackState.Initialize(this.transform); AttackState.Initialize(this.transform);
CurrentState = WalkState; CurrentState = WalkState;
CurrentState.Start(); CurrentState.Start();
} }
protected void InitializeStateNode(StateNode node){
node = ScriptableObject.CreateInstance(node.GetType()) as StateNode;
node.Initialize(this.transform);
}
override protected IState GetNextState() { override protected IState GetNextState() {
if (Player == null) if (Player == null)
return CurrentState; return CurrentState;
@ -50,16 +36,11 @@ public class EnemyStateManager : StateManager {
return WalkState.GetNextState(); return WalkState.GetNextState();
} }
private void OnDrawGizmos() { private void OnDrawGizmos() {
DrawChaseDistance(); DrawChaseDistance();
DrawAttackDistance(); DrawAttackDistance();
} }
private void DrawChaseDistance() { private void DrawChaseDistance() {
Gizmos.color = CurrentState == (IState)ChaseState ? Color.yellow : Color.green; Gizmos.color = CurrentState == (IState)ChaseState ? Color.yellow : Color.green;
Vector2 center = this.transform.position; Vector2 center = this.transform.position;

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@ -55,7 +55,7 @@ public class BuilderManager : MonoBehaviour {
public void SetBuildMode(bool on) { public void SetBuildMode(bool on) {
BuildMode = on; BuildMode = on;
PreviewObj?.SetActive(on); PreviewObj.SetActive(on);
} }
void PlaceObject() { void PlaceObject() {

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fileFormatVersion: 2
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folderAsset: yes
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userData:
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@ -1,35 +0,0 @@
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;
protected float PlayerOriginalSpeed;
protected FloatingTextSpawner TextPopUp;
public ClassBase(Player player) {
Player = player;
Animator = Player.Animator;
TextPopUp = new FloatingTextSpawner(player.transform);
}
virtual public void InitializeClass(Player player) {
Player = player;
Animator = Player.Animator;
}
virtual public void Tick() { }
virtual public void HandleLMB() { }
virtual public void HandleRMB() { }
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 9f7d782db58afd14bbe8993c859f0d57

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@ -1,199 +0,0 @@
using JetBrains.Annotations;
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;
private float ComboResetTime;
private float LastComboTime;
private bool ChargingAnAttack;
private float ChargeValue;
private bool AllowBladeVortex;
private int ChargeTick;
private AttackState CurrentState;
private enum AttackState {
None,
PhaseCleave,
DrainEdge,
Shockwave,
BladeVortex,
BasicAttack1,
BasicAttack2,
BasicAttack3,
ChargeSurgeA,
ChargeSurgeB,
KineticSurgeA,
KineticSurgeB,
}
override public void Tick() {
float timeElapsed = Time.time - LastComboTime;
switch (CurrentState) {
case AttackState.None:
return;
case AttackState.BasicAttack1:
AllowBladeVortex = timeElapsed <= 0.1f;
break;
case AttackState.ChargeSurgeA:
ChargingAnAttack = Input.GetMouseButton(0);
HandleCharging(timeElapsed);
if (!ChargingAnAttack) ChangeState(AttackState.KineticSurgeA);
break;
case AttackState.ChargeSurgeB:
ChargingAnAttack = Input.GetMouseButton(1);
HandleCharging(timeElapsed);
if (!ChargingAnAttack) ChangeState(AttackState.KineticSurgeB);
break;
}
if (!ChargingAnAttack && timeElapsed > ComboResetTime) {
Player.MoveSpeed = PlayerOriginalSpeed;
ChangeState(AttackState.None);
Player.SkillInUse = false;
}
}
private void HandleCharging(float timeElapsed){
ChargeValue = timeElapsed * 60;
if (ChargeValue > 100) ChargeValue = 100;
if (ChargeTick++ > 10) {
ChargeTick = 0;
TextPopUp.SpawnFloatingText($"Charging {ChargeValue:0.0}", GetChargeColor(), 3);
}
}
private Color GetChargeColor() {
ChargeValue = Mathf.Clamp01(ChargeValue / 100f); // Normalize to 01
if (ChargeValue < 0.5f) {
return Color.Lerp(Color.red, Color.yellow, ChargeValue / 0.5f);
} else {
return Color.Lerp(Color.yellow, Color.green, (ChargeValue - 0.5f) / 0.5f);
}
}
override public void HandleLMB() {
Player.SkillInUse = true;
switch (CurrentState) {
case AttackState.None:
PlayerOriginalSpeed = Player.MoveSpeed;
if ((Time.time - Player.DashTime) <= 0.1f)
ChangeState(AttackState.PhaseCleave, 1.5f);
else if (Player.IsJumping)
ChangeState(AttackState.Shockwave, 0, 1.5f);
else
ChangeState(AttackState.BasicAttack1);
break;
case AttackState.BasicAttack1:
ChangeState(AttackState.BasicAttack2);
break;
case AttackState.BasicAttack2:
ChangeState(AttackState.BasicAttack3);
break;
case AttackState.BasicAttack3:
ChangeState(AttackState.ChargeSurgeA);
break;
}
}
override public void HandleRMB() {
Player.SkillInUse = true;
switch (CurrentState) {
case AttackState.None:
PlayerOriginalSpeed = Player.MoveSpeed;
if (Player.IsDashing)
ChangeState(AttackState.None);
else if (Player.IsJumping)
ChangeState(AttackState.None);
else
ChangeState(AttackState.DrainEdge);
break;
case AttackState.BasicAttack1:
if (!AllowBladeVortex) return;
ChangeState(AttackState.BladeVortex, 0.4f, 1.5f);
break;
case AttackState.BasicAttack3:
ChangeState(AttackState.ChargeSurgeB);
break;
}
}
private void ChangeState(AttackState state, float decreasedSpeed = 0.2f, float resetTime = 0.3f) {
if (state != AttackState.None)
TextPopUp.SpawnFloatingText(state.ToString(), Color.red, 3);
CurrentState = state;
ComboResetTime = resetTime;
LastComboTime = Time.time;
Player.MoveSpeed = (state == AttackState.None) ? PlayerOriginalSpeed : PlayerOriginalSpeed * decreasedSpeed;
Debug.Log(CurrentState.ToString());
switch (CurrentState) {
case AttackState.None:
if (Player.IsDashing) {
} else if (Player.IsJumping) {
} else {
}
break;
case AttackState.Shockwave:
break;
case AttackState.BladeVortex:
Animator.CrossFade(BladeVortex, 0);
break;
case AttackState.BasicAttack1:
break;
case AttackState.BasicAttack2:
break;
case AttackState.BasicAttack3:
break;
case AttackState.KineticSurgeA:
Debug.Log($"Charged Value: {ChargeValue}");
break;
case AttackState.KineticSurgeB:
Debug.Log($"Charged Value: {ChargeValue}");
break;
}
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 077fca63fe37f904faf16f3053d8e265

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@ -1,84 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
public class FloatingTextSpawner {
private static GameObject GameObjectContainer = new GameObject($"Floating Text Container");
private Transform Transform;
private List<Transform> TextList = new List<Transform>();
public FloatingTextSpawner(Transform transform) {
Transform = transform;
}
public void SpawnFloatingText(string message, Color color, float duration = 1.5f) {
try {
GameObject textObj = new GameObject("FloatingText");
textObj.transform.position = Transform.position + new Vector3(0, 1, 1); // offset above character
TextMesh textMesh = textObj.AddComponent<TextMesh>();
textMesh.text = message;
textMesh.characterSize = 0.2f;
textMesh.fontSize = 48;
textMesh.fontStyle = FontStyle.Bold;
textMesh.color = color;
textMesh.alignment = TextAlignment.Center;
textMesh.anchor = TextAnchor.MiddleCenter;
Renderer renderer = textObj.GetComponent<Renderer>();
renderer.sortingLayerName = "UI";
renderer.sortingOrder = 0;
textObj.AddComponent<FloatingText>().Init(duration, ref TextList);
UnityEngine.Object.Instantiate(textObj, GameObjectContainer.transform);
} catch (Exception e) { }
}
}
public class FloatingText : MonoBehaviour {
private float lifetime;
private float speed = 1f;
private Color originalColor;
private TextMesh textMesh;
public void Init(float duration, ref List<Transform> textList) {
try {
lifetime = duration;
textMesh = GetComponent<TextMesh>();
originalColor = textMesh.color;
for (int i = textList.Count - 1; i >= 0; i--) {
if (textList[i] == null)
textList.RemoveAt(i);
else
textList[i].position += Vector3.up * 0.5f;
}
textList.Add(this.transform);
} catch (Exception e) { }
}
void Update() {
try {
transform.position += Vector3.up * speed * Time.deltaTime;
lifetime -= Time.deltaTime;
if (lifetime <= 0) {
Destroy(gameObject);
} else {
float alpha = Mathf.Clamp01(lifetime / 1.5f);
textMesh.color = new Color(originalColor.r, originalColor.g, originalColor.b, alpha);
}
} catch (Exception e) { }
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: a0820d00eb0a7a34e83145fb846387cd

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@ -1,23 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
public class SpawnManager : MonoBehaviour {
public static bool IsPaused { get; private set; }
[SerializeField] private GameObject pauseMenuUI;
void Update() {
if (Input.GetKeyDown(KeyCode.Escape))
TogglePause();
}
public void TogglePause() {
IsPaused = !IsPaused;
Time.timeScale = IsPaused ? 0f : 1f;
AudioListener.pause = IsPaused;
pauseMenuUI.SetActive(IsPaused);
}
}

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@ -42,15 +42,15 @@ MonoBehaviour:
m_MaxSize: {x: 4000, y: 4000} m_MaxSize: {x: 4000, y: 4000}
m_TitleContent: m_TitleContent:
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m_SerializedViewValues: [] m_SerializedViewValues: []
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@ -661,11 +661,11 @@ MonoBehaviour:
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