CHANGEMENTS
SlowDown Respawn & Checkpoint Barre de vie (bug ; vie ne -2) + ajouts d'assets
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@ -6463,8 +7152,8 @@ Tilemap:
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@ -6497,7 +7186,7 @@ Tilemap:
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@ -6534,6 +7223,7 @@ GameObject:
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--- !u!1 &2090217968
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GameObject:
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@ -6826,6 +7529,7 @@ GameObject:
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@ -6888,3 +7592,55 @@ MonoBehaviour:
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--- !u!212 &2115811659
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28
Assets/Script/Checkpoint.cs
Normal file
28
Assets/Script/Checkpoint.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Checkpoint : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] public Vector2 spawnCoords;
|
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|
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void Start()
|
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{
|
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Rigidbody2D rb = GetComponent<Rigidbody2D>();
|
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spawnCoords = rb.position;
|
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}
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|
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|
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private void OnTriggerEnter2D(Collider2D collision)
|
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{
|
||||
if(collision.gameObject.CompareTag("Joueur"))
|
||||
{
|
||||
Player player = collision.gameObject.GetComponent<Player>();
|
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player.setSpawnPoint(spawnCoords);
|
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}
|
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}
|
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|
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|
||||
}
|
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11
Assets/Script/Checkpoint.cs.meta
Normal file
11
Assets/Script/Checkpoint.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 16035e3dd237490488b49b6b32a49dcd
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MonoImporter:
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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21
Assets/Script/Damager.cs
Normal file
21
Assets/Script/Damager.cs
Normal file
@ -0,0 +1,21 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Damager : MonoBehaviour
|
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{
|
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[SerializeField] public int damageValue;
|
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|
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private void OnTriggerEnter2D(Collider2D collision)
|
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{
|
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if(collision.gameObject.CompareTag("Joueur"))
|
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{
|
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Player player = collision.gameObject.GetComponent<Player>();
|
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Debug.Log(player.health);
|
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player.hurt(damageValue);
|
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}
|
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}
|
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|
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|
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}
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11
Assets/Script/Damager.cs.meta
Normal file
11
Assets/Script/Damager.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9ba6bdee10a2a74469b1422508d901c0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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29
Assets/Script/Life.cs
Normal file
29
Assets/Script/Life.cs
Normal file
@ -0,0 +1,29 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Life : MonoBehaviour
|
||||
{
|
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public int heartNumber;
|
||||
private GameObject player;
|
||||
private Player p;
|
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private Image image;
|
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|
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void Start(){
|
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player = GameObject.Find("Player");
|
||||
p = player.GetComponent<Player>();
|
||||
image = GetComponent<Image>();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (p.health >= heartNumber){
|
||||
image.enabled = true;
|
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}
|
||||
else{
|
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image.enabled = false;
|
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}
|
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}
|
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|
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}
|
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11
Assets/Script/Life.cs.meta
Normal file
11
Assets/Script/Life.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 404d4d4a938e10d4fa5a3608242138a4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@ -5,6 +5,10 @@ TagManager:
|
||||
serializedVersion: 2
|
||||
tags:
|
||||
- Ladders
|
||||
- Slowdown
|
||||
- HURT
|
||||
- Joueur
|
||||
- Checkpoint
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Loading…
Reference in New Issue
Block a user