CHANGEMENTS

SlowDown
Respawn & Checkpoint
Barre de vie (bug ; vie ne -2)
+ ajouts d'assets
This commit is contained in:
Djalim Simaila 2023-05-07 19:46:55 +02:00 committed by Solène
parent f32f5b7733
commit 70ea99a9ce
17 changed files with 1450 additions and 43 deletions

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View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Checkpoint : MonoBehaviour
{
[SerializeField] public Vector2 spawnCoords;
void Start()
{
Rigidbody2D rb = GetComponent<Rigidbody2D>();
spawnCoords = rb.position;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Joueur"))
{
Player player = collision.gameObject.GetComponent<Player>();
player.setSpawnPoint(spawnCoords);
}
}
}

View File

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21
Assets/Script/Damager.cs Normal file
View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Damager : MonoBehaviour
{
[SerializeField] public int damageValue;
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Joueur"))
{
Player player = collision.gameObject.GetComponent<Player>();
Debug.Log(player.health);
player.hurt(damageValue);
}
}
}

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@ -0,0 +1,11 @@
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29
Assets/Script/Life.cs Normal file
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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Life : MonoBehaviour
{
public int heartNumber;
private GameObject player;
private Player p;
private Image image;
void Start(){
player = GameObject.Find("Player");
p = player.GetComponent<Player>();
image = GetComponent<Image>();
}
private void Update()
{
if (p.health >= heartNumber){
image.enabled = true;
}
else{
image.enabled = false;
}
}
}

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@ -0,0 +1,11 @@
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@ -3,23 +3,25 @@ using System.Collections.Generic;
using UnityEngine;
/*
DONE
- Dash done
- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course)
- S'accroupir done ------------>(Il peut crouch et courir en même temps)
- Climb done ------------------>
DOING
- Une zone ou tu es ralenti
- Dash done
- Climb done ------------------>
- Un objet immobile qui te ferait -1 de dégât si tu le touche (exemple, une barrière )
- Un objet qui te ferait -1 de dégât si il te tombe dessus. (Ex: une caisse tombe du ciel quand le chat passe en des
TODO
- Une barre de vie constituer de 9 coeurs
- Respawn & Checkpoint
- MAYBE mettre une stamina uniquement sur le Climb
- Collectibles
- Une barre de vie constituer de 9 coeurs, ca fonctionne mais que en -2 au lieu de -1 vie
DOING
- Collectibles (ca donnerai un boost au chat pendant la course poursuite, maybe desactiver le dash pour pas pouvoir le spam)
- Se faire poursuivre par le chien, si il nous touche, on dead
TODO
- MAYBE mettre une stamina uniquement sur le Climb
BUG FIXES
- S'accroupir done ------------>(Il peut crouch et courir en même temps)
- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course)
- CROUCH BUG : exemple : si je marche mais que je veux crouch l'animation a une latence mais la lenteur du crouch est la
-Quand tu cours, rajouter une velocité de force moins forte pour pas qu'il y ai l'ajout de force sur les pentes
*/
@ -42,9 +44,12 @@ public class Player : MonoBehaviour
//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;
[SerializeField] private float jumpForce = 10f;
private Vector2 spawnPoint = new Vector2(-28,0); //TODO set first spawn point
private bool isSlowed = false;
private bool canCrouch = false;
private bool grounded = false;
private bool canClimb = true;
@ -78,6 +83,7 @@ public class Player : MonoBehaviour
void Start()
{
rb = GetComponent<Rigidbody2D>();
setSpawnPoint(rb.position);
sr = GetComponent<SpriteRenderer>();
animController = GetComponent<Animator>();
currentDash = dashLimit;
@ -107,6 +113,11 @@ public class Player : MonoBehaviour
animController.SetFloat("speed", Mathf.Abs(horizontalValue));
verticalValue = Input.GetAxis("Vertical");
if (Input.GetKeyDown(KeyCode.Return)){
respawn();
}
if (Input.GetKeyDown(KeyCode.Space) && canJump)
{
if (isClimbing)
@ -151,6 +162,8 @@ public class Player : MonoBehaviour
// Si tu cours pas, est ce que tu climb ? Si tu climb pas, est-ce que
// tu crouch? Si tu cours pas, tu climb, tu crouch pas, c'est que tu marches
float speedModifer;
// Modificateurs de vitesse en fonction de l'action du joueur
if (isRunning)
{
speedModifer = runningSpeed;
@ -167,6 +180,13 @@ public class Player : MonoBehaviour
{
speedModifer = walkingSpeed;
}
// Modificateurs de vitesse en fonction du status du joueur
if (isSlowed){
speedModifer = speedModifer / 2.0f;
}
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();
@ -182,28 +202,14 @@ public class Player : MonoBehaviour
private void OnTriggerStay2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Ladders"))
{
isClimbing = true;
grounded = false;
rb.gravityScale = 0f;
rb.velocity = new Vector2();
animController.SetBool("Climbing", true);
Debug.Log("Escalader");
/*if (isJumping)
{
animController.SetBool("Climbing", false);
}*/
}/*else
/*else
{
Debug.Log("Pas esclade");
//isClimbing = false;
//animController.SetBool("Climbing", false);
}*/
currentDash = dashLimit;
grounded = true;
canJump = true;
}
private void OnTriggerExit2D(Collider2D collision)
@ -214,15 +220,33 @@ public class Player : MonoBehaviour
grounded = true;
rb.gravityScale = originalGravity;
rb.velocity = new Vector2();
animController.SetBool("Climbing", false);
animController.SetBool("Climbing", false);
}
if(collision.gameObject.CompareTag("Slowdown")){
isSlowed = false;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
animController.SetBool("Jumping", false);
if(collision.gameObject.CompareTag("Ladders"))
{
isClimbing = true;
grounded = false;
rb.gravityScale = 0f;
rb.velocity = new Vector2();
animController.SetBool("Climbing", true);
Debug.Log("Escalader");
}
if(collision.gameObject.CompareTag("Slowdown")){
isSlowed = true;
}
currentDash = dashLimit;
grounded = true;
canJump = true;
}
@ -234,7 +258,7 @@ public class Player : MonoBehaviour
// //
//////////////////////////////////////////////////////////////
void HanddleRun(){
private void HanddleRun(){
if (Input.GetKeyDown(KeyCode.LeftControl) && canRun)
{
isRunning = true;
@ -247,7 +271,7 @@ public class Player : MonoBehaviour
}
}
void HanddleCrouch(){
private void HanddleCrouch(){
if (Input.GetKeyDown(KeyCode.LeftAlt))
{
isCrouching = true;
@ -260,7 +284,6 @@ public class Player : MonoBehaviour
}
}
private IEnumerator Dash()
{
currentDash--;
@ -273,12 +296,33 @@ public class Player : MonoBehaviour
{
rb.velocity += DashDirection;
}
//Je crois que "return" est utilisé pour relancer le code dès que Sunny a toucher le sol
yield return new WaitForSeconds(dashingTime);
isDashing = false;
yield return new WaitForSeconds(dashingCooldown);
canDash = true;
}
public void respawn(){
rb.transform.position = spawnPoint;
}
public void setSpawnPoint(Vector2 coord){
spawnPoint = coord;
}
public void heal(int value){
health += value;
}
public void hurt(int value){
health -= value;
if (health <= 0){
health = 9;
respawn();
}
}
}

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@ -5,6 +5,10 @@ TagManager:
serializedVersion: 2
tags:
- Ladders
- Slowdown
- HURT
- Joueur
- Checkpoint
layers:
- Default
- TransparentFX