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Wolfapredator 1 year ago
parent 0845c937d2
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using MoreMountains.Tools;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.CorgiEngine
{
public class AbilitiSwitcher : CharacterAbility
{
[Header("First Ability")]
public CharacterAbility FirstAbility;
[Header("Second Ability")]
public CharacterAbility SecondAbility;
protected override void Initialization()
{
base.Initialization();
FirstAbility.AbilityPermitted = true;
SecondAbility.AbilityPermitted = false;
}
protected override void HandleInput()
{
if (Input.GetMouseButtonDown(1))
{
Swap();
}
}
protected virtual void Swap()
{
FirstAbility.AbilityPermitted = !FirstAbility.AbilityPermitted;
SecondAbility.AbilityPermitted = !SecondAbility.AbilityPermitted;
GUIManager.Instance.SpawBarPosition();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AimArrow : MonoBehaviour
{
void Update()
{
}
}

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using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.CorgiEngine
{
/// <summary>
/// Add this class on a character and it'll be able to dash just like the regular dash, and apply damage to everything its DamageOnTouch zone touches
/// </summary>
public class CharacterDamageDashBounce : CharacterDamageDash
{
[Header("Damage Dash Bounce")]
[Header("Bounciness Tech")]
/// the length of the raycast used to detect bounces, should be proportionate to the size and speed of your projectile
[Tooltip("the length of the raycast used to detect bounces, should be proportionate to the size and speed of your projectile")]
public float BounceRaycastLength = 100f;
/// the layers you want this projectile to bounce on
[Tooltip("the layers you want this projectile to bounce on")]
public LayerMask BounceLayers;
/// a feedback to trigger at every bounce
[Tooltip("a feedback to trigger at every bounce")]
public MMFeedbacks BounceFeedback;
[SerializeField]
private GameObject arrowHolder;
[SerializeField]
private int mouseTreshhold = 2;
[SerializeField]
private float dashTimeSec = 0.1f;
private float startDashTime;
protected Vector3 _positionLastFrame;
protected Vector3 _raycastDirection;
protected Vector3 _reflectedDirection;
private Vector2 startMousePosition = new Vector2();
/// <summary>
/// On initialization, we disable our damage on touch object
/// </summary>
protected override void Initialization()
{
base.Initialization();
startMousePosition = Input.mousePosition;
}
public override void ProcessAbility()
{
base.ProcessAbility();
}
protected override void HandleInput()
{
if (Input.GetMouseButtonDown(0))
{
startMousePosition = Input.mousePosition;
arrowHolder.SetActive(true);
}
if (Input.GetMouseButtonUp(0))
{
arrowHolder.SetActive(false);
Vector2 newpose = Input.mousePosition;
Vector2 aimVectro = newpose - startMousePosition;
if (aimVectro.magnitude < mouseTreshhold) return;
Aim.SetAim(aimVectro.normalized);
startDashTime = Time.time;
MMDebug.RayCast(_character.transform.position, aimVectro.normalized, BounceRaycastLength, BounceLayers, MMColors.DarkOrange, true);
updatePosition();
StartDash();
}
float newpose2 = Vector2.Angle(startMousePosition,(Vector2)Input.mousePosition);
arrowHolder.transform.right = ((Vector2)Input.mousePosition - startMousePosition).normalized;
}
protected override void InitializeAnimatorParameters()
{
}
protected override IEnumerator Dash()
{
if (!AbilityAuthorized
|| (_condition.CurrentState != CharacterStates.CharacterConditions.Normal))
{
yield break;
}
_character._health.Invulnerable = true;
// we keep dashing until we've reached our target distance or until we get interrupted
while ( _shouldKeepDashing
&& !_controller.State.TouchingLevelBounds
&& _movement.CurrentState == CharacterStates.MovementStates.Dashing)
{
if (Time.time - startDashTime > dashTimeSec)
{
_shouldKeepDashing = false;
_controller.SetForce(Vector2.zero);
}
else
{
_controller.GravityActive(false);
_controller.SetForce(_dashDirection * DashForce);
}
yield return null;
}
StopDash();
}
protected override void UpdateCellBar()
{
if (Application.isPlaying)
{
if ((GUIManager.Instance != null) && (_character.CharacterType == Character.CharacterTypes.Player))
{
GUIManager.Instance.UpdateDemageDashBar((EnergyCellLeft + EnergyRestoreTimer/EnergyCellRestoreTime), 0f, EnergyCellAmount);
}
}
}
public override void InitiateDash()
{
base.InitiateDash();
}
public override void StopDash()
{
base.StopDash();
_character._health.Invulnerable = false;
}
public virtual void OnTriggerEnter2D(Collider2D collider)
{
Debug.Log("Collide enter");
// if (!AbilityAuthorized) return;
if (_movement.CurrentState == CharacterStates.MovementStates.Dashing) Colliding(collider.gameObject);
}
protected virtual void Colliding(GameObject collider)
{
Debug.Log("Collide " + collider.layer);
if (!BounceLayers.MMContains(collider.layer))
{
return;
}
_raycastDirection = (_character.transform.position - _positionLastFrame);
Debug.Log("Collide2");
RaycastHit2D hit = MMDebug.RayCast(_character.transform.position, _dashDirection.normalized, BounceRaycastLength, BounceLayers, MMColors.DarkOrange, true);
Bounce(hit);
}
/// <summary>
/// Applies a bounce in 2D
/// </summary>
/// <param name="hit"></param>
protected virtual void Bounce(RaycastHit2D hit)
{
BounceFeedback?.PlayFeedbacks();
Debug.Log("Before " + _dashDirection);
_reflectedDirection = Vector3.Reflect(_raycastDirection, hit.normal);
float angle = Vector3.Angle(_raycastDirection, _reflectedDirection);
_dashDirection = _reflectedDirection.normalized;
Debug.Log("After " + _dashDirection);
Aim.SetAim(_dashDirection);
updatePosition();
// this.transform.right = _spawnerIsFacingRight ? _reflectedDirection.normalized : -_reflectedDirection.normalized;
}
protected virtual void updatePosition()
{
_positionLastFrame = _character.transform.position;
}
}
}

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@ -0,0 +1,186 @@
using MoreMountains.Feedbacks;
using MoreMountains.Tools;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.CorgiEngine
{
/// <summary>
/// Add this class on a character and it'll be able to dash just like the regular dash, and apply damage to everything its DamageOnTouch zone touches
/// </summary>
public class CharacterDoubleDash : CharacterDamageDash
{
[Header("Damage Dash Bounce")]
[Header("Bounciness Tech")]
/// the length of the raycast used to detect bounces, should be proportionate to the size and speed of your projectile
[Tooltip("the length of the raycast used to detect bounces, should be proportionate to the size and speed of your projectile")]
public float BounceRaycastLength = 100f;
/// the layers you want this projectile to bounce on
[Tooltip("the layers you want this to bounce on")]
public LayerMask BounceLayers;
/// a feedback to trigger at every bounce
[Tooltip("a feedback to trigger at every bounce")]
public MMFeedbacks BounceFeedback;
[SerializeField]
private GameObject arrowHolder;
[SerializeField]
private int mouseTreshhold = 2;
[SerializeField]
private float dashTimeSec = 0.1f;
private float startDashTime;
protected Vector3 _positionLastFrame;
protected Vector3 _raycastDirection;
protected Vector3 _reflectedDirection;
private Vector2 startMousePosition = new Vector2();
/// <summary>
/// On initialization, we disable our damage on touch object
/// </summary>
protected override void Initialization()
{
base.Initialization();
startMousePosition = Input.mousePosition;
}
public override void ProcessAbility()
{
base.ProcessAbility();
}
protected override void HandleInput()
{
if (Input.GetMouseButtonDown(0))
{
startMousePosition = Input.mousePosition;
arrowHolder.SetActive(true);
}
if (Input.GetMouseButtonUp(0))
{
arrowHolder.SetActive(false);
Vector2 newpose = Input.mousePosition;
Vector2 aimVectro = newpose - startMousePosition;
if (aimVectro.magnitude < mouseTreshhold) return;
Aim.SetAim(aimVectro.normalized);
startDashTime = Time.time;
MMDebug.RayCast(_character.transform.position, aimVectro.normalized, BounceRaycastLength, BounceLayers, MMColors.DarkOrange, true);
updatePosition();
StartDash();
}
float newpose2 = Vector2.Angle(startMousePosition,(Vector2)Input.mousePosition);
arrowHolder.transform.right = ((Vector2)Input.mousePosition - startMousePosition).normalized;
}
protected override void InitializeAnimatorParameters()
{
}
protected override IEnumerator Dash()
{
if (!AbilityAuthorized
|| (_condition.CurrentState != CharacterStates.CharacterConditions.Normal))
{
yield break;
}
_character._health.Invulnerable = true;
// we keep dashing until we've reached our target distance or until we get interrupted
while ( _shouldKeepDashing
&& !_controller.State.TouchingLevelBounds
&& _movement.CurrentState == CharacterStates.MovementStates.Dashing)
{
if (Time.time - startDashTime > dashTimeSec)
{
_shouldKeepDashing = false;
_controller.SetForce(Vector2.zero);
}
else
{
_controller.GravityActive(false);
_controller.SetForce(_dashDirection * DashForce);
}
yield return null;
}
StopDash();
}
protected override void UpdateCellBar()
{
if (Application.isPlaying)
{
if ((GUIManager.Instance != null) && (_character.CharacterType == Character.CharacterTypes.Player))
{
GUIManager.Instance.UpdateDoubleDashBar((EnergyCellLeft + EnergyRestoreTimer/EnergyCellRestoreTime), 0f, EnergyCellAmount);
}
}
}
public override void InitiateDash()
{
base.InitiateDash();
}
public override void StopDash()
{
base.StopDash();
_character._health.Invulnerable = false;
_shouldKeepDashing = false;
_controller.SetForce(Vector2.zero);
}
public virtual void OnTriggerEnter2D(Collider2D collider)
{
if (!AbilityAuthorized) return;
if(_movement.CurrentState == CharacterStates.MovementStates.Dashing) Colliding(collider.gameObject);
}
protected virtual void Colliding(GameObject collider)
{
if (!BounceLayers.MMContains(collider.layer))
{
return;
}
StopDash();
EnergyCellLeft++;
collider.gameObject.MMGetComponentNoAlloc<Health>().Damage(10,_character.gameObject,1,1);
// EnergyRestoreTimer = 0f;
UpdateCellBar();
}
/// <summary>
/// Applies a bounce in 2D
/// </summary>
/// <param name="hit"></param>
protected virtual void Bounce(RaycastHit2D hit)
{
BounceFeedback?.PlayFeedbacks();
_reflectedDirection = Vector3.Reflect(_raycastDirection, hit.normal);
float angle = Vector3.Angle(_raycastDirection, _reflectedDirection);
_dashDirection = _reflectedDirection.normalized;
Aim.SetAim(_dashDirection);
updatePosition();
// this.transform.right = _spawnerIsFacingRight ? _reflectedDirection.normalized : -_reflectedDirection.normalized;
}
protected virtual void updatePosition()
{
_positionLastFrame = _character.transform.position;
}
}
}

@ -0,0 +1,11 @@
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File diff suppressed because it is too large Load Diff

@ -21,7 +21,7 @@ namespace MoreMountains.CorgiEngine
protected override void Initialization() protected override void Initialization()
{ {
base.Initialization(); base.Initialization();
TargetDamageOnTouch?.gameObject.SetActive(false); TargetDamageOnTouch.enabled = false;
} }
/// <summary> /// <summary>
@ -30,7 +30,7 @@ namespace MoreMountains.CorgiEngine
public override void InitiateDash() public override void InitiateDash()
{ {
base.InitiateDash(); base.InitiateDash();
TargetDamageOnTouch?.gameObject.SetActive(true); TargetDamageOnTouch.enabled = true;
} }
/// <summary> /// <summary>
@ -39,7 +39,7 @@ namespace MoreMountains.CorgiEngine
public override void StopDash() public override void StopDash()
{ {
base.StopDash(); base.StopDash();
TargetDamageOnTouch?.gameObject.SetActive(false); TargetDamageOnTouch.enabled = false;
} }
} }
} }

@ -45,7 +45,7 @@ namespace MoreMountains.CorgiEngine
[Tooltip("if this is true, will prevent the character from dashing into the ground when already grounded")] [Tooltip("if this is true, will prevent the character from dashing into the ground when already grounded")]
public bool AutoCorrectTrajectory = true; public bool AutoCorrectTrajectory = true;
public enum SuccessiveDashResetMethods { Grounded, Time } public enum SuccessiveDashResetMethods { Grounded, Time, Energy}
[Header("Cooldown")] [Header("Cooldown")]
/// the duration of the cooldown between 2 dashes (in seconds) /// the duration of the cooldown between 2 dashes (in seconds)
@ -71,9 +71,28 @@ namespace MoreMountains.CorgiEngine
public SuccessiveDashResetMethods SuccessiveDashResetMethod = SuccessiveDashResetMethods.Grounded; public SuccessiveDashResetMethods SuccessiveDashResetMethod = SuccessiveDashResetMethods.Grounded;
/// when in time reset mode, the duration, in seconds, after which the amount of dashes left gets reset, only if dashes are not infinite /// when in time reset mode, the duration, in seconds, after which the amount of dashes left gets reset, only if dashes are not infinite
[Tooltip("when in time reset mode, the duration, in seconds, after which the amount of dashes left gets reset, only if dashes are not infinite")] [Tooltip("when in time reset mode, the duration, in seconds, after which the amount of dashes left gets reset, only if dashes are not infinite")]
[MMCondition("LimitedDashes", true)]
[MMEnumCondition("SuccessiveDashResetMethod", (int)SuccessiveDashResetMethods.Time)] [MMEnumCondition("SuccessiveDashResetMethod", (int)SuccessiveDashResetMethods.Time)]
public float SuccessiveDashResetDuration = 2f; public float SuccessiveDashResetDuration = 2f;
[MMCondition("LimitedDashes", true)]
[MMEnumCondition("SuccessiveDashResetMethod", (int)SuccessiveDashResetMethods.Energy)]
public int EnergyCellAmount = 1;
[MMCondition("LimitedDashes", true)]
[MMEnumCondition("SuccessiveDashResetMethod", (int)SuccessiveDashResetMethods.Energy)]
public float EnergyCellRestoreTime = 1f;
[MMCondition("LimitedDashes", true)]
[MMEnumCondition("SuccessiveDashResetMethod", (int)SuccessiveDashResetMethods.Energy)]
[MMReadOnly]
public int EnergyCellLeft = 1;
[MMCondition("LimitedDashes", true)]
[MMEnumCondition("SuccessiveDashResetMethod", (int)SuccessiveDashResetMethods.Energy)]
[MMReadOnly]
public float EnergyRestoreTimer = 0f;
protected float _cooldownTimeStamp = 0; protected float _cooldownTimeStamp = 0;
protected float _startTime ; protected float _startTime ;
protected Vector3 _initialPosition ; protected Vector3 _initialPosition ;
@ -118,7 +137,11 @@ namespace MoreMountains.CorgiEngine
public override void ProcessAbility() public override void ProcessAbility()
{ {
base.ProcessAbility(); base.ProcessAbility();
if (EnergyCellLeft < EnergyCellAmount)
{
UpdateCellBar();
EnergyRestoreTimer += Time.fixedDeltaTime;
}
// If the character is dashing, we cancel the gravity // If the character is dashing, we cancel the gravity
if (_movement.CurrentState == CharacterStates.MovementStates.Dashing) if (_movement.CurrentState == CharacterStates.MovementStates.Dashing)
{ {
@ -132,6 +155,7 @@ namespace MoreMountains.CorgiEngine
_controller.Parameters.MaximumSlopeAngle = _slopeAngleSave; _controller.Parameters.MaximumSlopeAngle = _slopeAngleSave;
} }
HandleAmountOfEnergyLeft();
HandleAmountOfDashesLeft(); HandleAmountOfDashesLeft();
} }
@ -160,6 +184,8 @@ namespace MoreMountains.CorgiEngine
public virtual bool DashConditions() public virtual bool DashConditions()
{ {
// if we're in cooldown between two dashes, we prevent dash // if we're in cooldown between two dashes, we prevent dash
if (EnergyCellLeft > 0) return true;
if (_cooldownTimeStamp > Time.time) if (_cooldownTimeStamp > Time.time)
{ {
return false; return false;
@ -201,6 +227,26 @@ namespace MoreMountains.CorgiEngine
} }
} }
protected virtual void UpdateCellBar()
{
}
protected virtual void HandleAmountOfEnergyLeft()
{
if ((EnergyCellLeft >= EnergyCellAmount))
{
return;
}
if(EnergyRestoreTimer >= EnergyCellRestoreTime)
{
EnergyCellLeft++;
EnergyRestoreTimer = 0f;
}
}
/// <summary> /// <summary>
/// A method to reset the amount of successive dashes left /// A method to reset the amount of successive dashes left
/// </summary> /// </summary>
@ -260,6 +306,7 @@ namespace MoreMountains.CorgiEngine
if (LimitedDashes) if (LimitedDashes)
{ {
SuccessiveDashesLeft -= 1; SuccessiveDashesLeft -= 1;
EnergyCellLeft -= 1;
} }
// we prevent our character from going through slopes // we prevent our character from going through slopes
@ -349,7 +396,7 @@ namespace MoreMountains.CorgiEngine
// if we collide with something on our left or right (wall, slope), we stop dashing, otherwise we apply horizontal force //if we collide with something on our left or right (wall, slope), we stop dashing, otherwise we apply horizontal force
if ( (_controller.State.IsCollidingLeft && _dashDirection.x < 0f) if ( (_controller.State.IsCollidingLeft && _dashDirection.x < 0f)
|| (_controller.State.IsCollidingRight && _dashDirection.x > 0f) || (_controller.State.IsCollidingRight && _dashDirection.x > 0f)
|| (_controller.State.IsCollidingAbove && _dashDirection.y > 0f) || (_controller.State.IsCollidingAbove && _dashDirection.y > 0f)

@ -22,6 +22,10 @@ namespace MoreMountains.CorgiEngine
/// the jetpack bar /// the jetpack bar
[Tooltip("the jetpack bar")] [Tooltip("the jetpack bar")]
public MMProgressBar[] JetPackBars; public MMProgressBar[] JetPackBars;
[Tooltip("the demage dash bar")]
public MMProgressBar DemageDashBar;
[Tooltip("the double dash bar")]
public MMProgressBar DoubleDashBar;
/// the panels and bars used to display current weapon ammo /// the panels and bars used to display current weapon ammo
[Tooltip("the panels and bars used to display current weapon ammo")] [Tooltip("the panels and bars used to display current weapon ammo")]
public AmmoDisplay[] AmmoDisplays; public AmmoDisplay[] AmmoDisplays;
@ -57,6 +61,8 @@ namespace MoreMountains.CorgiEngine
protected float _initialArrowsAlpha; protected float _initialArrowsAlpha;
protected float _initialButtonsAlpha; protected float _initialButtonsAlpha;
/// <summary> /// <summary>
/// Initialization /// Initialization
/// </summary> /// </summary>
@ -298,6 +304,33 @@ namespace MoreMountains.CorgiEngine
} }
} }
public virtual void UpdateDemageDashBar(float currentFuel, float minFuel, float maxFuel)
{
if (DemageDashBar == null) { return; }
DemageDashBar.SetBar(currentFuel, minFuel, maxFuel);
}
public virtual void UpdateDoubleDashBar(float currentFuel, float minFuel, float maxFuel)
{
if (DoubleDashBar == null) { return; }
DoubleDashBar.SetBar(currentFuel, minFuel, maxFuel);
}
public void SpawBarPosition()
{
Vector3 position = DoubleDashBar.transform.position;
Vector3 scale = DoubleDashBar.transform.localScale;
DoubleDashBar.transform.position = DemageDashBar.transform.position;
DoubleDashBar.transform.localScale = DemageDashBar.transform.localScale;
DemageDashBar.transform.position = position;
DemageDashBar.transform.localScale = scale;
}
/// <summary> /// <summary>
/// Updates the (optional) ammo displays. /// Updates the (optional) ammo displays.
/// </summary> /// </summary>

@ -40,6 +40,7 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 29.157677, y: 13.801635, z: 3.5} m_LocalPosition: {x: 29.157677, y: 13.801635, z: 3.5}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: m_Children:
- {fileID: 8431448914710892727} - {fileID: 8431448914710892727}
- {fileID: 2144611192321426442} - {fileID: 2144611192321426442}
@ -57,9 +58,12 @@ SpriteRenderer:
m_CastShadows: 0 m_CastShadows: 0
m_ReceiveShadows: 0 m_ReceiveShadows: 0
m_DynamicOccludee: 1 m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1 m_MotionVectors: 1
m_LightProbeUsage: 0 m_LightProbeUsage: 0
m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 4294967295 m_RenderingLayerMask: 4294967295
m_RendererPriority: 0 m_RendererPriority: 0
m_Materials: m_Materials:
@ -97,7 +101,7 @@ SpriteRenderer:
m_SpriteSortPoint: 0 m_SpriteSortPoint: 0
--- !u!95 &9500000 --- !u!95 &9500000
Animator: Animator:
serializedVersion: 3 serializedVersion: 4
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
@ -110,6 +114,7 @@ Animator:
m_UpdateMode: 0 m_UpdateMode: 0
m_ApplyRootMotion: 1 m_ApplyRootMotion: 1
m_LinearVelocityBlending: 0 m_LinearVelocityBlending: 0
m_StabilizeFeet: 0
m_WarningMessage: m_WarningMessage:
m_HasTransformHierarchy: 1 m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1 m_AllowConstantClipSamplingOptimization: 1
@ -179,7 +184,11 @@ MonoBehaviour:
AscentMultiplier: 1 AscentMultiplier: 1
MaxVelocity: {x: 3.4028235e+38, y: 3.4028235e+38} MaxVelocity: {x: 3.4028235e+38, y: 3.4028235e+38}
SpeedAccelerationOnGround: 20 SpeedAccelerationOnGround: 20
UseSeparateDecelerationOnGround: 0
SpeedDecelerationOnGround: 20
SpeedAccelerationInAir: 5 SpeedAccelerationInAir: 5
UseSeparateDecelerationInAir: 0
SpeedDecelerationInAir: 5
SpeedFactor: 1 SpeedFactor: 1
MaximumSlopeAngle: 45 MaximumSlopeAngle: 45
SlopeAngleSpeedFactor: SlopeAngleSpeedFactor:
@ -234,15 +243,20 @@ MonoBehaviour:
MidHeightOneWayPlatformMask: MidHeightOneWayPlatformMask:
serializedVersion: 2 serializedVersion: 2
m_Bits: 67108864 m_Bits: 67108864
StairsMask:
serializedVersion: 2
m_Bits: 268435456
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SafeSetTransform: 0 SafeSetTransform: 0
StandingOn: {fileID: 0} StandingOn: {fileID: 0}
UpdateMode: 0
NumberOfHorizontalRays: 5 NumberOfHorizontalRays: 5
NumberOfVerticalRays: 6 NumberOfVerticalRays: 6
RayOffset: 0.05 RayOffset: 0.05
CrouchedRaycastLengthMultiplier: 1 CrouchedRaycastLengthMultiplier: 1
CastRaysOnBothSides: 0 CastRaysOnBothSides: 0
DistanceToTheGroundRayMaximumLength: 100 DistanceToTheGroundRayMaximumLength: 100
PerformSafetyBoxcast: 0
StickToSlopes: 0 StickToSlopes: 0
StickyRaycastLength: 0 StickyRaycastLength: 0
StickToSlopesOffsetY: 0.2 StickToSlopesOffsetY: 0.2
@ -254,7 +268,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 100000} m_GameObject: {fileID: 100000}
m_Enabled: 1 m_Enabled: 0
m_EditorHideFlags: 0 m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 76891b3b532f84acaaeed44c357bd00c, type: 3} m_Script: {fileID: 11500000, guid: 76891b3b532f84acaaeed44c357bd00c, type: 3}
m_Name: m_Name:
@ -263,7 +277,7 @@ MonoBehaviour:
serializedVersion: 2 serializedVersion: 2
m_Bits: 512 m_Bits: 512
DamageCaused: 10 DamageCaused: 10
DamageCausedKnockbackType: 1 DamageCausedKnockbackType: 0
DamageCausedKnockbackDirection: 0 DamageCausedKnockbackDirection: 0
DamageCausedKnockbackForce: {x: 25, y: 2} DamageCausedKnockbackForce: {x: 25, y: 2}
InvincibilityDuration: 0.5 InvincibilityDuration: 0.5
@ -271,9 +285,11 @@ MonoBehaviour:
DamageTakenDamageable: 0 DamageTakenDamageable: 0
DamageTakenNonDamageable: 0 DamageTakenNonDamageable: 0
DamageTakenKnockbackType: 1 DamageTakenKnockbackType: 1
DamagedTakenKnockbackDirection: 0 DamageTakenKnockbackDirection: 0
DamageTakenKnockbackForce: {x: 10, y: 0} DamageTakenKnockbackForce: {x: 10, y: 0}
DamageTakenInvincibilityDuration: 0.5 DamageTakenInvincibilityDuration: 0.5
HitDamageableFeedback: {fileID: 0}
HitNonDamageableFeedback: {fileID: 0}
FreezeFramesOnHitDuration: 0 FreezeFramesOnHitDuration: 0
Owner: {fileID: 0} Owner: {fileID: 0}
--- !u!114 &11400006 --- !u!114 &11400006
@ -293,19 +309,19 @@ MonoBehaviour:
InitialHealth: 10 InitialHealth: 10
MaximumHealth: 10 MaximumHealth: 10
Invulnerable: 0 Invulnerable: 0
DamageEffect: {fileID: 100000, guid: 9968e0a9f50a6e143ae32099a2ff386b, type: 3}
DamageSfx: {fileID: 0}
DamageFeedbacks: {fileID: 6814792830427099241} DamageFeedbacks: {fileID: 6814792830427099241}
FlickerSpriteOnHit: 1 FlickerSpriteOnHit: 1
FlickerColor: {r: 1, g: 0.078431375, b: 0.078431375, a: 1}
ImmuneToKnockback: 0 ImmuneToKnockback: 0
DeathEffect: {fileID: 100000, guid: 9968e0a9f50a6e143ae32099a2ff386b, type: 3}
DeathFeedbacks: {fileID: 910387158634660804} DeathFeedbacks: {fileID: 910387158634660804}
DestroyOnDeath: 1 DestroyOnDeath: 1
DelayBeforeDestruction: 0 DelayBeforeDestruction: 0
CollisionsOffOnDeath: 1 CollisionsOffOnDeath: 1
GravityOffOnDeath: 0
PointsWhenDestroyed: 10 PointsWhenDestroyed: 10
VibrateOnDeath: 0 VibrateOnDeath: 0
RespawnAtInitialLocation: 0 RespawnAtInitialLocation: 0
ApplyDeathForce: 1
DeathForce: {x: 0, y: 10} DeathForce: {x: 0, y: 10}
ResetForcesOnDeath: 0 ResetForcesOnDeath: 0
--- !u!114 &114000011804412932 --- !u!114 &114000011804412932
@ -322,9 +338,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
RespawnOnPlayerRespawn: 1 RespawnOnPlayerRespawn: 1
RepositionToInitOnPlayerRespawn: 0 RepositionToInitOnPlayerRespawn: 0
AutoRespawnDuration: 0 AutoRespawnDuration: 3
RespawnEffect: {fileID: 0}
RespawnSfx: {fileID: 0}
RespawnFeedback: {fileID: 0} RespawnFeedback: {fileID: 0}
--- !u!114 &114000012785992144 --- !u!114 &114000012785992144
MonoBehaviour: MonoBehaviour:
@ -347,6 +361,7 @@ MonoBehaviour:
CharacterModel: {fileID: 0} CharacterModel: {fileID: 0}
CameraTarget: {fileID: 0} CameraTarget: {fileID: 0}
CameraTargetSpeed: 5 CameraTargetSpeed: 5
AdditionalAbilityNodes: []
FlipModelOnDirectionChange: 1 FlipModelOnDirectionChange: 1
ModelFlipValue: {x: -1, y: 1, z: 1} ModelFlipValue: {x: -1, y: 1, z: 1}
RotateModelOnDirectionChange: 0 RotateModelOnDirectionChange: 0
@ -355,6 +370,7 @@ MonoBehaviour:
SendStateChangeEvents: 0 SendStateChangeEvents: 0
SendStateUpdateEvents: 0 SendStateUpdateEvents: 0
AirborneDistance: 0.5 AirborneDistance: 0.5
CharacterBrain: {fileID: 0}
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@ -367,17 +383,25 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
AbilityStartSfx: {fileID: 0} AbilityStartFeedbacks: {fileID: 0}
AbilityInProgressSfx: {fileID: 0} AbilityStopFeedbacks: {fileID: 0}
AbilityStopSfx: {fileID: 0}
AbilityPermitted: 1 AbilityPermitted: 1
BlockingMovementStates:
BlockingConditionStates:
WalkSpeed: 6 WalkSpeed: 6
MovementSpeedMultiplier: 1 MovementSpeedMultiplier: 1
PushSpeedMultiplier: 1 PushSpeedMultiplier: 1
StateSpeedMultiplier: 1
FlipCharacterToFaceDirection: 1
ReadInput: 1
InstantAcceleration: 0 InstantAcceleration: 0
InputThreshold: 0.1 InputThreshold: 0.1
TouchTheGroundEffect: {fileID: 0} AirControl: 1
TouchTheGroundSfx: {fileID: 0} AllowFlipInTheAir: 1
ActiveAfterDeath: 0
TouchTheGroundFeedback: {fileID: 0}
MinimumAirTimeBeforeFeedback: 0.2
StopWalkingWhenCollidingWithAWall: 0
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path: Assets/CorgiEngine/Demos/Retro/RetroForest.unity
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path: Assets/CorgiEngine/Demos/Retro/RetroMountains.unity
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- enabled: 1
path: Assets/CorgiEngine/Demos/Retro/RetroAI.unity
guid: c04efd6e72733294a8e7c8111aa5f4c4
- enabled: 1
path: Assets/CorgiEngine/Demos/Retro/RetroCopter.unity
guid: 9fe3f55d8fbc69e498173731635e42f5
- enabled: 1
path: Assets/CorgiEngine/Demos/Retro/RetroVania.unity
guid: 283c53fb6e78f594580ce1b6cc9db42e
- enabled: 1
path: Assets/CorgiEngine/Demos/Corgi3D/Corgi3DxTheHunt.unity
guid: 520006148e7fc614ea1e13df3773d7cc
- enabled: 1
path: Assets/CorgiEngine/ThirdParty/MoreMountains/MMInterface/Styles/Mini/1-StyleguideIntro.unity
guid: b67d0d2664281d04899a99f80395448a
- enabled: 1
path: Assets/CorgiEngine/ThirdParty/MoreMountains/MMInterface/Styles/Mini/2-StyleguideButtons.unity
guid: de77af6972b276946bc69e387fc8d713
- enabled: 1
path: Assets/CorgiEngine/ThirdParty/MoreMountains/MMInterface/Styles/Mini/3-StyleguideButtonsAnimations.unity
guid: ea89bc72dea980d4abccc06d3614ecc2
- enabled: 1
path: Assets/CorgiEngine/ThirdParty/MoreMountains/MMInterface/Styles/Mini/4-StyleguideForms.unity
guid: 8f8c2f0b710e68d438bf4858e885b305
- enabled: 1
path: Assets/CorgiEngine/ThirdParty/MoreMountains/MMInterface/Styles/Mini/5-StyleguideDark.unity
guid: 53a6867d9e449ca4394561ea3eaaa7eb
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventure1.unity
guid: 2004874d46ed82941a677f3ee2b78d64
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventure2.unity
guid: b9ffc1b3add71414181574775f050d6a
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventure3.unity
guid: 46fcc2c18a399f747b0673aacb693b94
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventure4.unity
guid: a263b887440dd564983da172c7fe783d
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventure5.unity
guid: 702b1d26cdfc0ae4e9b4fd1d881b1e8f
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventureLevelSelection.unity
guid: a70302a2680553d40a0f9d57ee57ca5b
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventureCharacterSelection.unity
guid: 5716dd8c709a03142b13533ed057a262
- enabled: 1
path: Assets/CorgiEngine/Demos/RetroAdventure/RetroAdventureGameOver.unity
guid: aba2daab4ea9f82428c58d957862f82d
m_configObjects: {} m_configObjects: {}

@ -38,7 +38,7 @@ TagManager:
- MidHeightOneWayPlatforms - MidHeightOneWayPlatforms
- Pushables - Pushables
- Stairs - Stairs
- - Bouncers
- -
- -
m_SortingLayers: m_SortingLayers:

@ -9,6 +9,7 @@ UnityConnectSettings:
m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
m_ConfigUrl: https://config.uca.cloud.unity3d.com m_ConfigUrl: https://config.uca.cloud.unity3d.com
m_DashboardUrl: https://dashboard.unity3d.com
m_TestInitMode: 0 m_TestInitMode: 0
CrashReportingSettings: CrashReportingSettings:
m_EventUrl: https://perf-events.cloud.unity3d.com m_EventUrl: https://perf-events.cloud.unity3d.com

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