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

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@ -5,6 +5,7 @@ using Saltosion.OneWeapon.Enemies;
namespace Saltosion.OneWeapon.AI.Triggers { namespace Saltosion.OneWeapon.AI.Triggers {
public class PlayerSighted : Trigger { 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;

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@ -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);

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@ -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 (destroyGameObject && DestroyedAlready) {
if (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;
} }
} }
} }

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@ -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);
} }

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@ -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) {

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@ -78,11 +78,12 @@
if (location.x < 0 || location.x > 1 || location.y < 0 || location.y > 1) { if (location.x < 0 || location.x > 1 || location.y < 0 || location.y > 1) {
continue; continue;
} }
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;

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