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Merge branch 'main' of http://git.joshuareason.com/Jam/GGJ_2022 into main

main
Tau-er\Bobbster 2 years ago
parent
commit
190effff70
30 changed files with 2430 additions and 168 deletions
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Assets/Prefabs/2D Camera.prefab View File

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Assets/Scripts/Character/CharacterController2D.cs View File

@ -1,57 +1,57 @@
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall.
[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 Transform m_WallCheck;
[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.
private bool m_TouchingWall;
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;
private enum Direction { NA=0, L, R };
private Direction m_LastWallJumpDirection = Direction.NA;
[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()
{
CheckGrounded();
CheckTouchingWall();
}
using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[SerializeField] private float m_WallJumpMultiplier = 3f; // Amount of force added when the player jumps off a wall.
[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 Transform m_WallCheck;
[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.
private bool m_TouchingWall;
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;
private enum Direction { NA=0, L, R };
private Direction m_LastWallJumpDirection = Direction.NA;
[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()
{
CheckGrounded();
CheckTouchingWall();
}
private void CheckGrounded()
{
bool wasGrounded = m_Grounded;
@ -67,8 +67,8 @@ public class CharacterController2D : MonoBehaviour
OnLandEvent.Invoke();
}
}
}
}
private void CheckTouchingWall()
{
m_TouchingWall = false;
@ -80,80 +80,80 @@ public class CharacterController2D : MonoBehaviour
m_TouchingWall = true;
}
}
}
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
{
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;
}
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
{
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));
// Reset wall jump switch
m_LastWallJumpDirection = move > 0 ? Direction.R : Direction.L;
}
m_LastWallJumpDirection = move > 0 ? Direction.R : Direction.L;
}
else if (m_TouchingWall && jump)
{
if (m_FacingRight && m_LastWallJumpDirection == Direction.L)
@ -173,14 +173,14 @@ public class CharacterController2D : MonoBehaviour
}
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;
}
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;
}
}

+ 4
- 0
Assets/Scripts/ChestController.cs View File

@ -16,6 +16,9 @@ public class ChestController : MonoBehaviour
[SerializeField]
private Reference<bool> m_freezePlayer;
[SerializeField]
private Reference<bool> m_isVictory;
private void OnTriggerEnter2D(Collider2D collision)
{
Animator[] animators = collision.GetComponentsInChildren<Animator>().Concat(collision.GetComponentsInParent<Animator>()).ToArray();
@ -25,6 +28,7 @@ public class ChestController : MonoBehaviour
m_chestAnimator.SetBool("Open", true);
m_playerAnimator.SetTrigger("Victory");
m_freezePlayer.Value = true;
m_isVictory.Value = true;
}

+ 12
- 3
Assets/Scripts/DarknessController.cs View File

@ -16,6 +16,9 @@ public class DarknessController : MonoBehaviour
[SerializeField]
private Reference<bool> m_isInputDown;
[SerializeField]
private Reference<bool> m_manuelDarknesscontrol;
[SerializeField, BoxGroup("Settings")]
private float m_darknessSpeed = 0.25f;
@ -46,10 +49,18 @@ public class DarknessController : MonoBehaviour
}
private void Update()
{
m_darknessMat.SetFloat("_Apply", m_lightLevel);
}
private void OnInputChange(bool value)
{
if (m_manuelDarknesscontrol)
return;
StopAllCoroutines();
Debug.Log($"Here {m_isDarknessChanging}");
if (value)
{ if (!m_isDarknessChanging)
{
@ -83,14 +94,12 @@ public class DarknessController : MonoBehaviour
while(elapsedTime < time)
{
m_lightLevel.Value = Mathf.Lerp(start, end, curve.Evaluate(elapsedTime / time));
m_darknessMat.SetFloat("_Apply", m_lightLevel);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_isDarknessChanging = false;
m_lightLevel.Value = end;
m_darknessMat.SetFloat("_Apply", m_lightLevel);
}

Assets/Scripts/TextController.cs → Assets/Scripts/IntroController.cs View File

@ -5,7 +5,7 @@ using UnityEngine.UI;
using TMPro;
using NaughtyAttributes;
public class TextController : MonoBehaviour, IResettable
public class IntroController : MonoBehaviour, IResettable
{
[SerializeField]
@ -13,6 +13,7 @@ public class TextController : MonoBehaviour, IResettable
[SerializeField]
private TextMeshProUGUI m_detailsText;
[SerializeField]
private TextMeshProUGUI m_timerText;
@ -22,6 +23,9 @@ public class TextController : MonoBehaviour, IResettable
[SerializeField]
private Variables.Reference<bool> m_freezePlayer;
[SerializeField]
private LevelManager m_manager;
[SerializeField]
private Image m_backGround;
@ -42,6 +46,9 @@ public class TextController : MonoBehaviour, IResettable
private IEnumerator Start()
{
m_backGround.gameObject.SetActive(true);
m_timerText.gameObject.SetActive(false);
m_levelText.text = m_manager.levelName;
m_freezePlayer.Value = true;
@ -81,14 +88,15 @@ public class TextController : MonoBehaviour, IResettable
private IEnumerator DetailText(float time,float time2, float time3)
{
m_detailsText.gameObject.SetActive(true);
m_detailsText.text = "10\n";
m_timerText.gameObject.SetActive(true);
yield return new WaitForSeconds(time);
m_detailsText.text += "Seconds\n\n";
m_detailsText.gameObject.SetActive(true);
m_detailsText.text = "\nSeconds\n\n";
yield return new WaitForSeconds(time);
foreach(char c in "Get to the Chest")
foreach(char c in m_manager.levelPrompt)
{
m_detailsText.text += c;
yield return new WaitForSeconds(time2);
@ -104,7 +112,7 @@ public class TextController : MonoBehaviour, IResettable
Color textColor = m_detailsText.color;
Color backgroundColor = m_backGround.color;
m_timerText.gameObject.SetActive(true);
while (elaspedTime < time)
{

Assets/Scripts/TextController.cs.meta → Assets/Scripts/IntroController.cs.meta View File


+ 76
- 4
Assets/Scripts/LevelManager.cs View File

@ -2,6 +2,8 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using NaughtyAttributes;
using Variables;
@ -19,17 +21,32 @@ public class LevelManager : MonoBehaviour
[SerializeField]
Reference<float> m_timer;
[SerializeField]
Reference<float> m_light;
[SerializeField]
Reference<bool> m_manualDarkness;
[SerializeField]
private Image m_backGround;
[SerializeField, BoxGroup("Level Settings")]
private string m_levelName = "Level 1";
public string levelName = "Level 1";
[SerializeField, BoxGroup("Level Settings")]
private float m_timeInLevel = 10;
[SerializeField]
[SerializeField, BoxGroup("Level Settings")]
public string levelPrompt = "Get to the Chest";
[SerializeField,BoxGroup("Default Settings")]
private float m_resetTime = 1;
[SerializeField]
[SerializeField, BoxGroup("Default Settings")]
private float m_nextSceneWaitTime = 3;
[SerializeField, BoxGroup("Level Settings")]
private string m_nextSceneToLoad = "Level 2";
@ -40,6 +57,8 @@ public class LevelManager : MonoBehaviour
m_allResetable = FindObjectsOfType<MonoBehaviour>().OfType<IResettable>().ToArray();
m_timer.Value = m_timeInLevel;
m_isVictory.Value = false;
foreach (IResettable resettable in m_allResetable)
{
resettable.OnLevelLoad();
@ -50,6 +69,12 @@ public class LevelManager : MonoBehaviour
{
if (!m_freezePlayer)
m_timer.Value -= Time.deltaTime;
if (m_timer <= 0 && !m_isPlayerDead)
{
m_isPlayerDead.Value = true;
}
}
@ -87,6 +112,48 @@ public class LevelManager : MonoBehaviour
}
private IEnumerator VictoryRoutine()
{
yield return new WaitForSeconds(m_nextSceneWaitTime);
m_manualDarkness.Value = true;
float elapsedTime = 0;
float fadeTime = 1;
while (elapsedTime < fadeTime)
{
m_light.Value = 1 - elapsedTime / fadeTime;
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_light.Value = 0;
yield return new WaitForSeconds(1);
elapsedTime = 0;
fadeTime = 2;
Color color = m_backGround.color;
m_backGround.gameObject.SetActive(true);
while (elapsedTime < fadeTime)
{
color.a = elapsedTime / fadeTime;
m_backGround.color = color;
Debug.Log(color.a);
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
yield return new WaitForSeconds(1);
m_manualDarkness.Value = false;
SceneManager.LoadScene(m_nextSceneToLoad);
}
@ -102,7 +169,10 @@ public class LevelManager : MonoBehaviour
private void OnPlayerVictoryChange(bool value)
{
if (value)
{
StartCoroutine(VictoryRoutine());
}
}
@ -110,4 +180,6 @@ public class LevelManager : MonoBehaviour
}

+ 1
- 1
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@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: -1
icon: {instanceID: 0}
userData:
assetBundleName:

+ 1
- 1
Assets/Scripts/Shaders/Image.mat View File

@ -79,7 +79,7 @@ Material:
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _BackgroundColor: {r: 0.043137256, g: 0.043137256, b: 0.10980393, a: 1}
- _BackgroundColor: {r: 0.054901965, g: 0.039215688, b: 0.10196079, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _MaskColor: {r: 0.043137256, g: 0.043137256, b: 0.10980393, a: 1}

+ 86
- 6
Assets/Scripts/SneakyTextController.cs View File

@ -11,9 +11,16 @@ public class SneakyTextController : MonoBehaviour
[SerializeField]
private Reference<bool> m_freezePlayer;
[SerializeField]
private Reference<bool> m_manuelDarknesscontrol;
[SerializeField]
private float m_time = 10;
[SerializeField]
private GameObject m_timerObject;
[SerializeField]
private TMPro.TextMeshProUGUI m_text;
@ -38,10 +45,8 @@ public class SneakyTextController : MonoBehaviour
private void OnLightChange(float value)
{
Color color = m_text.color;
color.a = 1 - m_lightLevel;
m_text.color = color;
Debug.Log("Here");
if (!m_hasTriggered && !m_freezePlayer)
{
@ -53,10 +58,85 @@ public class SneakyTextController : MonoBehaviour
private IEnumerator Timer(float time)
{
Debug.Log("here");
Debug.Log("Showing sneaky text");
m_manuelDarknesscontrol.Value = true;
float elapsedTime = 0;
float fadeTime = 0.33f;
m_text.gameObject.SetActive(true);
yield return new WaitForSeconds(time);
Color color = m_text.color;
while (elapsedTime< fadeTime)
{
m_lightLevel.Value = 1 - (elapsedTime / fadeTime);
color.a = 1 - m_lightLevel;
m_text.color = color;
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_lightLevel.Value = 0;
color.a = 1 - m_lightLevel;
m_text.color = color;
m_timerObject.SetActive(false);
Time.timeScale = 0.1f;
elapsedTime = 0;
fadeTime = 1.0f;
while (elapsedTime < fadeTime)
{
Time.timeScale = 1 - (elapsedTime / fadeTime);
yield return new WaitForEndOfFrame();
elapsedTime += Time.unscaledDeltaTime;
}
yield return new WaitForSecondsRealtime(time);
Time.timeScale = 1;
m_timerObject.SetActive(true);
elapsedTime = 0;
fadeTime = 0.25f;
while (elapsedTime < fadeTime)
{
m_lightLevel.Value = (elapsedTime / fadeTime);
color.a = 1 - (elapsedTime / fadeTime);
m_text.color = color;
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
m_text.gameObject.SetActive(false);
m_manuelDarknesscontrol.Value = false;
}
}

+ 1
- 1
Assets/Scripts/SneakyTextController.cs.meta View File

@ -4,7 +4,7 @@ MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: 300
icon: {instanceID: 0}
userData:
assetBundleName:

+ 29
- 2
Assets/Scripts/TimerController.cs View File

@ -2,16 +2,35 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using NaughtyAttributes;
using Variables;
public class TimerController : MonoBehaviour
{
[SerializeField]
[SerializeField,Header("References")]
private Reference<float> m_time;
[SerializeField]
private TextMeshProUGUI m_text;
[SerializeField, BoxGroup("Settings")]
private Color m_lowTimeColor = Color.red;
[SerializeField, BoxGroup("Settings")]
private Color m_defaultColor;
[SerializeField, BoxGroup("Settings")]
private float m_lowTimeAmount = 3;
private void Awake()
{
OnTimeChange(m_time.Value);
}
private void OnEnable()
{
@ -26,8 +45,16 @@ public class TimerController : MonoBehaviour
private void OnTimeChange(float value)
{
m_text.text = value.ToString("0");
if (value <= m_lowTimeAmount)
{
m_text.color = m_lowTimeColor;
}
else
{
m_text.color = m_defaultColor;
}
}

BIN
Assets/Variables/Runtime/freezePlayer.asset (Stored with Git LFS) View File

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+ 1
- 1
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Assets/Variables/Runtime/isLightManual.asset (Stored with Git LFS) View File

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- 0
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Assets/Variables/Runtime/isVictory.asset (Stored with Git LFS) View File

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