improve enemy collision, slidies, difficulty curve
This commit is contained in:
parent
3b0e143787
commit
d8fd4b5a0a
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@ -94,7 +94,7 @@ BoxCollider:
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@ -177,6 +177,7 @@ GameObject:
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@ -221,6 +222,20 @@ Transform:
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@ -45,7 +45,7 @@ public class DisableOnDeath : MonoBehaviour
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private void Die()
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private void Die()
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{
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{
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var oldName = gameObject.name;
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var oldName = gameObject.name;
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gameObject.name = "disabled";
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gameObject.transform.parent.name = "disabled";
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_collider.enabled = false;
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_collider.enabled = false;
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float duration = 0.4f;
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float duration = 0.4f;
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@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using FMOD;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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public class IncreaseDifficultyOverTime : MonoBehaviour
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{
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[SerializeField] private float _base;
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[SerializeField] private float _perBeatIncrease;
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public void OnBeat(int beat)
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{
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var difficulty = _base * Mathf.Pow(1.0f+_perBeatIncrease, beat);
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Debug.Log(difficulty);
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Shader.SetGlobalFloat("_Difficulty", difficulty);
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}
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}
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@ -0,0 +1,11 @@
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assetBundleName:
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assetBundleVariant:
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@ -7,8 +7,15 @@ using UnityEngine;
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public class SlideSideways : MonoBehaviour
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public class SlideSideways : MonoBehaviour
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{
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{
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[SerializeField] private Vector2 _speedRange;
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[SerializeField] private Vector2 _speedRange;
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[SerializeField] private Vector2 _xBounds;
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private float _speed;
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private float _speed;
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private float _xDiff;
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private void Awake()
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{
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_xDiff = _xBounds.y - _xBounds.x;
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}
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private void Start()
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private void Start()
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{
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{
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private void LateUpdate()
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private void LateUpdate()
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{
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{
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transform.Translate(Vector3.right * _speed * Time.deltaTime);
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transform.Translate(Vector3.right * _speed * Time.deltaTime);
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if (transform.position.x < _xBounds.x)
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{
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transform.position += Vector3.right * _xDiff;
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}
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else if (transform.position.x > _xBounds.y)
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{
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transform.position -= Vector3.right * _xDiff;
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}
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}
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}
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}
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}
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@ -4,6 +4,7 @@ using NUnit.Framework.Constraints;
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using UnityEditor.UIElements;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Assertions;
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using Utils;
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using Random = UnityEngine.Random;
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using Random = UnityEngine.Random;
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namespace Weapons.Spawning
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namespace Weapons.Spawning
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@ -32,7 +33,7 @@ namespace Weapons.Spawning
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[SerializeField] private int numPerSide;
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[SerializeField] private int numPerSide;
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[SerializeField] private bool flipVertical;
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[SerializeField] private bool flipVertical;
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[SerializeField] private float radius;
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[SerializeField] private ParticleSystem.MinMaxCurve radius;
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[SerializeField, Range(0, 360)] private float arc;
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[SerializeField, Range(0, 360)] private float arc;
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[SerializeField] private SpawnZone[] composite;
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[SerializeField] private SpawnZone[] composite;
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@ -89,7 +90,7 @@ namespace Weapons.Spawning
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if (flipVertical)
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if (flipVertical)
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point.y = 1 - point.y;
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point.y = 1 - point.y;
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point *= radius;
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point *= radius.EvaluateMinMaxCurve();
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if (spawnPlane == SpawnPlane.XZ)
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if (spawnPlane == SpawnPlane.XZ)
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{
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{
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@ -168,7 +169,7 @@ namespace Weapons.Spawning
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dir = Random.insideUnitCircle.normalized;
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dir = Random.insideUnitCircle.normalized;
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onGetPoint((point * radius) + offset, dir);
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onGetPoint((point * radius.EvaluateMinMaxCurve()) + offset, dir);
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}
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}
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}
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}
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@ -169,6 +169,7 @@ public class Weapon : ScriptableObject
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// if it's inactive, we haven't hit anything
|
// if it's inactive, we haven't hit anything
|
||||||
if (!instance.gameObject.activeSelf) return false;
|
if (!instance.gameObject.activeSelf) return false;
|
||||||
|
if (instance.gameObject.name == "disabled") return false;
|
||||||
|
|
||||||
// use the non allocating version so we don't have to allocate memory for every bullet
|
// use the non allocating version so we don't have to allocate memory for every bullet
|
||||||
numHits = Physics.OverlapCapsuleNonAlloc(prevPos, instance.position, size/2f, _results, collidesWith, QueryTriggerInteraction.Collide);
|
numHits = Physics.OverlapCapsuleNonAlloc(prevPos, instance.position, size/2f, _results, collidesWith, QueryTriggerInteraction.Collide);
|
||||||
|
|
|
@ -68,6 +68,7 @@ Shader "custom/enemy"
|
||||||
float4 _FarColor;
|
float4 _FarColor;
|
||||||
float _Alpha;
|
float _Alpha;
|
||||||
|
|
||||||
|
float _Difficulty;
|
||||||
float _SpeedMultiplier;
|
float _SpeedMultiplier;
|
||||||
float _RadiusWithDistance;
|
float _RadiusWithDistance;
|
||||||
|
|
||||||
|
@ -143,8 +144,9 @@ Shader "custom/enemy"
|
||||||
wpos.y += radius;
|
wpos.y += radius;
|
||||||
|
|
||||||
float bounceStrength=5.0*_Intensity;
|
float bounceStrength=5.0*_Intensity;
|
||||||
float bounce = (_SpeedMultiplier+bounceStrength*(_DistanceToNextBeat*_DistanceSinceLastBeat));
|
float bounce = _SpeedMultiplier+bounceStrength*(_DistanceToNextBeat*_DistanceSinceLastBeat);
|
||||||
wpos.z *= bounce;
|
wpos.z *= bounce;
|
||||||
|
wpos.z *= _Difficulty;
|
||||||
// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
|
// wpos.z *= max(1, (wpos.z-6)* _SpeedMultiplier);
|
||||||
vpos = TransformWorldToObject(wpos);
|
vpos = TransformWorldToObject(wpos);
|
||||||
|
|
||||||
|
@ -184,6 +186,8 @@ Shader "custom/enemy"
|
||||||
c = lerp(_Color1, _Color2, length(p));
|
c = lerp(_Color1, _Color2, length(p));
|
||||||
|
|
||||||
c = lerp(c, _FarColor, normalised * _Intensity);
|
c = lerp(c, _FarColor, normalised * _Intensity);
|
||||||
|
float4 nc = normalize(c);
|
||||||
|
c = lerp(nc, c, clamp(_Intensity + 0.02, 0, 1));
|
||||||
|
|
||||||
// float distanceAhead = IN.wpos.z - 6;
|
// float distanceAhead = IN.wpos.z - 6;
|
||||||
// float ca = clamp(distanceAhead * 0.1,0,1);
|
// float ca = clamp(distanceAhead * 0.1,0,1);
|
||||||
|
|
|
@ -70,6 +70,7 @@ Shader "custom/obstacle"
|
||||||
float _Alpha;
|
float _Alpha;
|
||||||
float _PulseIntensity;
|
float _PulseIntensity;
|
||||||
|
|
||||||
|
float _Difficulty;
|
||||||
float _SpeedMultiplier;
|
float _SpeedMultiplier;
|
||||||
float _RadiusWithDistance;
|
float _RadiusWithDistance;
|
||||||
|
|
||||||
|
@ -227,6 +228,7 @@ Shader "custom/obstacle"
|
||||||
float boundsStrength = 5.0*_Intensity;
|
float boundsStrength = 5.0*_Intensity;
|
||||||
float bounce = (_SpeedMultiplier+boundsStrength*(_DistanceToNextBeat*_DistanceSinceLastBeat));
|
float bounce = (_SpeedMultiplier+boundsStrength*(_DistanceToNextBeat*_DistanceSinceLastBeat));
|
||||||
wpos.z *= bounce;
|
wpos.z *= bounce;
|
||||||
|
wpos.z *= _Difficulty;
|
||||||
|
|
||||||
vpos = TransformWorldToObject(wpos);
|
vpos = TransformWorldToObject(wpos);
|
||||||
|
|
||||||
|
|
|
@ -99,7 +99,7 @@ MonoBehaviour:
|
||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
m_ConstantMin: 0
|
m_ConstantMin: 0
|
||||||
m_ConstantMax: 1
|
m_ConstantMax: 0.1
|
||||||
damage: 1
|
damage: 1
|
||||||
collidesWith:
|
collidesWith:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
@ -116,9 +116,25 @@ MonoBehaviour:
|
||||||
surfaceOnly: 0
|
surfaceOnly: 0
|
||||||
evenDistribution: 0
|
evenDistribution: 0
|
||||||
numSides: 3
|
numSides: 3
|
||||||
numPerSide: 10
|
numPerSide: 5
|
||||||
flipVertical: 0
|
flipVertical: 0
|
||||||
radius: 10
|
radius:
|
||||||
|
m_Mode: 3
|
||||||
|
m_CurveMultiplier: 0
|
||||||
|
m_CurveMin:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_CurveMax:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_ConstantMin: 7
|
||||||
|
m_ConstantMax: 13
|
||||||
arc: 360
|
arc: 360
|
||||||
composite: []
|
composite: []
|
||||||
manualFire: 1
|
manualFire: 1
|
||||||
|
|
|
@ -118,7 +118,23 @@ MonoBehaviour:
|
||||||
numSides: 3
|
numSides: 3
|
||||||
numPerSide: 10
|
numPerSide: 10
|
||||||
flipVertical: 0
|
flipVertical: 0
|
||||||
radius: 5
|
radius:
|
||||||
|
m_Mode: 3
|
||||||
|
m_CurveMultiplier: 0
|
||||||
|
m_CurveMin:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_CurveMax:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_ConstantMin: 3
|
||||||
|
m_ConstantMax: 9
|
||||||
arc: 360
|
arc: 360
|
||||||
composite: []
|
composite: []
|
||||||
manualFire: 1
|
manualFire: 1
|
||||||
|
|
|
@ -81,10 +81,10 @@ MonoBehaviour:
|
||||||
m_PreInfinity: 2
|
m_PreInfinity: 2
|
||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
m_ConstantMin: 1.25
|
m_ConstantMin: 0.5
|
||||||
m_ConstantMax: 1.5
|
m_ConstantMax: 0.75
|
||||||
bulletSize:
|
bulletSize:
|
||||||
m_Mode: 3
|
m_Mode: 0
|
||||||
m_CurveMultiplier: 0
|
m_CurveMultiplier: 0
|
||||||
m_CurveMin:
|
m_CurveMin:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
@ -98,8 +98,8 @@ MonoBehaviour:
|
||||||
m_PreInfinity: 2
|
m_PreInfinity: 2
|
||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
m_ConstantMin: 0.1
|
m_ConstantMin: 1
|
||||||
m_ConstantMax: 0.4
|
m_ConstantMax: 3
|
||||||
damage: 1
|
damage: 1
|
||||||
collidesWith:
|
collidesWith:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
@ -111,7 +111,7 @@ MonoBehaviour:
|
||||||
spawnType: 1
|
spawnType: 1
|
||||||
spawnDir: 0
|
spawnDir: 0
|
||||||
spawnPlane: 1
|
spawnPlane: 1
|
||||||
width: 0.75
|
width: 1.5
|
||||||
height: 0
|
height: 0
|
||||||
surfaceOnly: 1
|
surfaceOnly: 1
|
||||||
evenDistribution: 1
|
evenDistribution: 1
|
||||||
|
|
Loading…
Reference in New Issue