From 09c763043d06a9443640d7bd8c7be3f5b66c277c Mon Sep 17 00:00:00 2001 From: Dom Harris Date: Sat, 9 Jan 2021 16:18:29 +0000 Subject: [PATCH] made it feel like a game <3 --- .../Accessibility/Accessibility Options.asset | 2 +- Assets/Input/PlayerInput.cs | 11 + Assets/Input/PlayerInput.inputactions | 11 + Assets/Input/PlayerSpeed.asset | 2 +- Assets/Materials/Ship.mat | 2 + Assets/Player/MovePlayer.cs | 15 +- Assets/Prefabs/Enemy.prefab | 16 - Assets/Scenes/Chief's Sandbox.meta | 8 + Assets/Scenes/Chief's Sandbox.unity | 776 ++++++++++-------- .../PostProcessing Profile.asset | 99 +++ .../PostProcessing Profile.asset.meta | 8 + Assets/Scripts/AudioBeatManager.cs | 5 +- .../Scripts/Editor/SpawnZonePropertyDrawer.cs | 3 +- Assets/Scripts/EnemyAppearBehaviour.cs | 4 +- Assets/Scripts/HitStopOnDie.cs | 30 + Assets/Scripts/HitStopOnDie.cs.meta | 11 + Assets/Scripts/LoseLife.cs | 23 +- Assets/Scripts/SpawnZone.cs | 67 +- Assets/Scripts/TargetLockOn.cs | 11 +- Assets/Scripts/Weapon.cs | 49 +- Assets/Scripts/WeaponHandler.cs | 3 +- Assets/Shaders/ship.shader | 8 +- Assets/Weapons/Enemy.asset | 17 +- Assets/Weapons/PlayerBulletScale.asset | 2 +- Assets/Weapons/PlayerWeapon.asset | 5 +- 25 files changed, 755 insertions(+), 433 deletions(-) create mode 100644 Assets/Scenes/Chief's Sandbox.meta create mode 100644 Assets/Scenes/Chief's Sandbox/PostProcessing Profile.asset create mode 100644 Assets/Scenes/Chief's Sandbox/PostProcessing Profile.asset.meta create mode 100644 Assets/Scripts/HitStopOnDie.cs create mode 100644 Assets/Scripts/HitStopOnDie.cs.meta diff --git a/Assets/Accessibility/Accessibility Options.asset b/Assets/Accessibility/Accessibility Options.asset index ba5f7e7..d767996 100644 --- a/Assets/Accessibility/Accessibility Options.asset +++ b/Assets/Accessibility/Accessibility Options.asset @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: c271cfa846431634db54fa41238b7b35, type: 3} m_Name: Accessibility Options m_EditorClassIdentifier: - 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{fileID: -3395606675299854484} + - {fileID: -142191583213071455} diff --git a/Assets/Scenes/Chief's Sandbox/PostProcessing Profile.asset.meta b/Assets/Scenes/Chief's Sandbox/PostProcessing Profile.asset.meta new file mode 100644 index 0000000..c2e4c76 --- /dev/null +++ b/Assets/Scenes/Chief's Sandbox/PostProcessing Profile.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7cf7c4ef7a9fb45c0b93cb37aa1b1917 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/AudioBeatManager.cs b/Assets/Scripts/AudioBeatManager.cs index 1678bf4..2f34425 100644 --- a/Assets/Scripts/AudioBeatManager.cs +++ b/Assets/Scripts/AudioBeatManager.cs @@ -11,13 +11,13 @@ using Debug = UnityEngine.Debug; public class AudioBeatManager : MonoBehaviour, IAudioBeatManager { [SerializeField] private float bpm; + + private float _secPerBeat; public float TimeBetweenBeats => _secPerBeat; - private float _bps; private int _currentBeat = 0; private float _timer; - private float _secPerBeat; [SerializeField] [FormerlySerializedAs("OnBeat")] private IntEvent _onBeat; @@ -34,7 +34,6 @@ public class AudioBeatManager : MonoBehaviour, IAudioBeatManager private void Awake() { - _bps = bpm / 60f; _secPerBeat = 60f / bpm; _timer = 0; RuntimeManager.CoreSystem.getMasterChannelGroup(out _channelGroup); diff --git a/Assets/Scripts/Editor/SpawnZonePropertyDrawer.cs b/Assets/Scripts/Editor/SpawnZonePropertyDrawer.cs index bc861fe..59d9198 100644 --- a/Assets/Scripts/Editor/SpawnZonePropertyDrawer.cs +++ b/Assets/Scripts/Editor/SpawnZonePropertyDrawer.cs @@ -33,7 +33,7 @@ namespace Weapons.Editor AddRelativeProperty( property, "numToSpawn", space, ref currentPos); AddRelativeProperty( property, "spawnDir", space, ref currentPos); - + AddRelativeProperty( property, "spawnPlane", space, ref currentPos); AddRelativeProperty( property, "surfaceOnly", space, ref currentPos); AddRelativeProperty(property, "offset", space, ref currentPos); @@ -61,6 +61,7 @@ namespace Weapons.Editor AddRelativeProperty(property, "numSides", space, ref currentPos); AddRelativeProperty(property, "numPerSide", space, ref currentPos); AddRelativeProperty( property, "radius", space, ref currentPos); + AddRelativeProperty(property, "flipVertical", space, ref currentPos); } EditorGUI.indentLevel--; diff --git a/Assets/Scripts/EnemyAppearBehaviour.cs b/Assets/Scripts/EnemyAppearBehaviour.cs index 4113f3f..668d39d 100644 --- a/Assets/Scripts/EnemyAppearBehaviour.cs +++ b/Assets/Scripts/EnemyAppearBehaviour.cs @@ -17,7 +17,9 @@ public class EnemyAppearBehaviour : BaseBulletBehaviour bullet.localScale = Vector3.zero; bullet.localPosition = new Vector3(pos.x, pos.y, zPos); DOTween.Sequence() - .Append(bullet.DOMove(pos, moveInDuration).SetEase(Ease.OutQuint)) + //.Append(bullet.DOMove(pos, moveInDuration).SetEase(Ease.OutQuint)) + .Insert(scaleUpDelay, bullet.DORotate(new Vector3(0,0,45), moveInDuration/2f)) + .Insert(scaleUpDelay + moveInDuration/2f, bullet.DORotate(Vector3.zero, moveInDuration/2f)) .Insert(scaleUpDelay, bullet.DOScale(Vector3.one * size, scaleUpDuration).SetEase(Ease.OutQuint)); } } \ No newline at end of file diff --git a/Assets/Scripts/HitStopOnDie.cs b/Assets/Scripts/HitStopOnDie.cs new file mode 100644 index 0000000..77815b7 --- /dev/null +++ b/Assets/Scripts/HitStopOnDie.cs @@ -0,0 +1,30 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Utils; + +public class HitStopOnDie : MonoBehaviour +{ + [SerializeField] private float lengthInSeconds = 0.1f; + + private WaitForSecondsRealtime wait; + + private void Awake() + { + wait = new WaitForSecondsRealtime(lengthInSeconds); + } + + public void OnDie() + { + Wait().Run(); + } + + private IEnumerator Wait() + { + //Time.timeScale = 0; + yield return wait; + Time.timeScale = 1; + + } +} diff --git a/Assets/Scripts/HitStopOnDie.cs.meta b/Assets/Scripts/HitStopOnDie.cs.meta new file mode 100644 index 0000000..c3a1e35 --- /dev/null +++ b/Assets/Scripts/HitStopOnDie.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea329ed41d9c4422aa3f3b3773421383 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LoseLife.cs b/Assets/Scripts/LoseLife.cs index ffed084..5edd3c1 100644 --- a/Assets/Scripts/LoseLife.cs +++ b/Assets/Scripts/LoseLife.cs @@ -9,34 +9,18 @@ public class LoseLife : MonoBehaviour { [SerializeField] private Renderer[] healthMarkers; [SerializeField] private Renderer polygon; - [SerializeField] private WeaponHandler weapon; - private Color[] _markerColors; private EntityHealth _health; - private Color _polygonColor; - private Color _polygonColorClear; private void Awake() { _health = GetComponent(); - _polygonColor = polygon.material.color; - _polygonColorClear = _polygonColor; - _polygonColorClear.a = 0; - - _markerColors = new Color[healthMarkers.Length]; - for (int i = 0; i < healthMarkers.Length; i++) - { - _markerColors[i] = healthMarkers[i].material.color; - _markerColors[i].a = 0; - } } public void LifeLost(int livesLeft) { - healthMarkers[livesLeft].transform.DOScale(Vector3.one * 5f, 1f).SetEase(Ease.InQuint).SetUpdate(true); - healthMarkers[livesLeft].material.DOColor(_markerColors[livesLeft], 1f).SetDelay(0.25f).SetUpdate(true); + healthMarkers[livesLeft].transform.DOScale(Vector3.zero, 1f).SetEase(Ease.InBack).SetUpdate(true); _health.enabled = false; - weapon.enabled = false; var timeVal = Time.timeScale; Time.timeScale = 0; WaitUtils.Wait(0.1f, false, () => Time.timeScale = timeVal); @@ -44,13 +28,12 @@ public class LoseLife : MonoBehaviour var sequence = DOTween.Sequence(); for (int i = 0; i < 5; i++) { - sequence.Append(polygon.material.DOColor(_polygonColorClear, 0.2f).SetUpdate(true)); - sequence.Append(polygon.material.DOColor(_polygonColor, 0.2f).SetUpdate(true)); + sequence.Append(polygon.material.DOFloat(1,"_FlashAmount", 0.2f).SetUpdate(true)); + sequence.Append(polygon.material.DOFloat(0,"_FlashAmount", 0.2f).SetUpdate(true)); } sequence.Play().OnComplete(() => { - weapon.enabled = true; _health.enabled = true; }); } diff --git a/Assets/Scripts/SpawnZone.cs b/Assets/Scripts/SpawnZone.cs index cf69ed7..440df51 100644 --- a/Assets/Scripts/SpawnZone.cs +++ b/Assets/Scripts/SpawnZone.cs @@ -9,15 +9,18 @@ using Random = UnityEngine.Random; namespace Weapons.Spawning { public enum SpawnType { Circle, Square, Polygon, Composite } + public enum SpawnPlane { XY, XZ } public enum SpawnDir { None, Randomised, Spherised, Directional} + [Serializable] public struct SpawnZone { [SerializeField] private int numToSpawn; - [SerializeField] private Vector2 offset; + [SerializeField] private Vector3 offset; [SerializeField] private SpawnType spawnType; [SerializeField] private SpawnDir spawnDir; + [SerializeField] private SpawnPlane spawnPlane; [SerializeField] private float width; [SerializeField] private float height; @@ -27,6 +30,7 @@ namespace Weapons.Spawning [SerializeField] private int numSides; [SerializeField] private int numPerSide; + [SerializeField] private bool flipVertical; [SerializeField] private float radius; [SerializeField, Range(0, 360)] private float arc; @@ -37,7 +41,7 @@ namespace Weapons.Spawning public int NumToSpawn => numToSpawn; - public void GetPoint(Transform transform, Action onGetPoint) + public void GetPoint(Transform transform, Action onGetPoint) { switch (spawnType) { @@ -58,7 +62,7 @@ namespace Weapons.Spawning } } - private void SpawnPoly(Transform transform, Action onGetPoint) + private void SpawnPoly(Transform transform, Action onGetPoint) { var points = new Vector2[numSides]; for (int i = 0; i < numSides; i++) @@ -81,10 +85,20 @@ namespace Weapons.Spawning { var t = j / (float) numPerSide; t += (1f / numPerSide)/2f; - var point = Vector2.Lerp(points[i], points[next], t); + var point = Vector3.Lerp(points[i], points[next], t); + if (flipVertical) + point.y = 1 - point.y; + point *= radius; - var dir = Vector2.up; + if (spawnPlane == SpawnPlane.XZ) + { + point.z = point.y; + point.y = 0; + } + + var dir = Vector3.up; + if (spawnDir == SpawnDir.Directional) dir = direction; else if (spawnDir == SpawnDir.Spherised) @@ -92,12 +106,17 @@ namespace Weapons.Spawning else if (spawnDir == SpawnDir.Randomised) dir = Random.insideUnitCircle.normalized; + if (!surfaceOnly) + point = Vector2.Lerp(point, Vector3.zero, Random.Range(0, 1f)); + + + onGetPoint?.Invoke(point, dir); } } } - private void SpawnComposite(Transform transform, Action onGetPoint) + private void SpawnComposite(Transform transform, Action onGetPoint) { for (int i = 0; i < numToSpawn; i++) { @@ -105,13 +124,14 @@ namespace Weapons.Spawning } } - private void SpawnCircle(Transform transform, Action onGetPoint) + private void SpawnCircle(Transform transform, Action onGetPoint) { Assert.IsNotNull(onGetPoint); for (int i = 0; i < numToSpawn; i++) { - Vector2 point; + var point = Vector3.zero; + if (!evenDistribution) { var angle = (Random.Range(-arc / 2f, arc / 2f) + 90 - transform.eulerAngles.y) * Mathf.Deg2Rad; @@ -135,8 +155,13 @@ namespace Weapons.Spawning } + if (spawnPlane == SpawnPlane.XZ) + { + point.z = point.y; + point.y = 0; + } - var dir = Vector2.up; + var dir = Vector3.up; if (spawnDir == SpawnDir.Spherised || spawnDir == SpawnDir.Directional) dir = point.normalized; else if (spawnDir == SpawnDir.Randomised) @@ -147,13 +172,13 @@ namespace Weapons.Spawning } } - private void SpawnSquare(Transform transform, Action onGetPoint) + private void SpawnSquare(Transform transform, Action onGetPoint) { Assert.IsNotNull(onGetPoint); for (int i = 0; i < numToSpawn; i++) { - var point = new Vector2 + var point = new Vector3 { x = Random.Range(-.5f, .5f), y = Random.Range(-.5f, .5f) @@ -168,13 +193,17 @@ namespace Weapons.Spawning point.x *= width; point.y *= height; + if (spawnPlane == SpawnPlane.XZ) + { + point.z = point.y; + point.y = 0; + } - var dir = Vector2.up; + var dir = Vector3.up; if (spawnDir == SpawnDir.Spherised || spawnDir == SpawnDir.Directional) dir = point.normalized; else if (spawnDir == SpawnDir.Randomised) dir = Random.insideUnitCircle.normalized; - onGetPoint(point + offset, dir); } @@ -212,9 +241,9 @@ namespace Weapons.Spawning Gizmos.color = color; SpawnCircle(transform, (point, dir) => { - Gizmos.DrawSphere(new Vector3(point.x, 0, point.y), 0.25f); + Gizmos.DrawSphere( transform.position + point, 0.25f); if (color.a > 0.5f) - Gizmos.DrawRay(new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y)); + Gizmos.DrawRay( transform.position + point, new Vector3(dir.x, 0, dir.y)); }); } @@ -223,9 +252,9 @@ namespace Weapons.Spawning Gizmos.color = color; SpawnPoly(transform, (point, dir) => { - Gizmos.DrawSphere(transform.position + new Vector3(point.x, 0, point.y), 0.25f); + Gizmos.DrawSphere(transform.position + point, 0.25f); if (color.a > 0.5f) - Gizmos.DrawRay(transform.position + new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y)); + Gizmos.DrawRay(transform.position + point, new Vector3(dir.x, 0, dir.y)); }); } @@ -234,9 +263,9 @@ namespace Weapons.Spawning Gizmos.color = color; SpawnSquare(transform, (point, dir) => { - Gizmos.DrawSphere(new Vector3(point.x, 0, point.y), 0.25f); + Gizmos.DrawSphere(transform.position + point, 0.25f); if (color.a > 0.5f) - Gizmos.DrawRay(new Vector3(point.x, 0, point.y), new Vector3(dir.x, 0, dir.y)); + Gizmos.DrawRay(transform.position + point, new Vector3(dir.x, 0, dir.y)); }); } } diff --git a/Assets/Scripts/TargetLockOn.cs b/Assets/Scripts/TargetLockOn.cs index ed928d4..4b3504f 100644 --- a/Assets/Scripts/TargetLockOn.cs +++ b/Assets/Scripts/TargetLockOn.cs @@ -60,9 +60,14 @@ public class TargetLockOn : MonoBehaviour for (int i = 0; i < numHits; i++) { if (_targets.Contains(_colliders[i].transform)) continue; - _targets.Add(_colliders[i].transform); - OnTargetFound?.Invoke(_colliders[i].transform); - + if (_targets.Count < maxTargets) + { + _targets.Add(_colliders[i].transform); + + OnTargetFound?.Invoke(_colliders[i].transform); + + } + if (_targets.Count >= maxTargets) break; } diff --git a/Assets/Scripts/Weapon.cs b/Assets/Scripts/Weapon.cs index b5ec160..ebffa73 100644 --- a/Assets/Scripts/Weapon.cs +++ b/Assets/Scripts/Weapon.cs @@ -35,6 +35,7 @@ public class Weapon : ScriptableObject private struct Bullet { public Vector3 Direction; + public Vector3 PrevPos; public float Speed; public float Lifetime; public bool IsAlive; @@ -53,7 +54,6 @@ public class Weapon : ScriptableObject [SerializeField] private SpawnZone zone; [SerializeField] private bool manualFire; [SerializeField] private BaseBulletBehaviour behaviour; - [SerializeField] private bool useDeltaTime; private List _bullets; private List _bulletTransforms; @@ -75,12 +75,19 @@ public class Weapon : ScriptableObject _job = new BulletMoveJob(); _bullets = new List(); _bulletTransforms = new List(); - _currentCooldown = fireRate * Time.deltaTime; + _currentCooldown = fireRate; } public void Update() - { + { _currentCooldown += Time.deltaTime; + + for (int i = 0; i < _bulletTransforms.Count; i++) + { + _currentBullet = _bullets[i]; + _currentBullet.PrevPos = _bulletTransforms[i].position; + _bullets[i] = _currentBullet; + } _job.DeltaTime = Time.deltaTime; _job.Bullets = _bullets.ToNativeArray(Allocator.Persistent); @@ -101,9 +108,11 @@ public class Weapon : ScriptableObject _currentBullet.Lifetime -= Time.deltaTime; if (_currentBullet.Lifetime <= 0) _currentBullet.IsAlive = false; + + _bullets[i] = _currentBullet; - if (_bullets[i].IsAlive) continue; + if (_bullets[i].IsAlive && _bulletTransforms[i].gameObject.activeSelf) continue; _bulletTransforms[i].gameObject.SetActive(false); _pool.ReturnObject(_bulletTransforms[i], _bullets[i].Idx); @@ -124,7 +133,7 @@ public class Weapon : ScriptableObject if (!_currentTransform.gameObject.activeSelf || !_currentBullet.IsAlive) continue; // if it has hit something - if (CheckCollision(_currentTransform, _currentTransform.localScale.x, out var numHits)) + if (CheckCollision(_currentTransform, _currentBullet.PrevPos, _currentTransform.localScale.x, out var numHits)) { // send the event BulletCollision?.Invoke(_currentTransform.position); @@ -138,6 +147,10 @@ public class Weapon : ScriptableObject // deactivate the bullet _currentBullet.IsAlive = false; + _currentTransform.gameObject.SetActive(false); + _pool.ReturnObject(_currentTransform, _currentBullet.Idx); + _bullets.RemoveAt(i); + _bulletTransforms.RemoveAt(i); } // apply the changes we made @@ -145,7 +158,7 @@ public class Weapon : ScriptableObject } } - private bool CheckCollision(Transform instance, float size, out int numHits) + private bool CheckCollision(Transform instance, Vector3 prevPos, float size, out int numHits) { numHits = 0; @@ -153,7 +166,7 @@ public class Weapon : ScriptableObject if (!instance.gameObject.activeSelf) return false; // use the non allocating version so we don't have to allocate memory for every bullet - numHits = Physics.OverlapSphereNonAlloc(instance.position, size/2f, _results, collidesWith, QueryTriggerInteraction.Collide); + numHits = Physics.OverlapCapsuleNonAlloc(prevPos, instance.position, size/2f, _results, collidesWith, QueryTriggerInteraction.Collide); return numHits > 0; } @@ -162,13 +175,13 @@ public class Weapon : ScriptableObject { if (_pool == null) _pool = pool; - + if (!manualFire) { - if (_currentCooldown > fireRate * (useDeltaTime ? Time.deltaTime : 1)) return false; + if (_currentCooldown < fireRate) return false; _currentCooldown = 0; } - + SpawnBullets(position); return true; } @@ -192,12 +205,11 @@ public class Weapon : ScriptableObject // enable the bullet bullet.gameObject.SetActive(true); - var newPos = new Vector3(point.x, point.y); - newPos = Vector3.Lerp(newPos, Vector3.zero, Random.Range(0, 1f)); + var newPos = point; bullet.position = transform.position + newPos; // point the bullet in the right direction - bullet.forward = new Vector3(dir.x, dir.y); + bullet.forward = dir; bullet.transform.localScale = Vector3.one * bulletSize.EvaluateMinMaxCurve(); behaviour.DoBehaviour(bullet, bulletSize.EvaluateMinMaxCurve(), bullet.position); if (zone.SpawnDir != SpawnDir.Spherised) @@ -214,6 +226,7 @@ public class Weapon : ScriptableObject _bullets.Add(new Bullet { Direction = bullet.forward, + PrevPos = bullet.position, IsAlive = true, Speed = bulletSpeed.EvaluateMinMaxCurve(), Lifetime = bulletLifetime.EvaluateMinMaxCurve(), @@ -232,10 +245,16 @@ public class Weapon : ScriptableObject color.a = Selection.activeObject == this ? 1 : 0.05f; zone.DrawGizmos(color, transform); + Gizmos.color = Color.white; if (_bullets == null) return; - foreach (var b in _bulletTransforms.Where(b => b != null)) + for (int i = 0; i < _bulletTransforms.Count; i++) { - Gizmos.DrawWireSphere(b.position, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve()); + var b = _bulletTransforms[i]; + if (b == null) continue; + Gizmos.DrawSphere(b.position, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve()); + Gizmos.DrawSphere(_bullets[i].PrevPos, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve()); + Gizmos.DrawLine(b.position, _bullets[i].PrevPos); + } #endif } diff --git a/Assets/Scripts/WeaponHandler.cs b/Assets/Scripts/WeaponHandler.cs index 57989b5..e9bf5cd 100644 --- a/Assets/Scripts/WeaponHandler.cs +++ b/Assets/Scripts/WeaponHandler.cs @@ -12,6 +12,7 @@ public class WeaponHandler : MonoBehaviour [SerializeField] private UnityEvent OnFire; [SerializeField] private Vector3Event OnBulletCollide; + private bool _canShoot = false; private void Awake() @@ -52,7 +53,7 @@ public class WeaponHandler : MonoBehaviour if (weapon.Fire(bulletPool, bulletPos)) OnFire?.Invoke(); } - + private void OnDrawGizmos() { weapon.DrawGizmos(bulletPos); diff --git a/Assets/Shaders/ship.shader b/Assets/Shaders/ship.shader index 66c7c3c..d9faa66 100644 --- a/Assets/Shaders/ship.shader +++ b/Assets/Shaders/ship.shader @@ -7,9 +7,10 @@ Shader "custom/ship" { [HDR] _Color1("Color 1", Color) = (1,1,1,1) [HDR] _Color2("Color 2", Color) = (1,1,1,1) + [HDR] _FlashColor("Flash Color", Color) = (1.1,1.1,1.1,1) _FadeStrength("Fade Strength", Float) = 0.1 _VertexScale("Vertex Scale", Float) = 0 - + _FlashAmount("Flash Amount", Float) = 0 _NoiseMap("Noise Map", 2D) = "black" } @@ -43,8 +44,10 @@ Shader "custom/ship" float4 _Color1; float4 _Color2; + float4 _FlashColor; float _VertexScale; float _FadeStrength; + float _FlashAmount; // This macro declares _BaseMap as a Texture2D object. TEXTURE2D(_BaseMap); @@ -92,7 +95,8 @@ Shader "custom/ship" float2 p = -1.0+2.0*IN.positionHCS.xy/res.xy; float t = length(p); - return lerp(_Color1,_Color2,t * _FadeStrength); + float4 shaderColor = lerp(_Color1,_Color2,t * _FadeStrength); + return lerp(shaderColor, _FlashColor, _FlashAmount); } ENDHLSL } diff --git a/Assets/Weapons/Enemy.asset b/Assets/Weapons/Enemy.asset index 6840dc4..8ae942c 100644 --- a/Assets/Weapons/Enemy.asset +++ b/Assets/Weapons/Enemy.asset @@ -64,10 +64,10 @@ MonoBehaviour: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - m_ConstantMin: 0 - m_ConstantMax: 0 + m_ConstantMin: 20 + m_ConstantMax: 30 bulletLifetime: - m_Mode: 3 + m_Mode: 0 m_CurveMultiplier: 0 m_CurveMin: serializedVersion: 2 @@ -82,7 +82,7 @@ MonoBehaviour: m_PostInfinity: 2 m_RotationOrder: 4 m_ConstantMin: 15 - m_ConstantMax: 20 + m_ConstantMax: 5 bulletSize: m_Mode: 0 m_CurveMultiplier: 0 @@ -107,18 +107,19 @@ MonoBehaviour: accuracy: 0 zone: numToSpawn: 10 - offset: {x: 0, y: 0} + offset: {x: 0, y: 0, z: 0} spawnType: 0 spawnDir: 0 + spawnPlane: 1 width: 0 height: 0 surfaceOnly: 0 evenDistribution: 0 numSides: 5 - numPerSide: 80 - radius: 15 + numPerSide: 10 + flipVertical: 0 + radius: 10 arc: 360 composite: [] manualFire: 1 behaviour: {fileID: 11400000, guid: bb1cb2a77c68c42d4900953d18b23a49, type: 2} - useDeltaTime: 0 diff --git a/Assets/Weapons/PlayerBulletScale.asset b/Assets/Weapons/PlayerBulletScale.asset index 0f71ab6..ffcd447 100644 --- a/Assets/Weapons/PlayerBulletScale.asset +++ b/Assets/Weapons/PlayerBulletScale.asset @@ -12,5 +12,5 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 8d6fb9bb806b4efcbd8aefb293811842, type: 3} m_Name: PlayerBulletScale m_EditorClassIdentifier: - scaleTime: 0.5 + scaleTime: 0.25 scaleEase: 15 diff --git a/Assets/Weapons/PlayerWeapon.asset b/Assets/Weapons/PlayerWeapon.asset index 76717e0..4fb4b4d 100644 --- a/Assets/Weapons/PlayerWeapon.asset +++ b/Assets/Weapons/PlayerWeapon.asset @@ -104,7 +104,7 @@ MonoBehaviour: collidesWith: serializedVersion: 2 m_Bits: 128 - accuracy: 0 + accuracy: 5 zone: numToSpawn: 1 offset: {x: 0, y: 0} @@ -116,8 +116,9 @@ MonoBehaviour: evenDistribution: 1 numSides: 3 numPerSide: 5 + flipVertical: 1 radius: 1.25 arc: 360 composite: [] - manualFire: 1 + manualFire: 0 behaviour: {fileID: 11400000, guid: 20de5bc0e86bc4037a85f6c46356a227, type: 2}