made it feel like a game <3

This commit is contained in:
Dom Harris 2021-01-09 16:18:29 +00:00
parent f98f80c57f
commit 09c763043d
25 changed files with 755 additions and 433 deletions

View File

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@ -155,6 +155,17 @@ namespace Input
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},
{
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@ -140,6 +140,17 @@
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@ -9,6 +9,7 @@ public class MovePlayer : MonoBehaviour
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[SerializeField] private SerialFloat speed;
[SerializeField] private RectOffset extents;
[SerializeField] private float lerpAmount = 0.95f;
private PlayerInput _input;
@ -18,9 +19,14 @@ public class MovePlayer : MonoBehaviour
private Rect _pos;
private float _yPos;
private float _zPos;
private void Awake()
{
_transform = transform;
_yPos = _transform.localPosition.y;
_zPos = _transform.localPosition.z;
}
private void OnEnable()
@ -40,15 +46,16 @@ public class MovePlayer : MonoBehaviour
private void Update()
{
_transform.localPosition += (Vector3) _currentInput * speed * Time.deltaTime;
_transform.localPosition = new Vector3(
Mathf.Clamp(_transform.localPosition.x, extents.left, extents.right),
Mathf.Clamp(_transform.localPosition.y, extents.bottom, extents.top),
_transform.localPosition.z);
_yPos,
_zPos);
}
private void DoMove(InputAction.CallbackContext context)
{
var value = context.ReadValue<Vector2>();
_currentInput = value;
_currentInput = Vector2.Lerp(_currentInput, value, lerpAmount);
}
}

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@ -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);

View File

@ -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--;

View File

@ -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));
}
}

View File

@ -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;
}
}

View File

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@ -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<EntityHealth>();
_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;
});
}

View File

@ -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<Vector2, Vector2> onGetPoint)
public void GetPoint(Transform transform, Action<Vector3, Vector3> onGetPoint)
{
switch (spawnType)
{
@ -58,7 +62,7 @@ namespace Weapons.Spawning
}
}
private void SpawnPoly(Transform transform, Action<Vector2, Vector2> onGetPoint)
private void SpawnPoly(Transform transform, Action<Vector3, Vector3> 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<Vector2, Vector2> onGetPoint)
private void SpawnComposite(Transform transform, Action<Vector3, Vector3> onGetPoint)
{
for (int i = 0; i < numToSpawn; i++)
{
@ -105,13 +124,14 @@ namespace Weapons.Spawning
}
}
private void SpawnCircle(Transform transform, Action<Vector2, Vector2> onGetPoint)
private void SpawnCircle(Transform transform, Action<Vector3, Vector3> 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<Vector2, Vector2> onGetPoint)
private void SpawnSquare(Transform transform, Action<Vector3, Vector3> 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)
@ -168,14 +193,18 @@ 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));
});
}
}

View File

@ -60,8 +60,13 @@ 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;

View File

@ -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<Bullet> _bullets;
private List<Transform> _bulletTransforms;
@ -75,13 +75,20 @@ public class Weapon : ScriptableObject
_job = new BulletMoveJob();
_bullets = new List<Bullet>();
_bulletTransforms = new List<Transform>();
_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;
}
@ -165,7 +178,7 @@ public class Weapon : ScriptableObject
if (!manualFire)
{
if (_currentCooldown > fireRate * (useDeltaTime ? Time.deltaTime : 1)) return false;
if (_currentCooldown < fireRate) return false;
_currentCooldown = 0;
}
@ -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
}

View File

@ -12,6 +12,7 @@ public class WeaponHandler : MonoBehaviour
[SerializeField] private UnityEvent OnFire;
[SerializeField] private Vector3Event OnBulletCollide;
private bool _canShoot = false;
private void Awake()

View File

@ -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
}

View File

@ -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

View File

@ -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

View File

@ -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}