Browse Source

Work on darkness + added 2d Sprite packages

jeff
Joshua Reason 2 years ago
parent
commit
500253b9c0
73 changed files with 5454 additions and 231 deletions
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Assets/Scripts/Character/CharacterController2D.cs View File

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using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
}
else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}

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Assets/Scripts/Character/CharacterInputController.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using NaughtyAttributes;
public class CharacterInputController : MonoBehaviour
{
[SerializeField,Header("References")]
private CharacterController2D m_characterController;
[SerializeField]
private Material m_Darkness;
[ShowNonSerializedField]
private Vector2 m_movement;
[ShowNonSerializedField]
private bool m_jump;
public void OnMove(InputAction.CallbackContext context)
{
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public void OnJump(InputAction.CallbackContext context)
{
m_jump = context.ReadValueAsButton();
}
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Assets/Scripts/DarknessController.cs View File

@ -0,0 +1,77 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyAttributes;
using Variables;
public class DarknessController : MonoBehaviour
{
[SerializeField, Header("References")]
private Material m_darknessMat;
[SerializeField]
private Reference<bool> m_isInputDown;
[SerializeField, BoxGroup("Settings")]
private float m_darknessSpeed = 0.25f;
[SerializeField, BoxGroup("Settings")]
private float m_lightSpeed = 1.0f;
[ShowNonSerializedField]
private float m_currentDarknessLevel;
private bool m_isDarknessChanging;
private void OnEnable()
{
m_isInputDown.OnValueChanged += OnInputChange;
}
private void OnDisable()
{
m_isInputDown.OnValueChanged -= OnInputChange;
}
private void OnInputChange(bool value)
{
StopAllCoroutines();
if (value)
StartCoroutine(ChangeDarkness(0, m_darknessSpeed));
else
StartCoroutine(ChangeDarkness(1, m_lightSpeed));
}
private IEnumerator ChangeDarkness(float end, float time)
{
yield return StartCoroutine(ChangeDarkness(end, time, AnimationCurve.Linear(0, 0, 1, 1)));
}
private IEnumerator ChangeDarkness(float end, float time, AnimationCurve curve)
{
float start = m_currentDarknessLevel;
float elapsedTime = 0;
time = Mathf.InverseLerp(start, end, m_currentDarknessLevel);
m_isDarknessChanging = true;
while(elapsedTime < time)
{
m_currentDarknessLevel = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time));
m_darknessMat.SetFloat("_Apply", m_currentDarknessLevel);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_isDarknessChanging = false;
m_currentDarknessLevel = end;
}
}

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Assets/Scripts/Effects/ApplyImageEffect.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteAlways]
public class ApplyImageEffect : MonoBehaviour
{
[SerializeField]
private Shader m_imageEffect;
[SerializeField]
private Material m_mat;
private void Awake()
{
if (m_imageEffect != null && m_mat == null)
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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Assets/Scripts/Float.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Float : MonoBehaviour
{
[SerializeField]
private Vector3 m_direction;
[SerializeField]
private float m_speed;
private Vector3 m_startPosition;
private float m_randomOffset;
// Start is called before the first frame update
void Start()
{
m_startPosition = transform.position;
m_randomOffset = Random.Range(0.0f, 1.0f);
}
// Update is called once per frame
void Update()
{
transform.position = m_startPosition + Mathf.Sin(Time.time * m_speed + m_randomOffset) * m_direction;
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{
Properties
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SubShader
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// No culling or depth
Cull Off ZWrite Off ZTest Always
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
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float4 vertex : POSITION;
float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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Assets/Scripts/Shaders/DarknessEffect.shader View File

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Shader "ImageEffect/DarknessEffect"
{
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sampler2D _MaskTex;
float4 _BackgroundColor;
float4 _MaskColor;
float _Apply;
float _KeepColors;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 mask = tex2D(_MaskTex, i.uv);
// just invert the colors
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col.rgb = lerp(_BackgroundColor, col, clamp(mask.r + _Apply, 0, 1));
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}
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Assets/Settings/PlayerInput.cs View File

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// GENERATED AUTOMATICALLY FROM 'Assets/Settings/PlayerInput.inputactions'
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
public class @PlayerInput : IInputActionCollection, IDisposable
{
public InputActionAsset asset { get; }
public @PlayerInput()
{
asset = InputActionAsset.FromJson(@"{
""name"": ""PlayerInput"",
""maps"": [
{
""name"": ""Level"",
""id"": ""2bc60834-e09f-4981-affb-635cad7ffbfd"",
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}
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},
{
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},
{
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""interactions"": """",
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},
{
""name"": ""left"",
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},
{
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},
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},
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""isPartOfComposite"": true
},
{
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""interactions"": """",
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},
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}
]
}
],
""controlSchemes"": []
}");
// Level
m_Level = asset.FindActionMap("Level", throwIfNotFound: true);
m_Level_Move = m_Level.FindAction("Move", throwIfNotFound: true);
m_Level_Jump = m_Level.FindAction("Jump", throwIfNotFound: true);
}
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Enable()
{
asset.Enable();
}
public void Disable()
{
asset.Disable();
}
// Level
private readonly InputActionMap m_Level;
private ILevelActions m_LevelActionsCallbackInterface;
private readonly InputAction m_Level_Move;
private readonly InputAction m_Level_Jump;
public struct LevelActions
{
private @PlayerInput m_Wrapper;
public LevelActions(@PlayerInput wrapper) { m_Wrapper = wrapper; }
public InputAction @Move => m_Wrapper.m_Level_Move;
public InputAction @Jump => m_Wrapper.m_Level_Jump;
public InputActionMap Get() { return m_Wrapper.m_Level; }
public void Enable() { Get().Enable(); }
public void Disable() { Get().Disable(); }
public bool enabled => Get().enabled;
public static implicit operator InputActionMap(LevelActions set) { return set.Get(); }
public void SetCallbacks(ILevelActions instance)
{
if (m_Wrapper.m_LevelActionsCallbackInterface != null)
{
@Move.started -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove;
@Move.performed -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove;
@Move.canceled -= m_Wrapper.m_LevelActionsCallbackInterface.OnMove;
@Jump.started -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump;
@Jump.performed -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump;
@Jump.canceled -= m_Wrapper.m_LevelActionsCallbackInterface.OnJump;
}
m_Wrapper.m_LevelActionsCallbackInterface = instance;
if (instance != null)
{
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
}
}
}
public LevelActions @Level => new LevelActions(this);
public interface ILevelActions
{
void OnMove(InputAction.CallbackContext context);
void OnJump(InputAction.CallbackContext context);
}
}

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