Fix lots of misc bugs
This commit is contained in:
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9d4171aa39
commit
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@ -187,6 +187,9 @@ MonoBehaviour:
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@ -187,6 +187,9 @@ MonoBehaviour:
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@ -257,7 +257,7 @@ Rigidbody2D:
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@ -381,6 +381,9 @@ MonoBehaviour:
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@ -4882,7 +4882,7 @@ GameObject:
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@ -4915,7 +4915,7 @@ GameObject:
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@ -4994,7 +4994,7 @@ GameObject:
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@ -124,6 +124,9 @@ MonoBehaviour:
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@ -125,6 +125,9 @@ MonoBehaviour:
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@ -124,6 +124,9 @@ MonoBehaviour:
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@ -124,6 +124,9 @@ MonoBehaviour:
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@ -15702,7 +15702,7 @@ Transform:
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--- !u!1001 &402096464
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@ -16464,6 +16464,36 @@ PrefabInstance:
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type: 3}
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@ -1,13 +1,15 @@
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using UnityEngine;
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using Saltosion.OneWeapon.Utils;
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using Saltosion.OneWeapon.Utils;
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using Saltosion.OneWeapon.Enemies;
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using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI.Triggers {
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namespace Saltosion.OneWeapon.AI.Triggers {
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public class EnemySighted : Trigger {
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public class EnemySighted : Trigger {
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public LayerMask SearchLayerMask;
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public float Radius;
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public float Radius;
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public Enemy ClosestEnemy { get; private set; }
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public Enemy ClosestEnemy { get; private set; }
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public override bool IsTriggered() {
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public override bool IsTriggered() {
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ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius);
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ClosestEnemy = Util.GetClosestTo<Enemy>(transform, Radius, SearchLayerMask);
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return ClosestEnemy != null;
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return ClosestEnemy != null;
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}
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}
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}
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}
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@ -5,6 +5,7 @@ using Saltosion.OneWeapon.Enemies;
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namespace Saltosion.OneWeapon.AI.Triggers {
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namespace Saltosion.OneWeapon.AI.Triggers {
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public class PlayerSighted : Trigger {
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public class PlayerSighted : Trigger {
|
||||||
|
public LayerMask SearchLayerMask;
|
||||||
[Tooltip("How close the player needs to be for the AI to notice them.")]
|
[Tooltip("How close the player needs to be for the AI to notice them.")]
|
||||||
public float Radius;
|
public float Radius;
|
||||||
[Tooltip("How far the player needs to escape for the AI to \"forget\" them.")]
|
[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;
|
private float ForgetCountdownStartTime = 0.0f;
|
||||||
|
|
||||||
public override bool IsTriggered() {
|
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) {
|
if (Sighted != null) {
|
||||||
CountdownStarted = false;
|
CountdownStarted = false;
|
||||||
Player = Sighted;
|
Player = Sighted;
|
||||||
|
@ -2,6 +2,8 @@
|
|||||||
|
|
||||||
namespace Saltosion.OneWeapon.Effects {
|
namespace Saltosion.OneWeapon.Effects {
|
||||||
public class DebrisParticle : MonoBehaviour {
|
public class DebrisParticle : MonoBehaviour {
|
||||||
|
public LayerMask StickyLayers;
|
||||||
|
|
||||||
public SpriteRenderer Renderer;
|
public SpriteRenderer Renderer;
|
||||||
|
|
||||||
public Vector2 LaunchForce = new Vector2();
|
public Vector2 LaunchForce = new Vector2();
|
||||||
@ -43,7 +45,7 @@ namespace Saltosion.OneWeapon.Effects {
|
|||||||
|
|
||||||
Vector2 AppliedMovement = Velocity * Time.fixedDeltaTime;
|
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) {
|
if (Hit.rigidbody != null && Hit.rigidbody.gameObject == Hit.collider.gameObject) {
|
||||||
bool IsStatic = Hit.rigidbody.bodyType == RigidbodyType2D.Static;
|
bool IsStatic = Hit.rigidbody.bodyType == RigidbodyType2D.Static;
|
||||||
Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);
|
Velocity = Velocity.normalized * Mathf.Min(IsStatic ? 15.0f : 60.0f, Velocity.magnitude);
|
||||||
|
@ -13,6 +13,7 @@ namespace Saltosion.OneWeapon.Effects {
|
|||||||
|
|
||||||
private CameraFX CameraFX;
|
private CameraFX CameraFX;
|
||||||
private PlayerFun PlayerFun;
|
private PlayerFun PlayerFun;
|
||||||
|
private Transform ExplodableContainer;
|
||||||
|
|
||||||
private bool DestroyedAlready = false;
|
private bool DestroyedAlready = false;
|
||||||
|
|
||||||
@ -28,6 +29,7 @@ namespace Saltosion.OneWeapon.Effects {
|
|||||||
|
|
||||||
CameraFX = Camera.main.GetComponent<CameraFX>();
|
CameraFX = Camera.main.GetComponent<CameraFX>();
|
||||||
PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
|
PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
|
||||||
|
ExplodableContainer = GameObject.FindGameObjectWithTag("BodypartContainer").transform;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update() {
|
private void Update() {
|
||||||
@ -38,14 +40,10 @@ namespace Saltosion.OneWeapon.Effects {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Explode(bool destroyGameObject) {
|
public void Explode(bool destroyGameObject) {
|
||||||
if (destroyGameObject) {
|
|
||||||
// Destroying the object during explosion implies that it can explode only once,
|
// 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.
|
// but Destroy() doesn't happen instantly, so here's a guard for that.
|
||||||
if (DestroyedAlready) {
|
if (destroyGameObject && DestroyedAlready) {
|
||||||
return;
|
return;
|
||||||
} else {
|
|
||||||
DestroyedAlready = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
int Count = (int)(BodypartMinCount + (BodypartMaxCount - BodypartMinCount) * Random.value);
|
int Count = (int)(BodypartMinCount + (BodypartMaxCount - BodypartMinCount) * Random.value);
|
||||||
@ -55,7 +53,7 @@ namespace Saltosion.OneWeapon.Effects {
|
|||||||
float DirectionRadians = Random.value * Mathf.PI * 2.0f;
|
float DirectionRadians = Random.value * Mathf.PI * 2.0f;
|
||||||
Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
|
Vector2 Direction = new Vector2(Mathf.Cos(DirectionRadians), Mathf.Sin(DirectionRadians));
|
||||||
if (!Options.CensorGore || DebrisType != DebrisType.Blood) {
|
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>();
|
Rigidbody2D Bodypart = NewObj.GetComponent<Rigidbody2D>();
|
||||||
if (Bodypart == null) {
|
if (Bodypart == null) {
|
||||||
continue;
|
continue;
|
||||||
@ -73,6 +71,7 @@ namespace Saltosion.OneWeapon.Effects {
|
|||||||
|
|
||||||
if (destroyGameObject) {
|
if (destroyGameObject) {
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
|
DestroyedAlready = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -69,10 +69,16 @@ namespace Saltosion.OneWeapon.Player {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void TakeDamage() {
|
public void TakeDamage() {
|
||||||
|
if (GodMode) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
AddFun(-5f);
|
AddFun(-5f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void TakeExplosionDamage() {
|
public void TakeExplosionDamage() {
|
||||||
|
if (GodMode) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
AddFun(-10f);
|
AddFun(-10f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2,7 +2,7 @@ using UnityEngine;
|
|||||||
|
|
||||||
namespace Saltosion.OneWeapon.Utils {
|
namespace Saltosion.OneWeapon.Utils {
|
||||||
public class Util {
|
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);
|
Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(Searcher.position, radius);
|
||||||
float LowestDistance = float.PositiveInfinity;
|
float LowestDistance = float.PositiveInfinity;
|
||||||
T FoundTarget = null;
|
T FoundTarget = null;
|
||||||
@ -14,7 +14,7 @@ namespace Saltosion.OneWeapon.Utils {
|
|||||||
Vector2 Delta = (Collider.transform.position - Searcher.position);
|
Vector2 Delta = (Collider.transform.position - Searcher.position);
|
||||||
float Distance = Delta.magnitude;
|
float Distance = Delta.magnitude;
|
||||||
T TargetComponent = Collider.GetComponent<T>();
|
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;
|
bool LineOfSightObstructed;
|
||||||
if (needsLineOfSight) {
|
if (needsLineOfSight) {
|
||||||
|
@ -81,8 +81,9 @@
|
|||||||
|
|
||||||
fixed4 curr_light_col = tex2D(_LightTexture, location) * _LightIntensities[i];
|
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);
|
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);
|
fixed4 sprite_col = tex2D(_MainTex, input.uv);
|
||||||
sprite_col = sprite_col * input.color;
|
sprite_col = sprite_col * input.color;
|
||||||
|
@ -7,6 +7,7 @@ TagManager:
|
|||||||
- Environment
|
- Environment
|
||||||
- Enemy
|
- Enemy
|
||||||
- LightUpdater
|
- LightUpdater
|
||||||
|
- BodypartContainer
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
Loading…
Reference in New Issue
Block a user