Added dungeon textures, added scenes, added UI

Enemy balance, added upgrades, added score, added menu
This commit is contained in:
Polarjad 2021-01-25 22:40:51 +01:00
parent 68f6116689
commit 1ea616dd60
495 changed files with 87810 additions and 429 deletions

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public int currentHealth;
public GameObject enemy;
public GameObject deathEffect;
public GameObject text;
private PlayerScore score;
void Start()
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enemySprite = GetComponent<SpriteRenderer>();
currentHealth = maxHealth;
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score = text.GetComponent<PlayerScore>();
}
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Vector2 difference = transform.position - other.transform.position;
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
Debug.Log("Player damage taken");
//TUTAJ ZRÓB EFEKT KNOCKBACKA ZA POMOCĄ PARTICLES
}
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Destroy(gameObject);
score.killedEnemy += 1;
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IEnumerator Flash()

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@ -12,10 +12,11 @@ public class RangedEnemyAI : MonoBehaviour
public GameObject enemy;
public GameObject deathEffect;
public float stoppingDistance;
//public float retreatDistance;
private float canShoot;
public float timer;
public GameObject bullet;
private PlayerScore score;
public GameObject text;
void Start()
@ -23,6 +24,8 @@ public class RangedEnemyAI : MonoBehaviour
target = GameObject.FindGameObjectWithTag("Player").transform;
enemySprite = GetComponent<SpriteRenderer>();
currentHealth = maxHealth;
text = GameObject.FindWithTag("Score");
score = text.GetComponent<PlayerScore>();
}
@ -32,11 +35,7 @@ public class RangedEnemyAI : MonoBehaviour
{
transform.position = Vector2.MoveTowards(transform.position, target.position, Time.deltaTime * speed);
}
/*if (Vector2.Distance(transform.position, target.position) < retreatDistance)
{
transform.position = Vector2.MoveTowards(transform.position, target.position, Time.deltaTime * -speed);
}*/
if (Vector2.Distance(transform.position, target.position) < stoppingDistance /*&& Vector2.Distance(transform.position, target.position) > retreatDistance*/)
if (Vector2.Distance(transform.position, target.position) < stoppingDistance)
{
transform.position = this.transform.position;
}
@ -60,14 +59,9 @@ public class RangedEnemyAI : MonoBehaviour
Vector2 difference = transform.position - other.transform.position;
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
Debug.Log("Player damage taken");
//TUTAJ ZRÓB EFEKT KNOCKBACKA ZA POMOCĄ PARTICLES
}
/*if (other.CompareTag("Enemy"))
{
Vector2 difference = transform.position - other.transform.position;
transform.position = new Vector2(transform.position.x + difference.x, transform.position.y + difference.y);
}*/
if (other.CompareTag("Bullet"))
{
@ -94,6 +88,7 @@ public class RangedEnemyAI : MonoBehaviour
{
Instantiate(deathEffect, transform.position, Quaternion.identity);
Destroy(gameObject);
score.killedEnemy += 1;
}
IEnumerator Flash()

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@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameMenu : MonoBehaviour
{
public void PlayGame()
{
SceneManager.LoadScene("StartScene");
}
public void QuitToMenu()
{
SceneManager.LoadScene("MenuScene");
}
}

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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour
{
public void PlayGame()
{
SceneManager.LoadScene("StartScene");
}
public void QuitGame()
{
Application.Quit();
}
}

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@ -0,0 +1,68 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class PauseMenu : MonoBehaviour
{
public bool gameIsPaused = false;
public GameObject pauseMenu;
public Text score;
void Start()
{
score.GetComponent<Text>().enabled = false;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
{
if (gameIsPaused == true)
{
Resume();
}
else
{
Pause();
}
}
}
void Resume()
{
pauseMenu.SetActive(false);
score.GetComponent<Text>().enabled = false;
Time.timeScale = 1f;
gameIsPaused = false;
}
void Pause()
{
pauseMenu.SetActive(true);
score.GetComponent<Text>().enabled = true;
Time.timeScale = 0f;
gameIsPaused = true;
}
public void LoadMenu()
{
Resume();
SceneManager.LoadScene("MenuScene");
}
public void ResumeGame()
{
Resume();
}
}

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@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraHandler : MonoBehaviour
{
public GameObject cameraPos;
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
Camera.main.transform.position = cameraPos.transform.position;
}
}
}

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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameScene : MonoBehaviour
{
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
SceneManager.LoadScene("GameScene");
Debug.Log("You won!");
}
}
}

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@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParticleDestroyer : MonoBehaviour
{
void OnBecameInvisible()
{
Debug.Log("Invisible particle");
DestroyParticles();
}
void DestroyParticles()
{
Destroy(gameObject);
}
}

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UpgradeMoreBullets : MonoBehaviour
{
private PlayerShooting shooting;
private GameObject player;
void Start()
{
player = GameObject.FindWithTag("Player");
shooting = player.GetComponent<PlayerShooting>();
}
void Update()
{
if(shooting.firesecondbullet == true)
{
Destroy(gameObject);
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
Destroy(gameObject);
Debug.Log("Player upgrade taken");
shooting.firesecondbullet = true;
}
}
}

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponUpgrade : MonoBehaviour
{
private PlayerShooting shooting;
private GameObject player;
void Start()
{
player = GameObject.FindWithTag("Player");
shooting = player.GetComponent<PlayerShooting>();
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
Destroy(gameObject);
Debug.Log("Player upgrade taken");
if (shooting.attackDelay > 0.2f)
{
shooting.attackDelay = shooting.attackDelay - 0.1f;
}
}
}
}

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class WinGame : MonoBehaviour
{
private GameObject[] gameObjects;
void Update()
{
gameObjects = GameObject.FindGameObjectsWithTag("Enemy");
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player") && gameObjects.Length == 0)
{
SceneManager.LoadScene("WinScene");
Debug.Log("You won!");
}
}
}

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@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HpBar : MonoBehaviour
{
public SpriteRenderer heart1;
public SpriteRenderer heart2;
public SpriteRenderer heart3;
public SpriteRenderer heart4;
public SpriteRenderer heart5;
private PlayerHealth health;
public Sprite brokenHeart;
public GameObject player;
void Start()
{
health = player.GetComponent<PlayerHealth>();
}
void Update()
{
if (health.currentHealth == 4)
{
heart5.sprite = brokenHeart;
}
if (health.currentHealth == 3)
{
heart4.sprite = brokenHeart;
}
if (health.currentHealth == 2)
{
heart3.sprite = brokenHeart;
}
if (health.currentHealth == 1)
{
heart2.sprite = brokenHeart;
}
if (health.currentHealth == 0)
{
heart1.sprite = brokenHeart;
}
}
}

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@ -1,7 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerController : MonoBehaviour
{
@ -58,13 +58,6 @@ public class PlayerController : MonoBehaviour
transform.Rotate(0f, 180f, 0f);
}
void OnBecameInvisible()
{
Debug.Log("You died");
SceneManager.LoadScene("GameOver");
}
void ChangeAnimationState(string newAnimation)
{
if (currentAnimaton == newAnimation) return;

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@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour
{
@ -9,6 +10,7 @@ public class PlayerHealth : MonoBehaviour
public GameObject player;
public GameObject deathEffect;
private SpriteRenderer playerSprite;
public Collider2D playerTrigger;
void Start()
{
@ -35,6 +37,7 @@ public class PlayerHealth : MonoBehaviour
IEnumerator Flash()
{
playerTrigger.enabled = false;
for (int n = 0; n < 3; n++)
{
playerSprite.color = new Color(playerSprite.color.r, playerSprite.color.g, playerSprite.color.b, 0f);
@ -42,6 +45,7 @@ public class PlayerHealth : MonoBehaviour
playerSprite.color = new Color(playerSprite.color.r, playerSprite.color.g, playerSprite.color.b, 1f);
yield return new WaitForSeconds(0.1f);
}
playerTrigger.enabled = true;
}
public void TakeDamage()
@ -58,5 +62,6 @@ public class PlayerHealth : MonoBehaviour
{
Instantiate(deathEffect, transform.position, Quaternion.identity);
Destroy(gameObject);
SceneManager.LoadScene("GameOver");
}
}

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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerScore : MonoBehaviour
{
public Text scoreText;
public int killedEnemy=0;
void Update()
{
scoreText.text = killedEnemy.ToString();
}
}

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@ -0,0 +1,11 @@
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@ -5,15 +5,17 @@ using UnityEngine;
public class PlayerShooting : MonoBehaviour
{
public Transform firePoint;
public Transform firePoint2;
public GameObject bullet;
private bool isShooting = false;
public float attackDelay = 1.5f;
private bool isAttackPressed;
public bool firesecondbullet = false;
void Update()
{
if (Input.GetButtonDown("Fire1"))
if (Input.GetButton("Fire1"))
{
isAttackPressed= true;
}
@ -30,6 +32,10 @@ public class PlayerShooting : MonoBehaviour
isShooting = true;
Instantiate(bullet, firePoint.position, firePoint.rotation);
Invoke("AttackComplete", attackDelay);
if(firesecondbullet == true)
{
Instantiate(bullet, firePoint2.position, firePoint2.rotation);
}
}
}
}

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