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Wolfapredator 1 year ago
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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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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;
}
}
}

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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()
{
base.Initialization();
TargetDamageOnTouch?.gameObject.SetActive(false);
TargetDamageOnTouch.enabled = false;
}
/// <summary>
@ -30,7 +30,7 @@ namespace MoreMountains.CorgiEngine
public override void InitiateDash()
{
base.InitiateDash();
TargetDamageOnTouch?.gameObject.SetActive(true);
TargetDamageOnTouch.enabled = true;
}
/// <summary>
@ -39,7 +39,7 @@ namespace MoreMountains.CorgiEngine
public override void 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")]
public bool AutoCorrectTrajectory = true;
public enum SuccessiveDashResetMethods { Grounded, Time }
public enum SuccessiveDashResetMethods { Grounded, Time, Energy}
[Header("Cooldown")]
/// the duration of the cooldown between 2 dashes (in seconds)
@ -71,9 +71,28 @@ namespace MoreMountains.CorgiEngine
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
[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)]
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 _startTime ;
protected Vector3 _initialPosition ;
@ -118,7 +137,11 @@ namespace MoreMountains.CorgiEngine
public override void ProcessAbility()
{
base.ProcessAbility();
if (EnergyCellLeft < EnergyCellAmount)
{
UpdateCellBar();
EnergyRestoreTimer += Time.fixedDeltaTime;
}
// If the character is dashing, we cancel the gravity
if (_movement.CurrentState == CharacterStates.MovementStates.Dashing)
{
@ -132,6 +155,7 @@ namespace MoreMountains.CorgiEngine
_controller.Parameters.MaximumSlopeAngle = _slopeAngleSave;
}
HandleAmountOfEnergyLeft();
HandleAmountOfDashesLeft();
}
@ -160,6 +184,8 @@ namespace MoreMountains.CorgiEngine
public virtual bool DashConditions()
{
// if we're in cooldown between two dashes, we prevent dash
if (EnergyCellLeft > 0) return true;
if (_cooldownTimeStamp > Time.time)
{
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>
/// A method to reset the amount of successive dashes left
/// </summary>
@ -260,6 +306,7 @@ namespace MoreMountains.CorgiEngine
if (LimitedDashes)
{
SuccessiveDashesLeft -= 1;
EnergyCellLeft -= 1;
}
// 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)
|| (_controller.State.IsCollidingRight && _dashDirection.x > 0f)
|| (_controller.State.IsCollidingAbove && _dashDirection.y > 0f)

@ -22,6 +22,10 @@ namespace MoreMountains.CorgiEngine
/// the jetpack bar
[Tooltip("the jetpack bar")]
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
[Tooltip("the panels and bars used to display current weapon ammo")]
public AmmoDisplay[] AmmoDisplays;
@ -57,6 +61,8 @@ namespace MoreMountains.CorgiEngine
protected float _initialArrowsAlpha;
protected float _initialButtonsAlpha;
/// <summary>
/// Initialization
/// </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>
/// Updates the (optional) ammo displays.
/// </summary>

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@ -271,9 +285,11 @@ MonoBehaviour:
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