Added sound, only perm death, changed Bonus UI, bonus animation, new DeathFVX, modified cap system

This commit is contained in:
AlexMamontow 2021-09-09 14:22:27 +03:00
parent cf86df3ddd
commit 45b9a1e9c6
32 changed files with 2546 additions and 351 deletions

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40
Assets/AudioController.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioController : MonoBehaviour
{
public AudioClip jump_SFX, capture_SFX, hit_SFX;
[SerializeField] private AudioSource ac;/* capSrc, hitSrc, collectSrc;*/
public void PlayJumpSound()
{
ac.volume = 1f;
ac.PlayOneShot(jump_SFX);
}
public void PlayCapSound()
{
ac.volume = 1f;
ac.PlayOneShot(capture_SFX);
}
public void PlayHitSound()
{
ac.volume = 0.5f;
ac.PlayOneShot(hit_SFX);
}
public void PlayCollectSound( AudioClip clip)
{
ac.volume = 1f;
ac.PlayOneShot(clip);
}
public void PlaySound(AudioClip clip)
{
ac.volume = 0.6f;
ac.PlayOneShot(clip);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameAudioController : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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damage: 100
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@ -8,6 +8,8 @@ public class Attack : PlayerAction
{
public GameObject standartAttackPref;
public GameObject standartAttackGroundImpact;
public AudioClip throw_SFX;
public override bool IsActionAllowed(TileInfo targetTile, PlayerState playerState)
{
@ -23,6 +25,8 @@ public class Attack : PlayerAction
base.Impact(targetTile, currentPlayer);
Vector3 direction = targetTile.tilePosition - currentPlayer.currentTile.tilePosition;
InitAttack(currentPlayer.currentTile.tilePosition, direction, currentPlayer.ownerIndex);
currentPlayer.GetComponent<AudioController>().PlaySound(throw_SFX);
}
private void InitAttack(Vector3 startPosition, Vector3 direction, TileOwner projOwner)

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@ -22,6 +22,10 @@ public class SuperJump : PlayerAction
_capTiles = GetActualCapTargets(GameData.playerLevel, targetTile, playerState);
foreach (var enemy in playerState.enemies)
{
if (!enemy.gameObject.activeSelf)
{
continue;
}
if (_capTiles.Contains(enemy.currentTile))
{
return false;

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@ -5,6 +5,7 @@ using UnityEngine;
public class BonusObject : MonoBehaviour
{
public Bonus bonus;
public AudioClip collect_SFX;
public float aliveTime = 8f;
@ -36,6 +37,7 @@ public class BonusObject : MonoBehaviour
//Debug.Log("picked up " + gameObject.name);
var tile = TileManagment.GetTile(transform.position);
TileManagment.SetTileAvailable(tile);
playerBonusController.GetComponent<AudioController>().PlayCollectSound(collect_SFX);
Destroy(gameObject);
}
}

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@ -7,10 +7,10 @@ using UnityEngine;
public class CaptureController : MonoBehaviour
{
public float neutralCaptureTime = 3f, enemyCaptureTime = 5f/*, fastCaptureTime = 0f*/;
public float /*neutralCaptureTime = 3f,*/ enemyCaptureTime = 5f/*, fastCaptureTime = 0f*/;
[SerializeField]
private GameObject capVFX;
[SerializeField] private GameObject capVFX;
[SerializeField] private AudioController _ac;
private PlayerState _playerState;
@ -62,8 +62,10 @@ public class CaptureController : MonoBehaviour
{
if (tile.tileOwnerIndex == TileOwner.Neutral)
{
_currentCoroutine = Capturing(tile, neutralCaptureTime);
StartCoroutine(_currentCoroutine);
/* _currentCoroutine = Capturing(tile, neutralCaptureTime);
StartCoroutine(_currentCoroutine);*/
CaptureTile(tile);
}
else
{
@ -107,7 +109,8 @@ public class CaptureController : MonoBehaviour
if (capVFX != null)
{
Instantiate(capVFX, tile.tilePosition + capVFX.transform.position, capVFX.transform.rotation);
}
}
_ac.PlayCapSound();
}
private IEnumerator Capturing(TileInfo tile, float captureTime)

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@ -7,6 +7,9 @@ public class DeathChecker : MonoBehaviour
{
public GameObject deathParticles, resParticles;
public GameObject deathBlue_VFX, deathRed_VFX, deathGreen_VFX, deathYellow_VFX;
public AudioSource deathSrc;
public float resurrectTime = 7f;
@ -16,7 +19,7 @@ public class DeathChecker : MonoBehaviour
private float updateTime = 1f;
private int spawnSafezone = 1;
public static Action<PlayerState> OnPlayerDeath;
public static Action<PlayerState> OnPlayerDeathPermanent;
@ -27,7 +30,7 @@ public class DeathChecker : MonoBehaviour
//TileManagment.OnAnyTileCaptured += CheckPlayersDeath;
}
private void Start()
{
{
SetupLastDeathTimes(GameManager.activePlayers);
@ -41,8 +44,8 @@ public class DeathChecker : MonoBehaviour
List<PlayerState> thisIterationDeadPlayers = new List<PlayerState>();
foreach (var player in agressor.enemies)
{
if (!GameManager.activePlayers.Contains(player)
|| Vector3.Distance(agressor.transform.position, player.transform.position)>1.5f*TileManagment.tileOffset)
if (!GameManager.activePlayers.Contains(player)
|| Vector3.Distance(agressor.transform.position, player.transform.position) > 1.5f * TileManagment.tileOffset)
{
continue;
}
@ -50,7 +53,7 @@ public class DeathChecker : MonoBehaviour
if (player.currentTile.canMove)
{
playerTile = player.targetMoveTile;
}
}
var myAdjacentTiles = TileManagment.GetOwnerAdjacentTiles(playerTile, player.ownerIndex);
int canStandTiles = 0;
foreach (var tile in myAdjacentTiles)
@ -70,7 +73,8 @@ public class DeathChecker : MonoBehaviour
foreach (var player in thisIterationDeadPlayers)
{
MakeDead(player);
//MakeDead(player);
MakeDeadPermanent(player);
}
}
@ -81,7 +85,7 @@ public class DeathChecker : MonoBehaviour
lastDeathTime.Add(0f);
}
}
public void MakeDead(PlayerState player)
{
@ -106,7 +110,7 @@ public class DeathChecker : MonoBehaviour
private void Checker()
{
CheckFinalDeath();
CheckIfNeedRessurection();
//CheckIfNeedRessurection();
}
private void CheckFinalDeath()
@ -153,6 +157,30 @@ public class DeathChecker : MonoBehaviour
PlayerResActions(player);
}
private void SpawnPlayerDeathParticles(PlayerState player)
{
GameObject deathVFX;
switch (player.ownerIndex)
{
case TileOwner.Ariost:
deathVFX = deathRed_VFX;
break;
case TileOwner.Ragnar:
deathVFX = deathBlue_VFX;
break;
case TileOwner.Asvald:
deathVFX = deathYellow_VFX;
break;
case TileOwner.Emir:
deathVFX = deathGreen_VFX;
break;
default:
deathVFX = deathParticles;
break;
}
Instantiate(deathVFX, player.transform.position, deathVFX.transform.rotation);
}
private void PlayerDeadActions(PlayerState player)
{
List<TileInfo> playerTiles = TileManagment.GetCharacterTiles(player);
@ -163,8 +191,10 @@ public class DeathChecker : MonoBehaviour
if (deathParticles)
{
Instantiate(deathParticles, player.transform.position, deathParticles.transform.rotation);
SpawnPlayerDeathParticles(player);
}
deathSrc.Play();
}
private void PlayerResActions(PlayerState player)

View File

@ -44,6 +44,7 @@ public class HealthController : MonoBehaviour
private void Die()
{
_deathChecker.MakeDead(_playerState);
//_deathChecker.MakeDead(_playerState);
_deathChecker.MakeDeadPermanent(_playerState);
}
}

View File

@ -6,7 +6,7 @@ public class ProjectileController : MonoBehaviour
{
public TileOwner owner = TileOwner.Neutral;
public float velocity = 10f;
public float damage = 100f;
public float damage = 100f;
private Rigidbody _rb;
@ -18,7 +18,7 @@ public class ProjectileController : MonoBehaviour
{
_rb = GetComponent<Rigidbody>();
}
}
private void FixedUpdate()
{
@ -74,6 +74,7 @@ public class ProjectileController : MonoBehaviour
var treeController = other.gameObject.GetComponent<TreeHealthController>();
if (healthController && owner != playerState.ownerIndex)
{
healthController.GetComponent<AudioController>().PlayHitSound();
healthController.TakeDamage(damage);
Destroy(gameObject);
}

View File

@ -14,6 +14,8 @@ public class TileMovement : MonoBehaviour
public ParticleSystem moveVFX;
[SerializeField] private AudioController _ac;
private Vector3 _moveDir;
private PlayerState _playerState;
@ -95,6 +97,7 @@ public class TileMovement : MonoBehaviour
_playerState.currentTile.canMove = true;
moveVFX.Play();
_ac.PlayJumpSound();
}
private bool IsMoveCondition()

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