commit f4561ac196c62f402109abf9c78164da96ba0341 Author: Alex Huddleston Date: Mon Jul 2 20:49:00 2018 -0500 Initial commit from Perforce to Github repo. diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..efc0001 --- /dev/null +++ b/.gitignore @@ -0,0 +1,36 @@ +**/[Ll]ibrary/ +**/[Tt]emp/ +**/[Oo]bj/ +**/[Bb]uild/ +**/[Bb]uilds/ +**/Assets/AssetStoreTools* +**/Assets/Plugins/Android/AndroidManifest.xml + +# Autogenerated VS/MD solution and project files +**/.vs/ +**/ExportedObj/ +**/*.csproj +#*.unityproj +**/*.sln +**/*.suo +**/*.tmp +**/*.user +**/*.userprefs +**/*.pidb +**/*.booproj +**/*.svd + + +# Unity3D generated meta files +**/*.pidb.meta + +# Unity3D Generated File On Crash Reports +**/sysinfo.txt + +# Builds +**/*.apk +**/*.unitypackage +**/UnityPackageManager/ +MoCha/Assets/Plugins/Android.meta +MoCha/ProjectSettings/ProjectVersion.txt +MoCha/Assets/Plugins.meta diff --git a/Assets/Animations.meta b/Assets/Animations.meta new file mode 100644 index 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new file mode 100644 index 0000000..30cf685 --- /dev/null +++ b/Assets/Scripts.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ca1c513b8bfac894181c053cd7860c32 +folderAsset: yes +timeCreated: 1507948208 +licenseType: Free +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/AttackBehaviorMelee.cs b/Assets/Scripts/AttackBehaviorMelee.cs new file mode 100644 index 0000000..7dc316c --- /dev/null +++ b/Assets/Scripts/AttackBehaviorMelee.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AttackBehaviorMelee : MonoBehaviour { + + Controller controller; + + // Use this for initialization + void Start () + { + controller = GetComponent (); + } + + void Update() + { + // + } +} \ No newline at end of file diff --git a/Assets/Scripts/AttackBehaviorMelee.cs.meta b/Assets/Scripts/AttackBehaviorMelee.cs.meta new file mode 100644 index 0000000..8572513 --- /dev/null +++ b/Assets/Scripts/AttackBehaviorMelee.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: fb4242bb2b6d48e46bebe60e08476d66 +timeCreated: 1508094120 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/CameraFollow.cs b/Assets/Scripts/CameraFollow.cs new file mode 100644 index 0000000..c54840f --- /dev/null +++ b/Assets/Scripts/CameraFollow.cs @@ -0,0 +1,100 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CameraFollow : MonoBehaviour { + + public Controller target; + FocusArea focusArea; + public Vector2 focusAreaSize; + + public float verticalOffset; + public float lookAheadDstX; + public float lookSmoothTimeX; + public float verticalSmoothTime; + + float currentLookAheadX; + float targetLookAheadX; + float lookAheadDirX; + float smoothLookVelocityX; + float smoothVelocityY; + + bool lookAheadStopped; + + struct FocusArea { + public Vector2 center; + float left, right, top, bottom; + public Vector2 velocity; + + public FocusArea(Bounds targetBounds, Vector2 size) { + left = targetBounds.center.x - size.x / 2; + right = targetBounds.center.x + size.x / 2; + bottom = targetBounds.min.y; + top = targetBounds.min.y + size.y; + + velocity = Vector2.zero; + + center = new Vector2((left + right) / 2, (top + bottom) / 2); + } + + public void Update(Bounds targetBounds) { + float shiftX = 0; + float shiftY = 0; + + if (targetBounds.min.x < left) { + shiftX = targetBounds.min.x - left; + } else if (targetBounds.max.x > right) { + shiftX = targetBounds.max.x - right; + } + + if (targetBounds.min.y < bottom) { + shiftY = targetBounds.min.y - bottom; + } else if (targetBounds.max.y > top) { + shiftY = targetBounds.max.y - top; + } + + left += shiftX; + right += shiftX; + top += shiftY; + bottom += shiftY; + + // Update center + center = new Vector2((left + right) / 2, (top + bottom) / 2); + + velocity = new Vector2 (shiftX, shiftY); + } + } + + void Start() { + focusArea = new FocusArea (target.collider.bounds, focusAreaSize); + } + + void LateUpdate() { + focusArea.Update (target.collider.bounds); + + Vector2 focusPosition = focusArea.center + Vector2.up * verticalOffset; + + if (focusArea.velocity.x != 0) { + lookAheadDirX = Mathf.Sign (focusArea.velocity.x); + if (Mathf.Sign (target.playerInput.x) == Mathf.Sign (focusArea.velocity.x) && target.playerInput.x != 0) { + lookAheadStopped = false; + targetLookAheadX = lookAheadDirX * lookAheadDstX; + } else if (!lookAheadStopped) { + lookAheadStopped = true; + targetLookAheadX = currentLookAheadX + (lookAheadDirX * lookAheadDstX - currentLookAheadX) / 4f; + } + } + + currentLookAheadX = Mathf.SmoothDamp (currentLookAheadX, targetLookAheadX, ref smoothLookVelocityX, lookSmoothTimeX); + + focusPosition.y = Mathf.SmoothDamp (transform.position.y, focusPosition.y, ref smoothVelocityY, verticalSmoothTime); + focusPosition += Vector2.right * currentLookAheadX; + + transform.position = (Vector3)focusPosition + Vector3.forward * -10; + } + + void OnDrawGizmos() { + Gizmos.color = new Color (1, 0, 0, .5f); + Gizmos.DrawCube (focusArea.center, focusAreaSize); + } +} diff --git a/Assets/Scripts/CameraFollow.cs.meta b/Assets/Scripts/CameraFollow.cs.meta new file mode 100644 index 0000000..7162537 --- /dev/null +++ b/Assets/Scripts/CameraFollow.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9215a202facedc2419fa18a00a6c6eba +timeCreated: 1507991108 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Controller.cs b/Assets/Scripts/Controller.cs new file mode 100644 index 0000000..2a72398 --- /dev/null +++ b/Assets/Scripts/Controller.cs @@ -0,0 +1,310 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Controller : RaycastController { + + private Animator anim; + + private Sprite attackSprite; + + public Vector3 playerScale; + + // Magic numbers for how steep climbable slopes are + public float maxClimbAngle = 80; + public float maxDescendAngle = 75; + + public float hitDelay = 0.5f; + float nextHitAllowed = 0f; + + // Public collisions struct + public CollisionInfo collisions; + + // Reference to the LevelManager + public LevelManager manager; + + // Determines if Controller is controlling the player or an enemy + bool isPlayer = false; + + // Raw player input, set in the Move function + [HideInInspector] + public Vector2 playerInput; + + // ============================================= Collision Info ================================================= + + /* + * A struct for keeping track of whether or not there is a collide-able object in any direction by using + * ray tracing. Also contains a function to reset things. + */ + + public struct CollisionInfo { + public bool above, below, left, right, climbingSlope, descendingSlope; + public float slopeAngle, slopeAngleOld; + public Vector3 velocityOld; + + // 1 means facing right, -1 means facing left + public int faceDir; + + public void Reset() { + above = below = left = right = climbingSlope = descendingSlope = false; + slopeAngleOld = slopeAngle; + slopeAngle = 0; + } + } + + // Overrides the start function in order to initialize our face direction, otherwise uses the inherited start function + + public override void Start() { + base.Start (); + collisions.faceDir = 1; + anim = GetComponent (); + playerScale = transform.localScale; + } + + public void playerInit(int i) + { + print (i == 8); + isPlayer = (i == 8); + } + + // ============================================== Attack ================================================== + + /* + * Call this function when we make an attack. Probably going to need to be 2 separate functions for each type + * of attack in the future. + */ + + public void Attack(int id) + { + if (id == 0) + { + anim.SetTrigger ("Attack"); + } + else + { + anim.SetTrigger ("Projectile"); + } + } + + // ============================================= Movement ================================================= + + /* + * Takes in a vector for velocity (provided by the Player script) and translates the Player accordingly. Also + * takes in the player's raw input from the controller as passed by the Player script. + * + * Checks for collisions and other things. + */ + + public void Move(Vector3 velocity, Vector2 input) { + UpdateRaycastOrigins(); + collisions.Reset (); + collisions.velocityOld = velocity; + playerInput = input; + + if (velocity.x != 0) { + collisions.faceDir = (int) Mathf.Sign(velocity.x); + } + + if (velocity.y < 0) { + DescendSlope (ref velocity); + } + + if (velocity.x != 0) { + HorizontalCollisions (ref velocity); + } + if (velocity.y != 0) { + VerticalCollisions (ref velocity); + } + + transform.Translate (velocity); + transform.localScale = new Vector3(playerScale.x * collisions.faceDir, playerScale.y, playerScale.z); + } + + public void Hurt() { + if (Time.time > nextHitAllowed) { + manager.hp--; + nextHitAllowed = Time.time + hitDelay; + print ("HP: " + manager.hp); + } + } + + // ============================================= Horizontal Collision ================================================= + + /* + * This function is called whenever the player is moving horizontally to use raytracing to check for horizontal collisions + * in a robust fashion. Also includes some specialized code for if you're dealing with a slope. + */ + + void HorizontalCollisions(ref Vector3 velocity) { + float directionX = collisions.faceDir; + float rayLength = Mathf.Abs (velocity.x) + skinWidth; + + // For all rays + for (int i = 0; i < horizontalRayCount; i++) { + + // Cast the rays + Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.botL : raycastOrigins.botR; + rayOrigin += Vector2.up * (horizontalRaySpacing * i); + RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.right * directionX, rayLength, collisionMask); + + RaycastHit2D enemy = Physics2D.Raycast (rayOrigin, Vector2.right * directionX, rayLength, enemyMask); + + Debug.DrawRay (rayOrigin, Vector2.right * directionX * rayLength, Color.blue); + + // What happens if it's a hit? + if (hit) { + + // Determine the slope angle + float slopeAngle = Vector2.Angle (hit.normal, Vector2.up); + + + if ((i == 0) && slopeAngle <= maxClimbAngle) { + + // Handles moving from a decending slope to ascending a slope + if (collisions.descendingSlope) { + collisions.descendingSlope = false; + velocity = collisions.velocityOld; + } + + float distanceToSlopeStart = 0; + if (slopeAngle != collisions.slopeAngleOld) { + distanceToSlopeStart = hit.distance - skinWidth; + velocity.x -= distanceToSlopeStart * directionX; + } + ClimbSlope (ref velocity, slopeAngle); + velocity.x += distanceToSlopeStart * directionX; + } + + // What happens if it's not a slope and instead a wall + if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) { + velocity.x = (hit.distance - skinWidth) * directionX; + rayLength = hit.distance; + + if (collisions.climbingSlope) { + velocity.y = Mathf.Tan (collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs (velocity.x); + } + + collisions.left = directionX == -1; + collisions.right = directionX == 1; + } + } + + // What happens if player hits an enemy? + if (enemy) { + //print ("I'm a " + + " and I just got hit!"); + + //velocity.x = (hit.distance - skinWidth) * directionX + (directionX * -4); + //transform.Translate (velocity); + + rayLength = hit.distance; + + // Set the booleans to determine if we've collided + collisions.left = directionX == -1; + collisions.right = directionX == 1; + Hurt (); + } + + } + } + + // ============================================= Vertical Collision ================================================= + + /* + * This function is called whenever the player is moving vertically to use raytracing to check for vertical collisions + * in a robust fashion. Also includes some specialized code for if you're dealing with a slope. + */ + + void VerticalCollisions(ref Vector3 velocity) { + float directionY = Mathf.Sign (velocity.y); + float rayLength = Mathf.Abs (velocity.y) + skinWidth; + + for (int i = 0; i < verticalRayCount; i++) { + Vector2 rayOrigin = (directionY == -1) ? raycastOrigins.botL : raycastOrigins.topL; + rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x); + + RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.up * directionY, rayLength, collisionMask); + RaycastHit2D enemy = Physics2D.Raycast (rayOrigin, Vector2.right * directionY, rayLength, enemyMask); + + Debug.DrawRay (rayOrigin, Vector2.up * directionY * rayLength, Color.red); + + if (hit) { + velocity.y = (hit.distance - skinWidth) * directionY; + rayLength = hit.distance; + + if (collisions.climbingSlope) { + velocity.x = velocity.y / Mathf.Tan (collisions.slopeAngle * Mathf.Deg2Rad) * collisions.faceDir; + } + + collisions.below = directionY == -1; + collisions.above = directionY == 1; + } + + // What happens if it hits an enemy? + /* + if (enemy) { + Hurt (); + } + */ + } + + if (collisions.climbingSlope) { + float directionX = collisions.faceDir; + rayLength = Mathf.Abs (velocity.x) + skinWidth; + Vector2 rayOrigin = ((directionX == -1) ? raycastOrigins.botL : raycastOrigins.botR) + Vector2.up * velocity.y; + RaycastHit2D hit = Physics2D.Raycast (rayOrigin, Vector2.right * directionX, rayLength, collisionMask); + + if (hit) { + float slopeAngle = Vector2.Angle (hit.normal, Vector2.up); + if (slopeAngle != collisions.slopeAngle) { + velocity.x = (hit.distance - skinWidth) * directionX; + collisions.slopeAngle = slopeAngle; + } + } + } + } + + // ============================================= Slope Functions ================================================= + + /* + * If we're being perfectly honest I don't entirely understand all of the math behind this as I wrote it late last night, + * but it works and it does improve the movement significantly. + */ + + // Smothing and collision detection for ascending slopes. + void ClimbSlope(ref Vector3 velocity, float slopeAngle) { + float moveDistance = Mathf.Abs (velocity.x); + float climbVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance; + + if (velocity.y <= climbVelocityY) { + velocity.y = climbVelocityY; + velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * collisions.faceDir; + collisions.below = true; + collisions.climbingSlope = true; + collisions.slopeAngle = slopeAngle; + } + } + + // Smoothing and collision detection for downward slopes. + void DescendSlope(ref Vector3 velocity) { + float directionX = collisions.faceDir; + Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.botR : raycastOrigins.botL; + RaycastHit2D hit = Physics2D.Raycast (rayOrigin, -Vector2.up, Mathf.Infinity, collisionMask); + + if (hit) { + float slopeAngle = Vector2.Angle (hit.normal, Vector2.up); + if ((slopeAngle != 0 && slopeAngle <= maxDescendAngle) && (Mathf.Sign (hit.normal.x) == directionX) && (hit.distance - skinWidth <= Mathf.Tan (slopeAngle * Mathf.Deg2Rad) * Mathf.Abs (velocity.x))) { + float moveDistance = Mathf.Abs (velocity.x); + float descendVelocityY = Mathf.Sin (slopeAngle * Mathf.Deg2Rad) * moveDistance; + velocity.x = Mathf.Cos (slopeAngle * Mathf.Deg2Rad) * moveDistance * collisions.faceDir; + velocity.y -= descendVelocityY; + + collisions.slopeAngle = slopeAngle; + collisions.descendingSlope = true; + collisions.below = true; + } + } + } + + + +} diff --git a/Assets/Scripts/Controller.cs.meta b/Assets/Scripts/Controller.cs.meta new file mode 100644 index 0000000..610b200 --- /dev/null +++ b/Assets/Scripts/Controller.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 5a345bdcf8634634880549c417719a79 +timeCreated: 1507948270 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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+ } + + // Update is called once per frame + void Update () { + + if (controller.collisions.above || controller.collisions.below) { + velocity.y = 0; + } + + if (controller.collisions.left) { + input.x = 1; + } else if (controller.collisions.right) { + input.x = -1; + } + + float targetVelocityX = input.x * moveSpeed; + velocity.x = Mathf.SmoothDamp (velocity.x, targetVelocityX, ref velocityXSmoothing, accelerationTimeGrounded); + velocity.y = 0; + + controller.Move (velocity * Time.deltaTime, input); + } +} diff --git a/Assets/Scripts/Hellhound.cs.meta b/Assets/Scripts/Hellhound.cs.meta new file mode 100644 index 0000000..3271efc --- /dev/null +++ b/Assets/Scripts/Hellhound.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3ae226a0572b69e40a0be9f2cfd93dfd +timeCreated: 1508004931 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LevelManager.cs b/Assets/Scripts/LevelManager.cs new file mode 100644 index 0000000..195a250 --- /dev/null +++ b/Assets/Scripts/LevelManager.cs @@ -0,0 +1,43 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class LevelManager : MonoBehaviour { + + // Player game object + public GameObject player; + // Player HP + const int maxHP = 8; + public int hp; + + // Where the player is going to respawn + public Transform spawnPosition; + + // Use this for initialization + void Start () { + hp = maxHP; + } + + // Update is called once per frame + void Update () { + DeathCheck (); + } + + public void DeathCheck() { + + // Combat death + if (hp <= 0) { + Respawn (); + } + + // Bottomless pit death + if (player.transform.position.y < -20) { + Respawn (); + } + } + + public void Respawn() { + player.transform.position = spawnPosition.position; + hp = maxHP; + } +} diff --git a/Assets/Scripts/LevelManager.cs.meta 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for jump time + [HideInInspector] + public float accelerationTimeAirborne = .1f; + [HideInInspector] + public float accelerationTimeGrounded = .05f; + + // Gravity and jumpVelocity are derived from provided values + float gravity; + float jumpVelocity; + + // Player velocity at any given moment + Vector3 velocity; + + // Used to give a sense of momentum to the player + float velocityXSmoothing; + + Controller controller; + + // Use this for initialization + void Start () { + controller = GetComponent(); + controller.playerInit (gameObject.layer); + + gravity = -(2 * jumpHeight) / (Mathf.Pow(timeToJumpApex,2)); + jumpVelocity = Mathf.Abs(gravity * timeToJumpApex); + + print ("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity); + anim = GetComponent (); + + } + + // Update is called once per frame + void Update () { + + if (controller.collisions.above || controller.collisions.below) { + velocity.y = 0; + } + + Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical")); + + if (Input.GetButtonDown ("Jump") && controller.collisions.below) { + velocity.y = jumpVelocity; + } + + if(Input.GetButtonDown("Fire1")) + { + controller.Attack (0); + } + + if(Input.GetButtonDown("Fire2")) + { + controller.Attack (1); + } + + float targetVelocityX = input.x * moveSpeed; + velocity.x = Mathf.SmoothDamp (velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below)?accelerationTimeGrounded:accelerationTimeAirborne); + + velocity.y += gravity * Time.deltaTime; + + anim.SetFloat ("Moving", Mathf.Abs(velocity.x)); + anim.SetBool ("Jumping", !controller.collisions.below); + + controller.Move (velocity * Time.deltaTime, input); + } +} diff --git a/Assets/Scripts/Player.cs.meta b/Assets/Scripts/Player.cs.meta new file mode 100644 index 0000000..61738d6 --- /dev/null +++ b/Assets/Scripts/Player.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: b9580753f7144d64795eca2972212ff7 +timeCreated: 1507948222 +licenseType: 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