Auto stash before merge of "PiegamesDev" and "origin/master"
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68a967a6bc
commit
db1b7045ec
8 changed files with 26 additions and 30 deletions
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@ -38,7 +38,7 @@ Transform:
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m_GameObject: {fileID: 1379543051791382}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: -0.625, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 2, y: 2, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 0
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@ -101,6 +101,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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speed: 10
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damage: 0
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start: 0
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--- !u!212 &212185122411066660
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SpriteRenderer:
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m_ObjectHideFlags: 1
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@ -482,7 +482,7 @@ MonoBehaviour:
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turnSpeed: 2
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drift: 1
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brake: 2
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maxBrakeTime: 30
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maxBrakeTime: 15
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accelerationTime: 2.115
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decelerationTime: 1.2346
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--- !u!198 &198306026557504490
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@ -13,9 +13,18 @@ namespace Assets.Scripts.Entities.Attack {
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GameObject bulletPrefab;
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Transform spawn;
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public SingleShot(GameObject owner) {
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public SingleShot(GameObject owner)
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{
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this.owner = owner;
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}
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}
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public SingleShot(GameObject owner, int damage, float cooldown, float speed)
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{
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this.owner = owner;
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this.damage = damage;
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this.cooldown = cooldown;
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this.speed = speed;
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}
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public void SetCooldown(float cd) {
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cooldown = cd;
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@ -12,37 +12,19 @@ public class Player : Mob {
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//[SerializeField]
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//private int carDamage = 5;
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private SingleShot singleShot;
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private GatlingGun ggun;
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private float nextAttackTime;
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public Player() : base(100) { }
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private void Start() {
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SingleShot s = new SingleShot(this.gameObject);
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SingleShot s = new SingleShot(this.gameObject, 6, 0.2f, 20);
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s.SetPrefab(bulletPrefab);
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s.SetSpawn(bulletSpawn);
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singleShot = s;
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GatlingGun g = new GatlingGun(this.gameObject);
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g.SetPrefab(bulletPrefab);
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g.SetSpawn(bulletSpawn);
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ggun = g;
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body = GetComponent<Rigidbody2D>();
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SetAttack(s);
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}
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void Update() {
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if(Input.GetKeyDown(KeyCode.G)) {
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if(attack != ggun) {
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attack = ggun;
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Debug.Log("Switched to GatlingGun");
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} else {
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attack = singleShot;
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Debug.Log("Switched to SingleShot");
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}
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}
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if ( Time.timeSinceLevelLoad >= nextAttackTime && attack != null) {
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if ( Input.GetAxis("Fire") > 0 ) {
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attack.Attack();
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@ -66,7 +48,8 @@ public class Player : Mob {
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private void OnCollisionEnter2D(Collision2D collision) {
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Debug.Log("Collision");
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if ( collision.collider.tag == "wall" ) {
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Death();
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//InflictDamage(maxHP / 2);
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Death();
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} else if ( collision.collider.tag == "Enemy" ) {
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Mob m = collision.collider.GetComponent(typeof(Mob)) as Mob;
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if ( m != null ) {
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@ -433,7 +433,7 @@ public class DungeonGenerator {
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r.tiles[pos].type = Room.TileType.ROCK;
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continue;
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}
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float prob2 = 0.004f;
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float prob2 = 0.04f;
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if (UnityEngine.Random.value > 1 - prob2)
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{
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r.spawnpoints.Add(pos);
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@ -30,8 +30,8 @@ public class EntityObjective : Objective {
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base.ActivateGoal(ply);
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List<Transform> spawnPointList = room.GetSpawnpoints();
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if (spawnPointList.Count == 0) {
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ReachedGoal();
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if (spawnPointList.Count == 0) {
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finished = true;
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return;
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}
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@ -43,7 +43,7 @@ public class EntityObjective : Objective {
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}
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GameObject tempObject = UnityEngine.Object.Instantiate(i);
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tempObject.transform.position = spawnPointList[Random.Range(0, spawnPointList.Count)].position;
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tempObject.transform.position = spawnPointList[Random.Range(0, spawnPointList.Count)].position;
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tempObject.GetComponent<Entity>().SetObjective(this);
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entityList.Add(tempObject);
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}
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@ -53,8 +53,9 @@ public class PlayerMovement : MonoBehaviour {
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}
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if ( !firstKeyPressed && Input.anyKey ) {
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firstKeyPressed = true;
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if (Input.GetAxis("Vertical") >= 0) {
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state = SpeedState.FASTER;
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lastFrame = Time.time;
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if (Input.GetAxis("Vertical") >= 0) {
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state = SpeedState.FASTER;
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changeTime = Time.time;
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GameController.instance.GetAudioControl().SfxStop(AudioControl.Sfx.slowdriving);
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GameController.instance.GetAudioControl().SfxPlay(AudioControl.Sfx.faster);
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@ -77,6 +77,8 @@ public class Room : MonoBehaviour {
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foreach ( Transform t in spawnpointRootObject.GetComponentsInChildren<Transform>() ) {
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if ( t.gameObject != spawnpointRootObject ) {
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spawnpoints.Add(t);
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if (spawnpoints.Count >= 5)
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break; // TODO make this depend on the objective
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}
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}
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//Debug.Log("[ROOMS] Spawnpoints: " + spawnpoints.Count);
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