feat: Water shader contact

This commit is contained in:
2026-06-09 16:53:45 +02:00
parent ff2ab17a50
commit 296c2bf68a
14 changed files with 4434 additions and 737 deletions

View File

@@ -16,6 +16,7 @@ public class Player : MonoBehaviour
Idle,
Moving,
Jumping,
JumpingDouble,
Falling,
Dashing,
Stunned,
@@ -666,7 +667,10 @@ public class Player : MonoBehaviour
{
if (State.VerticalVelocity > 0)
{
State.CurrentState = PlayerState.Jumping;
if (!_doubleJump)
State.CurrentState = PlayerState.Jumping;
else
State.CurrentState = PlayerState.JumpingDouble;
}
else
{

View File

@@ -16,6 +16,7 @@ public class PlayerAnimation : MonoBehaviour
[System.Serializable]
private class PlayerAnimationStateMapper
{
[HideInInspector] public string Name;
public Player.PlayerState PlayerState;
public string AnimatorState;
public string BlockingState;
@@ -45,11 +46,12 @@ public class PlayerAnimation : MonoBehaviour
private void Init()
{
_stateMapper = new PlayerAnimationStateMapper[9];
_stateMapper = new PlayerAnimationStateMapper[10];
int i = 0;
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Idle.ToString(),
PlayerState = Player.PlayerState.Idle,
AnimatorState = "move",
BlockingState = "",
@@ -58,6 +60,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Moving.ToString(),
PlayerState = Player.PlayerState.Moving,
AnimatorState = "move",
BlockingState = "",
@@ -66,6 +69,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Jumping.ToString(),
PlayerState = Player.PlayerState.Jumping,
AnimatorState = "jump",
BlockingState = "fall",
@@ -74,6 +78,16 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.JumpingDouble.ToString(),
PlayerState = Player.PlayerState.JumpingDouble,
AnimatorState = "jumpRoll",
BlockingState = "fall",
Trigger = "trigger_jumpRoll",
};
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Dashing.ToString(),
PlayerState = Player.PlayerState.Dashing,
AnimatorState = "dash",
BlockingState = "",
@@ -82,6 +96,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Falling.ToString(),
PlayerState = Player.PlayerState.Falling,
AnimatorState = "fall",
BlockingState = "jump",
@@ -90,6 +105,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Stunned.ToString(),
PlayerState = Player.PlayerState.Stunned,
AnimatorState = "stun",
BlockingState = "",
@@ -98,6 +114,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Dead.ToString(),
PlayerState = Player.PlayerState.Dead,
AnimatorState = "eliminate",
BlockingState = "",
@@ -106,6 +123,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Loser.ToString(),
PlayerState = Player.PlayerState.Loser,
AnimatorState = "lose",
BlockingState = "",
@@ -114,6 +132,7 @@ public class PlayerAnimation : MonoBehaviour
_stateMapper[i++] = new PlayerAnimationStateMapper()
{
Name = Player.PlayerState.Winner.ToString(),
PlayerState = Player.PlayerState.Winner,
AnimatorState = "win",
BlockingState = "",

View File

@@ -88,6 +88,7 @@ public class PlayerDie : MonoBehaviour
Player.Instance.Pause();
Player.Instance.SetState(Player.PlayerState.Loser);
transform.position = Player.Instance.transform.position;
transform.rotation = Player.Instance.transform.rotation;
_references.UI.gameObject.SetActive(true);
_respawned = true;
}