optimized level, updated shooting system, and fixed enemy death still causing damage bug
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BIN
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'Hymn To The Dawn' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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'Last And First Light' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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'Last And First Light' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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'Legacy' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au
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|
@ -46,6 +46,11 @@ public class SkinlessMonsterComponent : MonoBehaviour
|
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private InGameManager manager;
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private bool prePauseStoppedState = false;
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|
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[SerializeField]
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private BoxCollider leftHandDamage;
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[SerializeField]
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private BoxCollider rightHandDamage;
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private void Awake()
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{
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//Find active player rn.
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@ -310,7 +315,11 @@ private void Update()
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if(isAlive&&player.IsAlive)
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SetLiveTargeting();
|
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timeSinceTarget += Time.deltaTime;
|
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if (this.isAlive)
|
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{
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leftHandDamage.enabled = false;
|
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rightHandDamage.enabled = false;
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}
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/*
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|
@ -28,6 +28,7 @@ void SettingsClicked()
|
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}
|
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void SettingsUnClicked()
|
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{
|
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menuAnimator.SetBool("SettingsOpen", false);
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}
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public void UpdateSensitivity()
|
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|
54
Assets/Scripts/Game/Optimizer.cs
Normal file
54
Assets/Scripts/Game/Optimizer.cs
Normal file
@ -0,0 +1,54 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
||||
/// <summary>
|
||||
/// Attach this behavior to a master room collider. Enables everything in this room OnTriggerEnter of [tag]
|
||||
/// disables everything in this room OnTriggerExit of [tag]
|
||||
/// </summary>
|
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public class Optimizer : MonoBehaviour
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{
|
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[SerializeField]
|
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public string Tag;
|
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[SerializeField]
|
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private GameObject[] references;
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[SerializeField]
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private bool beginDisabled = true;
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private void Start()
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{
|
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if (beginDisabled)
|
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{
|
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Disable();
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}
|
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}
|
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public void Enable()
|
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{
|
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foreach (GameObject go in references)
|
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{
|
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go.SetActive(true);
|
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}
|
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}
|
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public void Disable()
|
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{
|
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foreach (GameObject go in references)
|
||||
{
|
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go.SetActive(false);
|
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}
|
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}
|
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|
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private void OnTriggerEnter(Collider other)
|
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{
|
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if (other.CompareTag(Tag))
|
||||
{
|
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Enable();
|
||||
}
|
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}
|
||||
|
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private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (other.CompareTag(Tag))
|
||||
{
|
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Disable();
|
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}
|
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}
|
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}
|
11
Assets/Scripts/Game/Optimizer.cs.meta
Normal file
11
Assets/Scripts/Game/Optimizer.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ce10ec9aaa603bb4da9dfadd6e590584
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -25,9 +25,11 @@ public class PistolComponent : MonoBehaviour
|
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private float firePower = 20f;
|
||||
[SerializeField]
|
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private float maxProjectileDuration = 5f;
|
||||
[SerializeField]
|
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private float maxTargetObjDistance = 15f;
|
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|
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|
||||
|
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private bool hasCloseTarget = false;
|
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|
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//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
|
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|
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@ -59,16 +61,41 @@ private float CalculateDrop(Vector3 origin,Vector3 destination,Vector3 force)
|
||||
}
|
||||
private void FixedUpdate()
|
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{
|
||||
|
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if (this.IsEnabled)
|
||||
{
|
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Ray ray = new Ray(transform.position, transform.up);
|
||||
RaycastHit hit;
|
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if (Physics.Raycast(ray, out hit, 50))
|
||||
{
|
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targetObject.gameObject.transform.position = hit.point;
|
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float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
|
||||
//print(drop);
|
||||
|
||||
float hitDist = Vector3.Distance(hit.point, transform.position);
|
||||
if (hitDist < maxTargetObjDistance)
|
||||
{
|
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targetObject.gameObject.transform.position = hit.point;
|
||||
|
||||
targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 0,0));
|
||||
//Track if we have a close target
|
||||
hasCloseTarget = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance);
|
||||
|
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targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255, 255,255));
|
||||
//Track if we have a close target
|
||||
hasCloseTarget = false;
|
||||
}
|
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//float drop = CalculateDrop(this.bulletSpawnPoint.position, hit.point, this.transform.up * this.firePower);
|
||||
//print(drop);
|
||||
|
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}
|
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else
|
||||
{
|
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targetObject.gameObject.transform.position = transform.position + (ray.direction * maxTargetObjDistance);
|
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|
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targetObject.gameObject.GetComponent<MeshRenderer>().materials[0].SetColor("_EmissiveColor", new Color(255,255,255));
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hasCloseTarget = false;
|
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}
|
||||
}
|
||||
|
||||
@ -77,6 +104,10 @@ private void FixedUpdate()
|
||||
|
||||
}
|
||||
public void Fire()
|
||||
{
|
||||
Fire(!hasCloseTarget);
|
||||
}
|
||||
public void Fire(bool offsetWithTargetBall)
|
||||
{
|
||||
|
||||
GameObject projectile = Instantiate(projectilePrefab, this.bulletSpawnPoint);
|
||||
@ -84,7 +115,29 @@ public void Fire()
|
||||
projectile.transform.localEulerAngles = Vector3.zero;
|
||||
projectile.transform.localScale = Vector3.one;
|
||||
Rigidbody pRigid = projectile.GetComponent<Rigidbody>();
|
||||
pRigid.AddForce(pRigid.transform.up*this.firePower, ForceMode.Impulse);
|
||||
|
||||
/*Modified targeting system
|
||||
1. Since aim direction is vector from camera to ball (where player thinks its gonna go), raycast forward there, till hit. If no hit,
|
||||
then set target distance to ~50.
|
||||
2. Modify launch vector apply modified force
|
||||
*/
|
||||
Vector3 launchVector = pRigid.transform.up * this.firePower;
|
||||
|
||||
if(offsetWithTargetBall)
|
||||
{
|
||||
Vector3 ballCamVector = targetObject.transform.position - this.GetComponentInParent<PlayerMovementController>().cam.transform.position;
|
||||
Ray r = new Ray();
|
||||
r.origin = targetObject.transform.position;
|
||||
r.direction = ballCamVector.normalized;
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(r,out hit))
|
||||
{
|
||||
launchVector = (hit.point - pRigid.transform.position).normalized;
|
||||
launchVector *= this.firePower;
|
||||
}
|
||||
}
|
||||
|
||||
pRigid.AddForce(launchVector, ForceMode.Impulse);
|
||||
projectile.transform.parent = null;
|
||||
|
||||
|
||||
|
@ -39,6 +39,8 @@ public class LevelZeroSpecial : MonoBehaviour
|
||||
WaypointMarker marker2Ref;
|
||||
[SerializeField]
|
||||
WaypointMarker marker3Ref;
|
||||
[SerializeField]
|
||||
private Optimizer finalRoomOptimizer;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -102,6 +104,7 @@ void Update()
|
||||
|
||||
transitioningOut = true;
|
||||
gate.Play("Open");
|
||||
finalRoomOptimizer.Enable();
|
||||
|
||||
}
|
||||
if (transitioningOut)
|
||||
|
@ -12,6 +12,8 @@ public class CameraController : MonoBehaviour
|
||||
private float mouseY;
|
||||
[SerializeField]
|
||||
private Camera cam;
|
||||
|
||||
|
||||
[SerializeField]
|
||||
private Transform target;
|
||||
|
||||
|
@ -30,7 +30,7 @@ public class PlayerMovementController : MonoBehaviour
|
||||
[SerializeField]
|
||||
private float animatedRotationSpeed = 5f;
|
||||
[SerializeField]
|
||||
private Camera cam;
|
||||
public Camera cam;
|
||||
|
||||
[HideInInspector]
|
||||
public bool AllowRotation = false;
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user