Merge branch 'master' of https://github.com/BRNSystems/GeoJam2021
This commit is contained in:
commit
f7ffc60a1d
@ -6283,7 +6283,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 13.65243
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orthographic size: 14
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m_Depth: -1
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m_CullingMask:
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serializedVersion: 2
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@ -6768,7 +6768,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 737155566}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 176, y: 14.4, z: 92.19983}
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m_LocalPosition: {x: 143.4, y: 14.4, z: 92.19983}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 998253299}
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@ -6819,7 +6819,7 @@ SpriteRenderer:
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 2
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m_Size: {x: 320, y: 400}
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m_Size: {x: 400, y: 500}
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m_AdaptiveModeThreshold: 0.5
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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@ -22475,7 +22475,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1232501489}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 179, y: -23, z: 2.1998286}
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m_LocalPosition: {x: 156, y: 45, z: 2.1998286}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 998253299}
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@ -264,18 +264,13 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 8057fdb619b42d94390909e7bc867d87, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_JumpForce: 500
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m_JumpForce: 20
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SFX: {fileID: 517709047}
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JumpSFX: {fileID: 8300000, guid: 437cbeaabc4a81e4e917fb190ecc096c, type: 3}
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m_MovementSmoothing: 0.05
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m_AirControl: 1
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m_WhatIsGround:
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serializedVersion: 2
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m_Bits: 8
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m_GroundCheck: {fileID: 1909349660}
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OnLandEvent:
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m_PersistentCalls:
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m_Calls: []
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--- !u!114 &4766649
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -7,11 +7,8 @@ public class CharacterController2D : MonoBehaviour
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public AudioSource SFX;
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public AudioClip JumpSFX;
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[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
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[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
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[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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public LayerMask m_WhatIsGround; // A mask determining what is ground to the character
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public Transform m_GroundCheck; // A position marking where to check if the player is grounded.
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const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
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private bool m_Grounded; // Whether or not the player is grounded.
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@ -20,25 +17,14 @@ public class CharacterController2D : MonoBehaviour
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private bool m_FacingRight = true; // For determining which way the player is currently facing.
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private Vector3 m_Velocity = Vector3.zero;
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[Header("Events")]
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[Space]
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public UnityEvent OnLandEvent;
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[System.Serializable]
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public class BoolEvent : UnityEvent<bool> { }
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private void Awake()
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{
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m_Rigidbody2D = GetComponent<Rigidbody2D>();
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if (OnLandEvent == null)
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OnLandEvent = new UnityEvent();
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}
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private void FixedUpdate()
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{
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bool wasGrounded = m_Grounded;
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m_Grounded = false;
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// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
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@ -49,44 +35,27 @@ public class CharacterController2D : MonoBehaviour
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if (colliders[i].gameObject != gameObject)
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{
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m_Grounded = true;
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if (!wasGrounded)
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OnLandEvent.Invoke();
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}
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}
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}
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public void Move(float move, bool jump)
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{
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//only control the player if grounded or airControl is turned on
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if (m_Grounded || m_AirControl)
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{
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// Move the character by finding the target velocity
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Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
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// And then smoothing it out and applying it to the character
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m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
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// If the input is moving the player right and the player is facing left...
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if (move > 0 && !m_FacingRight)
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{
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// ... flip the player.
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//Flip();
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}
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// Otherwise if the input is moving the player left and the player is facing right...
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else if (move < 0 && m_FacingRight)
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{
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// ... flip the player.
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//Flip();
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}
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}
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Vector3 targetVelocity = m_Rigidbody2D.velocity;
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targetVelocity[0] = move * 10f;
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m_Rigidbody2D.velocity = targetVelocity;
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// If the player should jump...
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if (m_Grounded && jump)
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{
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// Add a vertical force to the player.
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m_Grounded = false;
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m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
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targetVelocity = m_Rigidbody2D.velocity;
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targetVelocity[1] = m_JumpForce;
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m_Rigidbody2D.velocity = targetVelocity;
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SFX.clip = JumpSFX;
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SFX.Play();
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}
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@ -35,12 +35,12 @@ public class PlayerControls : MonoBehaviour
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if (switchy){
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sprite.flipY = true;
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rb.sharedMaterial = top;
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controller.m_JumpForce = controller.m_JumpForce * 1.6f;
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controller.m_JumpForce = controller.m_JumpForce * 2f;
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}
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else {
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sprite.flipY = false;
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rb.sharedMaterial = bottom;
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controller.m_JumpForce = controller.m_JumpForce / 1.6f;
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controller.m_JumpForce = controller.m_JumpForce / 2f;
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}
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sfx.clip = RotateSFX;
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sfx.Play();
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@ -9,24 +9,27 @@ EditorUserSettings:
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UnityRemoteCompression:
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