Creation d'une zone runner
Correction de bug tel que la vie
This commit is contained in:
Djalim Simaila 2023-06-01 02:02:10 +02:00 committed by Solène
parent 6dca84c490
commit 6a86813c8d
14 changed files with 2912 additions and 2495 deletions

File diff suppressed because it is too large Load Diff

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@ -4,11 +4,9 @@ using UnityEngine;
public class CameraManager : MonoBehaviour
{
[SerializeField]GameObject playerRef;
[SerializeField] GameObject playerRef;
Vector3 ref_Velocity = Vector3.zero;
float smoothTime = 0.2f;
float smoothTime = 0.2f;
// Start is called before the first frame update
void Start()
{
@ -18,11 +16,5 @@ public class CameraManager : MonoBehaviour
// Update is called once per frame
void Update()
{
Vector3 targetPOsition = new Vector3(playerRef.transform.position.x, playerRef.transform.position.y, -10);
// permet de pouvoir la lock plus tar, ducoup on parente pas dans unity pour avoir totalement la main dessus
gameObject.transform.position = Vector3.SmoothDamp(gameObject.transform.position, targetPOsition, ref ref_Velocity, smoothTime);
// SmoothDamp ralenti doucement la fin du mouvement
}
}

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@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using UnityEngine.UI;
public class CameraRun : MonoBehaviour
{
[SerializeField] private bool followPlayer = true;
private GameObject player;
private Player p;
private GameObject camera;
private Camera cam;
private CinemachineVirtualCamera cvc;
void Start(){
player = GameObject.Find("Player");
camera = GameObject.Find("CM vcam1");
cam = GameObject.Find("Main Camera").GetComponent<Camera>();
p = player.GetComponent<Player>();
cvc = camera.GetComponent<CinemachineVirtualCamera>();
}
void Update(){
if (player.transform.position.x < camera.transform.position.x - 10 - cam.orthographicSize/2 ||
player.transform.position.x > camera.transform.position.x + 10 + cam.orthographicSize/2){
p.hurt(999);
if(!followPlayer){
toggleFollowPlayer();
}
GameObject.Find("HADES").GetComponent<Ennemy>().reset();
}
}
public void toggleFollowPlayer(){
followPlayer = !followPlayer;
if(followPlayer){
cvc.Follow = player.transform;
cvc.LookAt = player.transform;
}
else{
gameObject.transform.position = player.transform.position;
cvc.Follow = gameObject.transform;
cvc.LookAt = gameObject.transform;
}
}
}

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@ -6,13 +6,25 @@ using UnityEngine.UI;
public class Damager : MonoBehaviour
{
[SerializeField] public int damageValue;
bool isHurt = false;
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Joueur"))
{
Player player = collision.gameObject.GetComponent<Player>();
player.hurt(damageValue);
if (isHurt == false)
{
isHurt = true;
Player player = collision.gameObject.GetComponent<Player>();
player.hurt(damageValue);
}
}
}
private void OnTriggerExit2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Joueur"))
{
isHurt = false;
}
}

View File

@ -27,7 +27,7 @@ public class Ennemy : MonoBehaviour
direction = direction.normalized;
if (isAggro){
direction *= speed;
rb.velocity += new Vector2(direction.x, 0);
rb.velocity = new Vector2(direction.x, 0);
}
}
@ -35,4 +35,9 @@ public class Ennemy : MonoBehaviour
isAggro = true;
}
public void reset(){
isAggro = false;
gameObject.transform.position = new Vector2(290, 6);
}
}

View File

@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Cloud : MonoBehaviour
public class Move : MonoBehaviour
{
[SerializeField] private float speed = 1f;
Rigidbody2D rb;
@ -13,6 +13,6 @@ public class Cloud : MonoBehaviour
}
void FixedUpdate(){
rb.velocity += new Vector2(speed,0);
rb.velocity = new Vector2(speed,0);
}
}

View File

@ -10,6 +10,7 @@ public class Parralax : MonoBehaviour
// Start is called before the first frame update
void Start()
{
cam = GameObject.FindGameObjectWithTag("MainCamera");
startpos = transform.position.x;
length = GetComponent<SpriteRenderer>().bounds.size.x;
}

View File

@ -4,27 +4,36 @@ using UnityEngine;
/*
DONE
-
DOING
- Collectibles (ca donnerai un boost au chat pendant la course poursuite, maybe desactiver le dash pour pas pouvoir le spam)
-Faire defiler les nuages, paralaxe
BUG FIXES
- S'accroupir done ------------> (Il peut crouch et courir en même temps) (PEUT-ÊTRE LE GARDER)
- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course)rajouter une velocité
de force moins forte pour pas qu'il y ai l'ajout de force sur les pentes
- CROUCH BUG : exemple : si je marche mais que je veux crouch l'animation a une latence mais la lenteur du crouch est la (si j'appuie deux touches en mm temps)
- Que la barre de vie soit de -1 en -1 et non pas de -2 en -2
-Je voudrais que pendant la course poursuite, le chat ne puisse pas retourner en arrière, la camera avancerai, soit il meurt parce que le chien l'a touché, soit parce
qu'il est trop loin dans la map, il aurait des boosts pour gagner du terrain sur le chien
DOING
Diminuer le player quand il crouch
Mettre une fin a la course poursuite
Faire mes UI start, crédit
Mettre le crouch sur la fleche du bas et le jump sur la fleche du haut
importer mes anims
BUG FIXES
- Je veux qu'on ai du mal a sauter dans le Mud, que les deplacements soit embourbés
- Que la barre de vie soit de -1 en -1 et non pas de -2 en -2
- Supprimer l'accélération sur le box collider des ladders
faut separer les deux modificateur de vitesse dans le calcul de velocity, un pour le vertical, l'autre pour l'horizontal exemple : courrir = horizontal speed boost
ca permet de mieux controller le climb
UPDATE
-Je voudrais que pendant la course poursuite, le chat ne puisse pas retourner en arrière, la camera avancerai, soit il meurt parce que le chien l'a touché, soit parce
qu'il est trop loin dans la map, il aurait des boosts pour gagner du terrain sur le chien
*/
@ -43,11 +52,15 @@ public class Player : MonoBehaviour
private float horizontalValue;
private float verticalValue;
[SerializeField] float bonusSpeed = 1.2f;
[SerializeField]public float boostDuration = 5f;
[SerializeField]private bool isBoostActive = false;
//SerializeField sert à afficher les paramètres dans le player
//Le dash limit sert à mettre une Limite de Dash, je peux le changer directement dans le "Inspector" du player.
[SerializeField] public int health = 9;
[SerializeField] private int dashLimit = 1;
[SerializeField] private int currentDash;
private int dashLimit = 1;
private int currentDash;
[SerializeField] private float jumpForce = 10f;
private Vector2 spawnPoint = new Vector2(-28,0); //TODO set first spawn point
private bool isSlowed = false;
@ -65,11 +78,11 @@ public class Player : MonoBehaviour
//C'est la force du dash en vertical et horizontal. Sunny se tourne automatiquement vers la droite, à modifier.
//Sunny dash vers le haut uniquement si Sunny touche le sol (appuie sur shift flèche du haut)
//Si Sunny dash vers le haut en sauter, ca arrête sa force et il tombe
[SerializeField] private float horizontalDashingPower = 24f;
[SerializeField] private float verticalDashingPower = 14f;
[SerializeField] private float dashingTime = 0.001f;
private float horizontalDashingPower = 24f;
private float verticalDashingPower = 14f;
private float dashingTime = 0.001f;
//Le chiffre inscrit correspond au temps avant que Sunny puisse re-sauter.
[SerializeField] private float dashingCooldown = 1f;
private float dashingCooldown = 1f;
//////////////////////////////////////////////////////////////
// //
@ -185,6 +198,10 @@ public class Player : MonoBehaviour
speedModifer = speedModifer / 2.0f;
}
if (isBoostActive){
speedModifer = speedModifer * bonusSpeed;
}
Vector2 horizontalVelocity = new Vector2(horizontalValue * speedModifer * Time.fixedDeltaTime, rb.velocity.y);
Vector2 verticalVelocity = new Vector2(rb.velocity.x, verticalValue * speedModifer * Time.fixedDeltaTime);
Vector2 targetVelocity = new Vector2();
@ -242,6 +259,10 @@ public class Player : MonoBehaviour
if(collision.gameObject.CompareTag("Slowdown")){
isSlowed = true;
}
if(collision.gameObject.CompareTag("Collectible")){
collision.gameObject.SetActive(false);
ActivateBoost();
}
currentDash = dashLimit;
grounded = true;
canJump = true;
@ -325,5 +346,26 @@ public class Player : MonoBehaviour
}
}
public void ActivateBoost()
{
if (!isBoostActive)
{
isBoostActive = true;
Debug.Log("Boost activé pendant " + boostDuration + " secondes.");
StartCoroutine(BoostCoroutine());
}
else
{
Debug.Log("Le boost est déjà actif.");
}
}
private IEnumerator BoostCoroutine()
{
yield return new WaitForSeconds(boostDuration);
isBoostActive = false;
Debug.Log("Boost terminé.");
}
}

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@ -5,13 +5,29 @@ using UnityEngine.UI;
public class TriggerDog : MonoBehaviour
{
private bool isTriggered = false;
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Joueur"))
{
GameObject hades = GameObject.Find("HADES");
Ennemy e = hades.GetComponent<Ennemy>();
e.setAggro();
if (!isTriggered){
isTriggered = true;
GameObject hades = GameObject.Find("HADES");
Ennemy e = hades.GetComponent<Ennemy>();
e.setAggro();
GameObject follow = GameObject.Find("Camera Run");
CameraRun cr = follow.GetComponent<CameraRun>();
cr.toggleFollowPlayer();
}
}
}
private void OnTriggerExit2D(Collider2D collision){
if(collision.gameObject.CompareTag("Joueur"))
{
if (isTriggered){
isTriggered = false;
}
}
}
}

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@ -10,6 +10,7 @@ TagManager:
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- Checkpoint
- TriggerDog
- Collectible
layers:
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