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1482
Assets/Content/Scenes/Menu.unity
Normal file
1482
Assets/Content/Scenes/Menu.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
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Normal file
7
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16
Assets/Content/Scripts/Checkpoint.cs
Normal file
16
Assets/Content/Scripts/Checkpoint.cs
Normal file
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using UnityEngine;
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public class Checkpoint : MonoBehaviour
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{
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void Start()
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{
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}
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void Update()
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}
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}
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2
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Normal file
2
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Normal file
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public LayerMask GroundLayer = 1;
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[Tooltip("Layers considered as death zone")]
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public LayerMask DeathLayer = 0;
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public class HealthContainer
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{
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[Tooltip("Maximum health points")]
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public int MaxHealth = 3;
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[Tooltip("Current health points")]
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[Tooltip("Checkpoint for respawn")]
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public Checkpoint Checkpoint;
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[SerializeField] private HealthContainer _health;
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public StateContainer State => _state;
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public HealthContainer Health => _health;
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#region Private Fields
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private InputAction _moveAction;
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#endregion
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#region Unity Lifecycle
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void OnControllerColliderHit(ControllerColliderHit hit)
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{
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if ((_settings.DeathLayer & (1 << hit.gameObject.layer)) != 0)
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{
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void Awake()
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{
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if (Instance != null && Instance != this)
|
||||
@@ -194,6 +220,7 @@ public class Player : MonoBehaviour
|
||||
void Update()
|
||||
{
|
||||
if (_state.IsPaused) return;
|
||||
if (!_references.Controller.enabled) return;
|
||||
|
||||
float deltaTime = Time.deltaTime;
|
||||
|
||||
@@ -232,6 +259,29 @@ public class Player : MonoBehaviour
|
||||
#endregion
|
||||
|
||||
#region Public Methods
|
||||
/// <summary>
|
||||
/// Teleport player to position.
|
||||
/// </summary>
|
||||
public void Teleport(Vector3 position)
|
||||
{
|
||||
_references.Controller.enabled = false;
|
||||
|
||||
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
|
||||
_state.Ground = null;
|
||||
|
||||
transform.position = position;
|
||||
|
||||
_references.Controller.enabled = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the pause state of the player.
|
||||
/// </summary>
|
||||
public void Pause(bool paused)
|
||||
{
|
||||
_state.IsPaused = paused;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stuns for a specified duration (0 = infinite).
|
||||
/// </summary>
|
||||
@@ -240,8 +290,11 @@ public class Player : MonoBehaviour
|
||||
if (_state.CurrentState == PlayerState.Eliminated)
|
||||
return;
|
||||
|
||||
_references.Controller.enabled = false;
|
||||
|
||||
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
|
||||
_state.Ground = null;
|
||||
_state.CurrentState = PlayerState.Stunned;
|
||||
_state.Velocity = Vector3.zero;
|
||||
|
||||
if (duration > 0)
|
||||
Invoke(nameof(RecoverFromStun), duration);
|
||||
@@ -261,17 +314,35 @@ public class Player : MonoBehaviour
|
||||
/// </summary>
|
||||
public void Eliminate()
|
||||
{
|
||||
_state.CurrentState = PlayerState.Eliminated;
|
||||
_state.Velocity = Vector3.zero;
|
||||
_references.Controller.enabled = false;
|
||||
|
||||
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
|
||||
_state.Ground = null;
|
||||
_state.CurrentState = PlayerState.Eliminated;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the pause state of the player.
|
||||
/// Set the player loser.
|
||||
/// </summary>
|
||||
public void Pause(bool paused)
|
||||
public void Loose()
|
||||
{
|
||||
_state.IsPaused = paused;
|
||||
_references.Controller.enabled = false;
|
||||
|
||||
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
|
||||
_state.Ground = null;
|
||||
_state.CurrentState = PlayerState.Loser;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the player winner.
|
||||
/// </summary>
|
||||
public void Win()
|
||||
{
|
||||
_references.Controller.enabled = false;
|
||||
|
||||
_state.Velocity = _impulseForce = _persistentForce = _platformVelocity = Vector3.zero;
|
||||
_state.Ground = null;
|
||||
_state.CurrentState = PlayerState.Winner;
|
||||
}
|
||||
#endregion
|
||||
|
||||
@@ -432,7 +503,7 @@ public class Player : MonoBehaviour
|
||||
impulseForce.y = _impulseForce.y;
|
||||
_impulseForce = impulseForce;
|
||||
|
||||
// Decay inherited platform velocity — reset when back on ground
|
||||
// Decay inherited platform velocity: reset when back on ground
|
||||
if (_state.IsGrounded)
|
||||
{
|
||||
_platformVelocity = Vector3.zero;
|
||||
|
||||
@@ -6,6 +6,8 @@ public class PlayerVisual : MonoBehaviour
|
||||
[System.Serializable]
|
||||
private class Customization
|
||||
{
|
||||
public int HeadID;
|
||||
public int BodyID;
|
||||
[ColorUsage(false, true)] public Color[] Colors;
|
||||
}
|
||||
|
||||
@@ -16,6 +18,8 @@ public class PlayerVisual : MonoBehaviour
|
||||
public Animator Anim;
|
||||
public Renderer[] Renderers;
|
||||
public Material[] Materials;
|
||||
public GameObject[] HeadAccessories;
|
||||
public GameObject[] BodyAccessories;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
@@ -52,6 +56,13 @@ public class PlayerVisual : MonoBehaviour
|
||||
{
|
||||
float hueShift = Random.Range(0f, 360f);
|
||||
|
||||
// Accessories
|
||||
|
||||
_customization.HeadID = Random.Range(0, _references.HeadAccessories.Length + 1);
|
||||
_customization.BodyID = Random.Range(0, _references.BodyAccessories.Length + 1);
|
||||
|
||||
// Colors
|
||||
|
||||
_customization.Colors = new Color[_references.Materials.Length];
|
||||
|
||||
for (int i = 0; i < _customization.Colors.Length; i++)
|
||||
@@ -72,6 +83,16 @@ public class PlayerVisual : MonoBehaviour
|
||||
|
||||
private void SetCustom()
|
||||
{
|
||||
// Accessories
|
||||
|
||||
for (int i = 0; i < _references.HeadAccessories.Length; i++)
|
||||
_references.HeadAccessories[i].SetActive(i == _customization.HeadID);
|
||||
|
||||
for (int i = 0; i < _references.BodyAccessories.Length; i++)
|
||||
_references.BodyAccessories[i].SetActive(i == _customization.BodyID);
|
||||
|
||||
// Colors
|
||||
|
||||
foreach (Renderer rend in _references.Renderers)
|
||||
{
|
||||
foreach (Material mat in rend.materials)
|
||||
|
||||
@@ -34,6 +34,9 @@ MonoBehaviour:
|
||||
highQualityFiltering:
|
||||
m_OverrideState: 1
|
||||
m_Value: 1
|
||||
filter:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0
|
||||
downscale:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0
|
||||
|
||||
Reference in New Issue
Block a user