commit 505ba54e8e9026e2680884028d8aed4691fe1cda Author: twig Date: Tue Feb 9 20:20:34 2021 -0600 Basic fighting game. Need kenney art could do a lot of other shit, combos, jumping, crouching. Attacking while jumping/crouuching Balance stuff Special moves diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..e4542ab --- /dev/null +++ b/.gitignore @@ -0,0 +1,557 @@ + +# Created by https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudio,visualstudiocode,osx,windows +# Edit at https://www.toptal.com/developers/gitignore?templates=unity,rider,visualstudio,visualstudiocode,osx,windows + +### OSX ### +# General +.DS_Store +.AppleDouble +.LSOverride + +# Icon must end with two \r +Icon + + +# Thumbnails +._* + +# Files that might appear in the root of a volume +.DocumentRevisions-V100 +.fseventsd +.Spotlight-V100 +.TemporaryItems +.Trashes +.VolumeIcon.icns +.com.apple.timemachine.donotpresent + +# Directories potentially created on remote AFP share +.AppleDB +.AppleDesktop +Network Trash Folder +Temporary Items +.apdisk + +### Rider ### +# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider +# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839 + +# User-specific stuff +.idea/**/workspace.xml +.idea/**/tasks.xml +.idea/**/usage.statistics.xml +.idea/**/dictionaries +.idea/**/shelf + +# Generated files +.idea/**/contentModel.xml + +# Sensitive or high-churn files +.idea/**/dataSources/ +.idea/**/dataSources.ids +.idea/**/dataSources.local.xml +.idea/**/sqlDataSources.xml +.idea/**/dynamic.xml +.idea/**/uiDesigner.xml +.idea/**/dbnavigator.xml + +# Gradle +.idea/**/gradle.xml +.idea/**/libraries + +# Gradle and Maven with auto-import +# When using Gradle or Maven with auto-import, you should exclude module files, +# since they will be recreated, and may cause churn. Uncomment if using +# auto-import. +# .idea/artifacts +# .idea/compiler.xml +# .idea/jarRepositories.xml +# .idea/modules.xml +# .idea/*.iml +# .idea/modules +# *.iml +# *.ipr + +# CMake +cmake-build-*/ + +# Mongo Explorer plugin +.idea/**/mongoSettings.xml + +# File-based project format +*.iws + +# IntelliJ +out/ + +# mpeltonen/sbt-idea plugin +.idea_modules/ + +# JIRA plugin +atlassian-ide-plugin.xml + +# Cursive Clojure plugin +.idea/replstate.xml + +# Crashlytics plugin (for Android Studio and IntelliJ) +com_crashlytics_export_strings.xml +crashlytics.properties +crashlytics-build.properties +fabric.properties + +# Editor-based Rest Client +.idea/httpRequests + +# Android studio 3.1+ serialized cache file +.idea/caches/build_file_checksums.ser + +### Unity ### +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ 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+DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. 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Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm +ServiceFabricBackup/ +*.rptproj.bak + +# SQL Server files +*.mdf +*.ldf +*.ndf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings +*.rptproj.rsuser +*- [Bb]ackup.rdl +*- [Bb]ackup ([0-9]).rdl +*- [Bb]ackup ([0-9][0-9]).rdl + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# CodeRush personal settings +.cr/personal + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Tabs Studio +*.tss + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs + +# OpenCover UI analysis results +OpenCover/ + +# Azure Stream Analytics local run output +ASALocalRun/ + +# MSBuild Binary and Structured Log +*.binlog + +# NVidia Nsight GPU debugger configuration file +*.nvuser + +# MFractors (Xamarin productivity tool) working folder +.mfractor/ + +# Local History for Visual Studio +.localhistory/ + +# BeatPulse healthcheck temp database +healthchecksdb + +# Backup folder for Package Reference Convert tool in Visual Studio 2017 +MigrationBackup/ + +# Ionide (cross platform F# VS Code tools) working folder +.ionide/ + +# End of https://www.toptal.com/developers/gitignore/api/unity,rider,visualstudio,visualstudiocode,osx,windows diff --git a/.idea/.idea.proto_fighter/.idea/.gitignore b/.idea/.idea.proto_fighter/.idea/.gitignore new file mode 100644 index 0000000..f012dbb --- /dev/null +++ b/.idea/.idea.proto_fighter/.idea/.gitignore @@ -0,0 +1,13 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Rider ignored files +/modules.xml +/.idea.proto_fighter.iml +/projectSettingsUpdater.xml +/contentModel.xml +# Datasource local storage ignored files +/../../../../../../../../:\Code\cs\Unity\proto_fighter\.idea\.idea.proto_fighter\.idea/dataSources/ +/dataSources.local.xml +# Editor-based HTTP Client requests +/httpRequests/ diff --git a/.idea/.idea.proto_fighter/.idea/encodings.xml b/.idea/.idea.proto_fighter/.idea/encodings.xml new file mode 100644 index 0000000..df87cf9 --- /dev/null +++ b/.idea/.idea.proto_fighter/.idea/encodings.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/.idea/.idea.proto_fighter/.idea/indexLayout.xml b/.idea/.idea.proto_fighter/.idea/indexLayout.xml new file mode 100644 index 0000000..f0a2671 --- /dev/null +++ b/.idea/.idea.proto_fighter/.idea/indexLayout.xml @@ -0,0 +1,34 @@ + + + + + + Library/PackageCache/com.unity.2d.animation@5.0.3 + Library/PackageCache/com.unity.2d.common@4.0.3 + Library/PackageCache/com.unity.2d.path@4.0.1 + Library/PackageCache/com.unity.2d.pixel-perfect@4.0.1 + Library/PackageCache/com.unity.2d.psdimporter@4.0.2 + Library/PackageCache/com.unity.2d.spriteshape@5.1.0 + Library/PackageCache/com.unity.collab-proxy@1.3.9 + Library/PackageCache/com.unity.ext.nunit@1.0.6 + Library/PackageCache/com.unity.ide.rider@2.0.7 + Library/PackageCache/com.unity.ide.visualstudio@2.0.5 + Library/PackageCache/com.unity.ide.vscode@1.2.3 + Library/PackageCache/com.unity.inputsystem@1.0.2 + Library/PackageCache/com.unity.mathematics@1.1.0 + Library/PackageCache/com.unity.test-framework@1.1.20 + Library/PackageCache/com.unity.textmeshpro@3.0.1 + Library/PackageCache/com.unity.timeline@1.4.5 + Packages + ProjectSettings + + + .idea + Library + Logs + Temp + UserSettings + obj + + + \ No newline at end of file diff --git a/.idea/.idea.proto_fighter/.idea/riderModule.iml b/.idea/.idea.proto_fighter/.idea/riderModule.iml new file mode 100644 index 0000000..1a4e0d9 --- /dev/null +++ b/.idea/.idea.proto_fighter/.idea/riderModule.iml @@ -0,0 +1,7 @@ + + + + + + + \ No newline at end of file diff --git a/Assets/Animation.meta b/Assets/Animation.meta new file mode 100644 index 0000000..3e0c2f7 --- /dev/null +++ b/Assets/Animation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8fe0ee9b9729406439fd24935ba8087d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Animation/Idle.anim b/Assets/Animation/Idle.anim new file mode 100644 index 0000000..27b4098 --- /dev/null +++ b/Assets/Animation/Idle.anim @@ -0,0 +1,628 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!74 &7400000 +AnimationClip: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Idle + serializedVersion: 6 + m_Legacy: 0 + m_Compressed: 0 + m_UseHighQualityCurve: 1 + m_RotationCurves: [] + m_CompressedRotationCurves: [] + m_EulerCurves: [] + m_PositionCurves: [] + m_ScaleCurves: + - 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HitBox _hitBox; + private HitBoxState _currentHitBoxState; + + public float activeStartTime; + public float activeEndTime; + public AttackState attack; + + // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state + public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + { + _currentHitBoxState = HitBoxState.Startup; + _startTime = Time.time; + + var player = animator.GetComponent(); + switch (attack) + { + case AttackState.Idle: + Debug.LogError("AttackAnimationState should not be associated to idle!"); + break; + case AttackState.Light: + _hitBox = player.lightHitBox; + break; + case AttackState.Medium: + _hitBox = player.mediumHitBox; + break; + case AttackState.Heavy: + _hitBox = player.heavyHitBox; + break; + default: + throw new ArgumentOutOfRangeException(); + } + } + + // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks + public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + { + if (Time.time >= activeStartTime + _startTime && _currentHitBoxState == HitBoxState.Startup) + { + _currentHitBoxState = HitBoxState.Active; + _hitBox.DoesDealDamage = true; + } + + if (Time.time >= activeEndTime + _startTime && _currentHitBoxState == HitBoxState.Active) + { + _currentHitBoxState = HitBoxState.Recovery; + _hitBox.DoesDealDamage = false; + } + + if (Time.time >= stateInfo.length + _startTime) + { + // we done! + var player = animator.GetComponent(); + player.StopAttack(); + } + } + + // OnStateExit is called when a transition ends and the state machine finishes evaluating this state + // public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + // { + // + // } + + // OnStateMove is called right after Animator.OnAnimatorMove() + //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + //{ + // // Implement code that processes and affects root motion + //} + + // OnStateIK is called right after Animator.OnAnimatorIK() + //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) + //{ + // // Implement code that sets up animation IK (inverse kinematics) + //} +} \ No newline at end of file diff --git a/Assets/Scripts/AttackAnimationState.cs.meta b/Assets/Scripts/AttackAnimationState.cs.meta new file mode 100644 index 0000000..f3bc53e --- /dev/null +++ b/Assets/Scripts/AttackAnimationState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ce794600e85f9c24c9bec9e94963c9da +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/EnemyLogic.cs b/Assets/Scripts/EnemyLogic.cs new file mode 100644 index 0000000..1ac0953 --- /dev/null +++ b/Assets/Scripts/EnemyLogic.cs @@ -0,0 +1,33 @@ +using UnityEngine; + +public class EnemyLogic : InputBase +{ + private Transform _transform; + private float _currentDirection; + + public Transform target; + + private void Start() + { + _transform = transform; + } + + private void Update() + { + var horizontalDistance = target.position.x - _transform.position.x; + if (Mathf.Abs(horizontalDistance) > 1.8f) + { + _currentDirection = horizontalDistance / Mathf.Abs(horizontalDistance); + } + else + { + _currentDirection = -horizontalDistance / Mathf.Abs(horizontalDistance); + AttackCallback(AttackState.Heavy); + } + } + + public override float GetMovementDirection() + { + return _currentDirection; + } +} diff --git a/Assets/Scripts/EnemyLogic.cs.meta b/Assets/Scripts/EnemyLogic.cs.meta new file mode 100644 index 0000000..d3589cd --- /dev/null +++ b/Assets/Scripts/EnemyLogic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 84c0ec2cd4edfde4aa36e2b68bac7b96 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + 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{ + Physics2D.IgnoreCollision(_collider, other, false); + } +} diff --git a/Assets/Scripts/HitBox.cs.meta b/Assets/Scripts/HitBox.cs.meta new file mode 100644 index 0000000..bfa58f5 --- /dev/null +++ b/Assets/Scripts/HitBox.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 20f3662ca1aaf554598d2538cb18c0e7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Input.cs b/Assets/Scripts/Input.cs new file mode 100644 index 0000000..7212f39 --- /dev/null +++ b/Assets/Scripts/Input.cs @@ -0,0 +1,69 @@ +using System; +using UnityEngine; +using UnityEngine.InputSystem; + +public abstract class InputBase : MonoBehaviour +{ + public Action AttackCallback; + public abstract float GetMovementDirection(); +} + +public class Input : InputBase +{ + // Will want to create an "Input Actions" asset, this should allow the user to set their bindings in a menu and I'll be able to load that during the game. + // The above is super important for this prototype, but could be used for all other prototypes. + public InputActionAsset controlScheme; + + private InputActionMap _inputActionMap; + private InputAction _movementAction; + //private InputAction _jumpAction; + //private InputAction _crouchAction; + private InputAction _lightPunch; + private InputAction _mediumPunch; + private InputAction _heavyPunch; + + // This looks dumb, but I think will make the AI setup better. + public override float GetMovementDirection() + { + return _movementAction.ReadValue(); + } + + private void Start() + { + _inputActionMap = controlScheme.FindActionMap("P1"); + + _movementAction = _inputActionMap["MovementAction"]; + _movementAction.Enable(); + + _lightPunch = _inputActionMap["LightPunch"]; + _lightPunch.Enable(); + _lightPunch.performed += LightPunchPerformed; + + _mediumPunch = _inputActionMap["MediumPunch"]; + _mediumPunch.Enable(); + _mediumPunch.performed += MediumPunchPerformed; + + _heavyPunch = _inputActionMap["HeavyPunch"]; + _heavyPunch.Enable(); + _heavyPunch.performed += HeavyPunchPerformed; + } + + // TODO: probably need to handle input better. + // In terms of performance this is good, 0 latency from when the program gets the input and the animation starting. + // Obviously this will change as I think buffered input is good, but it's nice to know that I'm starting at 0ms. + // Also as combos and buffered input become a thing I'll want to handle this differently, maybe a flag/bitmask? + private void HeavyPunchPerformed(InputAction.CallbackContext obj) + { + AttackCallback(AttackState.Heavy); + } + + private void MediumPunchPerformed(InputAction.CallbackContext obj) + { + AttackCallback(AttackState.Medium); + } + + private void LightPunchPerformed(InputAction.CallbackContext obj) + { + AttackCallback(AttackState.Light); + } +} diff --git a/Assets/Scripts/Input.cs.meta b/Assets/Scripts/Input.cs.meta new file 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all other prototypes. + public float speed; + public float jumpForce; + public HitBox bodyHitBox; + public HitBox lightHitBox; + public HitBox mediumHitBox; + public HitBox heavyHitBox; + public float maxHealth; + + private Rigidbody2D _rigidbody; + private bool _isGrounded; + private Vector2 _verticalVelocity; + private Animator _animator; + private AttackState _currentAttack; + private int _currentAnimationStateIndex; + private InputBase _input; + private float _health; + private float _hitStunStartTime; + private float _hitStunDuration; + private bool _isHitStun; + + private const string CurrentAttackText = "CurrentAttack"; + private bool IsAttacking => _currentAttack != AttackState.Idle; + + private void Start() + { + _health = maxHealth; + _rigidbody = GetComponent(); + _animator = GetComponent(); + _input = GetComponent(); + _input.AttackCallback = ChangeAttackingState; + + _rigidbody.gravityScale = 0; + + if (_animator.parameterCount < 1) + { + Debug.LogAssertion("Animator needs to have one property named \"CurrentState\""); + } + + foreach (var parameter in _animator.parameters) + { + if (parameter.name == CurrentAttackText) + { + _currentAnimationStateIndex = parameter.nameHash; + } + } + + bodyHitBox.DamageAmount = 0; + bodyHitBox.DoesDealDamage = false; + + bodyHitBox.TakeDamage += DealDamage; + lightHitBox.TakeDamage += DealDamage; + mediumHitBox.TakeDamage += DealDamage; + heavyHitBox.TakeDamage += DealDamage; + } + + private void DealDamage(float damage, float hitStunDuration) + { + _health -= damage; + _hitStunDuration = hitStunDuration; + _hitStunStartTime = Time.time; + _isHitStun = true; + _animator.SetBool("IsHitStun", _isHitStun); + if (_health <= 0) + { + Debug.Log("You are dead!"); + } + } + + public float HealthPercent() => _health / maxHealth; + + public void StopAttack() + { + _currentAttack = AttackState.Idle; + } + + private void ChangeAttackingState(AttackState state) + { + _currentAttack = state; + } + + private void JumpPerform(InputAction.CallbackContext callbackContext) + { + if (_isGrounded) + { + _verticalVelocity.y = jumpForce; + _verticalVelocity.x = _input.GetMovementDirection() * speed; + _isGrounded = false; + } + } + + private void Update() + { + if (_isGrounded) + { + if (Time.time >= _hitStunStartTime + _hitStunDuration) + { + _isHitStun = false; + _animator.SetBool("IsHitStun", _isHitStun); + } + + if (!IsAttacking && !_isHitStun) + { + var dir = _input.GetMovementDirection(); + var pos = _rigidbody.position; + pos.x += dir * speed * Time.deltaTime; + _rigidbody.position = pos; + } + + _animator.SetInteger(_currentAnimationStateIndex, (int)_currentAttack); + } + else + { + var pos = _rigidbody.position; + pos += _verticalVelocity * Time.deltaTime; + _rigidbody.position = pos; + _verticalVelocity += Physics2D.gravity * Time.deltaTime; + } + } + + private void OnCollisionEnter2D(Collision2D other) + { + foreach (var contact in other.contacts) + { + // Depending how crouch is implemented 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