Basic fighting game.
Need kenney art could do a lot of other shit, combos, jumping, crouching. Attacking while jumping/crouuching Balance stuff Special moves
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||||||
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# NUnit
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||||||
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|
||||||
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||||||
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# Benchmark Results
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|
||||||
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|
||||||
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# .NET Core
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project.lock.json
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artifacts/
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|
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|
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|
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||||||
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||||||
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||||||
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# MightyMoose
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||||||
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|
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# Click-Once directory
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||||||
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|
||||||
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|
||||||
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# Publish Web Output
|
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|
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|
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|
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|
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||||||
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|
||||||
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|
||||||
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|
||||||
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|
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|
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|
||||||
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# Microsoft Azure Build Output
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||||||
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||||||
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*.build.csdef
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# Microsoft Azure Emulator
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||||||
|
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|
||||||
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||||||
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||||||
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|
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|
||||||
|
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|
||||||
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|
||||||
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|
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|
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|
||||||
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||||||
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|
||||||
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# Others
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ClientBin/
|
||||||
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~$*
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||||||
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*~
|
||||||
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*.dbmdl
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||||||
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*.jfm
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*.pfx
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|
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|
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|
# Including strong name files can present a security risk
|
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|
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
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|
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|
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|
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|
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|
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|
# Backup & report files from converting an old project file
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# to a newer Visual Studio version. Backup files are not needed,
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||||||
|
# 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
|
|
@ -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/
|
|
@ -0,0 +1,4 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
|
||||||
|
</project>
|
|
@ -0,0 +1,34 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<project version="4">
|
||||||
|
<component name="ContentModelUserStore">
|
||||||
|
<attachedFolders />
|
||||||
|
<explicitIncludes>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.animation@5.0.3</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.common@4.0.3</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.path@4.0.1</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.pixel-perfect@4.0.1</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.psdimporter@4.0.2</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.2d.spriteshape@5.1.0</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.collab-proxy@1.3.9</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ext.nunit@1.0.6</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ide.rider@2.0.7</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ide.visualstudio@2.0.5</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.ide.vscode@1.2.3</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.inputsystem@1.0.2</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.mathematics@1.1.0</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.test-framework@1.1.20</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.textmeshpro@3.0.1</Path>
|
||||||
|
<Path>Library/PackageCache/com.unity.timeline@1.4.5</Path>
|
||||||
|
<Path>Packages</Path>
|
||||||
|
<Path>ProjectSettings</Path>
|
||||||
|
</explicitIncludes>
|
||||||
|
<explicitExcludes>
|
||||||
|
<Path>.idea</Path>
|
||||||
|
<Path>Library</Path>
|
||||||
|
<Path>Logs</Path>
|
||||||
|
<Path>Temp</Path>
|
||||||
|
<Path>UserSettings</Path>
|
||||||
|
<Path>obj</Path>
|
||||||
|
</explicitExcludes>
|
||||||
|
</component>
|
||||||
|
</project>
|
|
@ -0,0 +1,7 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8"?>
|
||||||
|
<module type="RIDER_MODULE" version="4">
|
||||||
|
<component name="NewModuleRootManager">
|
||||||
|
<content url="file://$MODULE_DIR$/../.." />
|
||||||
|
<orderEntry type="sourceFolder" forTests="false" />
|
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|
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|
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|
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|
|
@ -0,0 +1,8 @@
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|
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assetBundleVariant:
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|
@ -0,0 +1,628 @@
|
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|
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|
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|
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@ -0,0 +1,87 @@
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using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class AttackAnimationState : StateMachineBehaviour
|
||||||
|
{
|
||||||
|
private enum HitBoxState : byte
|
||||||
|
{
|
||||||
|
Startup,
|
||||||
|
Active,
|
||||||
|
Recovery
|
||||||
|
}
|
||||||
|
|
||||||
|
private float _startTime;
|
||||||
|
private 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<Player>();
|
||||||
|
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>();
|
||||||
|
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)
|
||||||
|
//}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ce794600e85f9c24c9bec9e94963c9da
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 84c0ec2cd4edfde4aa36e2b68bac7b96
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,23 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
[RequireComponent(typeof(Image))]
|
||||||
|
public class HealthBar : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Image _healthBar;
|
||||||
|
private Material _material;
|
||||||
|
|
||||||
|
public Player target;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
_healthBar = GetComponent<Image>();
|
||||||
|
_material = Instantiate(_healthBar.material);
|
||||||
|
_healthBar.material = _material;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
_material.SetFloat("_Value", target.HealthPercent());
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e16e7cca04243f74f92959565ea79ddc
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,34 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[RequireComponent(typeof(BoxCollider2D))]
|
||||||
|
public class HitBox : MonoBehaviour
|
||||||
|
{
|
||||||
|
public bool DoesDealDamage;
|
||||||
|
public float DamageAmount;
|
||||||
|
public float hitStunDuration;
|
||||||
|
public Action<float, float> TakeDamage;
|
||||||
|
|
||||||
|
private BoxCollider2D _collider;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
_collider = GetComponent<BoxCollider2D>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerStay2D(Collider2D other)
|
||||||
|
{
|
||||||
|
var otherHitBox = other.GetComponent<HitBox>();
|
||||||
|
if (otherHitBox != null && DoesDealDamage)
|
||||||
|
{
|
||||||
|
// do damage.
|
||||||
|
Physics2D.IgnoreCollision(_collider, other);
|
||||||
|
otherHitBox.TakeDamage(DamageAmount, hitStunDuration);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerExit2D(Collider2D other)
|
||||||
|
{
|
||||||
|
Physics2D.IgnoreCollision(_collider, other, false);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 20f3662ca1aaf554598d2538cb18c0e7
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,69 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public abstract class InputBase : MonoBehaviour
|
||||||
|
{
|
||||||
|
public Action<AttackState> 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<float>();
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d0524c116968b874985f7154bca3e653
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,148 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public enum AttackState : byte
|
||||||
|
{
|
||||||
|
Idle = 0,
|
||||||
|
Light,
|
||||||
|
Medium,
|
||||||
|
Heavy
|
||||||
|
}
|
||||||
|
|
||||||
|
[RequireComponent(typeof(Rigidbody2D), typeof(Animator), typeof(InputBase))]
|
||||||
|
public class Player : MonoBehaviour
|
||||||
|
{
|
||||||
|
// 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 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<Rigidbody2D>();
|
||||||
|
_animator = GetComponent<Animator>();
|
||||||
|
_input = GetComponent<InputBase>();
|
||||||
|
_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 this might break or be fickle.
|
||||||
|
if (contact.point.y < _rigidbody.transform.position.y)
|
||||||
|
{
|
||||||
|
_isGrounded = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7a1ef10236b718a4b851d400ea760226
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d566e0ab20f703f418f88035822da9da
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Binary file not shown.
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6a86fc50b305bbf408cf394bf4a2ceba
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Binary file not shown.
After Width: | Height: | Size: 444 B |
|
@ -0,0 +1,96 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 402a88932bf756f4383463113c5893a5
|
||||||
|
TextureImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 11
|
||||||
|
mipmaps:
|
||||||
|
mipMapMode: 0
|
||||||
|
enableMipMap: 0
|
||||||
|
sRGBTexture: 1
|
||||||
|
linearTexture: 0
|
||||||
|
fadeOut: 0
|
||||||
|
borderMipMap: 0
|
||||||
|
mipMapsPreserveCoverage: 0
|
||||||
|
alphaTestReferenceValue: 0.5
|
||||||
|
mipMapFadeDistanceStart: 1
|
||||||
|
mipMapFadeDistanceEnd: 3
|
||||||
|
bumpmap:
|
||||||
|
convertToNormalMap: 0
|
||||||
|
externalNormalMap: 0
|
||||||
|
heightScale: 0.25
|
||||||
|
normalMapFilter: 0
|
||||||
|
isReadable: 0
|
||||||
|
streamingMipmaps: 0
|
||||||
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
|
grayScaleToAlpha: 0
|
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Lumin: 5
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Nintendo Switch: 5
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@ -0,0 +1,43 @@
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%YAML 1.1
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--- !u!78 &1
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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-
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}
|
Loading…
Reference in New Issue