Fix lots of misc bugs

This commit is contained in:
Jens Pitkänen 2019-08-22 19:59:36 +03:00
parent 9d4171aa39
commit 5a4f744a24
17 changed files with 101 additions and 31 deletions

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@ -1,13 +1,15 @@
using UnityEngine;
using Saltosion.OneWeapon.Utils;
using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI.Triggers {
public class EnemySighted : Trigger {
public LayerMask SearchLayerMask;
public float Radius;
public Enemy ClosestEnemy { get; private set; }
public override bool IsTriggered() {
ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius);
ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius, SearchLayerMask);
return ClosestEnemy != null;
}
}

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@ -5,6 +5,7 @@ using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI.Triggers {
public class PlayerSighted : Trigger {
public LayerMask SearchLayerMask;
[Tooltip("How close the player needs to be for the AI to notice them.")]
public float Radius;
[Tooltip("How far the player needs to escape for the AI to \"forget\" them.")]
@ -17,7 +18,7 @@ namespace Saltosion.OneWeapon.AI.Triggers {
private float ForgetCountdownStartTime = 0.0f;
public override bool IsTriggered() {
PlayerController Sighted = Util.GetClosestTo<PlayerController>(transform, Player == null ? Radius : ForgetRadius, true);
PlayerController Sighted = Util.GetClosestTo<PlayerController>(transform, Player == null ? Radius : ForgetRadius, SearchLayerMask, true);
if (Sighted != null) {
CountdownStarted = false;
Player = Sighted;

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@ -2,6 +2,8 @@
namespace Saltosion.OneWeapon.Effects {
public class DebrisParticle : MonoBehaviour {
public LayerMask StickyLayers;
public SpriteRenderer Renderer;
public Vector2 LaunchForce = new Vector2();
@ -43,7 +45,7 @@ namespace Saltosion.OneWeapon.Effects {
Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime;
RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude, LayerMask.NameToLayer("Bloodphobic"));
RaycastHit2D Hit = Physics2D.Raycast(transform.position, AppliedMovement, AppliedMovement.magnitude, StickyLayers);
if (Hit.rigidbody != null && Hit.rigidbody.gameObject == Hit.collider.gameObject) {
bool IsStatic = Hit.rigidbody.bodyType == RigidbodyType2D.Static;
Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);

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@ -13,6 +13,7 @@ namespace Saltosion.OneWeapon.Effects {
private CameraFX CameraFX;
private PlayerFun PlayerFun;
private Transform ExplodableContainer;
private bool DestroyedAlready = false;
@ -28,6 +29,7 @@ namespace Saltosion.OneWeapon.Effects {
CameraFX = Camera.main.GetComponent<CameraFX>();
PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
ExplodableContainer = GameObject.FindGameObjectWithTag("BodypartContainer").transform;
}
private void Update() {
@ -38,14 +40,10 @@ namespace Saltosion.OneWeapon.Effects {
}
public void Explode(bool destroyGameObject) {
if (destroyGameObject) {
// Destroying the object during explosion implies that it can explode only once,
// but Destroy() doesn't happen instantly, so here's a guard for that.
if (DestroyedAlready) {
return;
} else {
DestroyedAlready = true;
}
// Destroying the object during explosion implies that it can explode only once,
// but Destroy() doesn't happen instantly, so here's a guard for that.
if (destroyGameObject && DestroyedAlready) {
return;
}
int Count = (int)(BodypartMinCount + (BodypartMaxCount - BodypartMinCount) * Random.value);
@ -55,7 +53,7 @@ namespace Saltosion.OneWeapon.Effects {
float DirectionRadians = Random.value * Mathf.PI * 2.0f;
Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
if (!Options.CensorGore || DebrisType != DebrisType.Blood) {
GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), null);
GameObject NewObj = Instantiate(Obj, transform.position, new Quaternion(), ExplodableContainer);
Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
if (Bodypart == null) {
continue;
@ -73,6 +71,7 @@ namespace Saltosion.OneWeapon.Effects {
if (destroyGameObject) {
Destroy(gameObject);
DestroyedAlready = true;
}
}
}

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@ -69,10 +69,16 @@ namespace Saltosion.OneWeapon.Player {
}
public void TakeDamage() {
if (GodMode) {
return;
}
AddFun(-5f);
}
public void TakeExplosionDamage() {
if (GodMode) {
return;
}
AddFun(-10f);
}

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@ -2,7 +2,7 @@ using UnityEngine;
namespace Saltosion.OneWeapon.Utils {
public class Util {
public static T GetClosestTo<T>(Transform Searcher, float radius, bool needsLineOfSight = false) where T : MonoBehaviour {
public static T GetClosestTo<T>(Transform Searcher, float radius, LayerMask layerMask, bool needsLineOfSight = false) where T : MonoBehaviour {
Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(Searcher.position, radius);
float LowestDistance = float.PositiveInfinity;
T FoundTarget = null;
@ -14,7 +14,7 @@ namespace Saltosion.OneWeapon.Utils {
Vector2 Delta = (Collider.transform.position - Searcher.position);
float Distance = Delta.magnitude;
T TargetComponent = Collider.GetComponent<T>();
RaycastHit2D[] Hits = Physics2D.RaycastAll(Searcher.position, Delta.normalized, Distance);
RaycastHit2D[] Hits = Physics2D.RaycastAll(Searcher.position, Delta.normalized, Distance, layerMask);
bool LineOfSightObstructed;
if (needsLineOfSight) {

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@ -78,11 +78,12 @@
if (location.x < 0 || location.x > 1 || location.y < 0 || location.y > 1) {
continue;
}
fixed4 curr_light_col = tex2D(_LightTexture, location) * _LightIntensities[i];
curr_light_col = fixed4(curr_light_col.rgb * _LightColors[i].rgb * curr_light_col.a, 0);
total_light_col += curr_light_col;
total_light_col += pow(curr_light_col, 2);
}
total_light_col = sqrt(total_light_col);
fixed4 sprite_col = tex2D(_MainTex, input.uv);
sprite_col = sprite_col * input.color;

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@ -7,6 +7,7 @@ TagManager:
- Environment
- Enemy
- LightUpdater
- BodypartContainer
layers:
- Default
- TransparentFX