Big post jam reorganization

This commit is contained in:
Jens Pitkänen 2019-08-07 21:03:51 +03:00
parent 8e07148858
commit bdb0790629
64 changed files with 43493 additions and 637 deletions

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8
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@ -3,12 +3,12 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace Saltosion.OneWeapon { namespace Saltosion.OneWeapon {
[RequireComponent(typeof(Camera))]
public class CameraFX : MonoBehaviour { public class CameraFX : MonoBehaviour {
public Transform Player; public Transform Player;
public Transform ShakeHandle; public Transform ShakeHandle;
public Transform CameraTransform;
public Camera Camera;
private Camera Camera;
private Vector3 Offset; private Vector3 Offset;
private float ScreenShakeTime = 0.0f; private float ScreenShakeTime = 0.0f;
@ -16,9 +16,8 @@ namespace Saltosion.OneWeapon {
private float TimeStopCooldown = 0.0f; private float TimeStopCooldown = 0.0f;
private void Start() { private void Start() {
Camera = GetComponent<Camera>(); Offset = CameraTransform.position;
Offset = transform.position; CameraTransform.position = Player.position + Offset;
transform.position = Player.position + Offset;
} }
private void Update() { private void Update() {
@ -30,7 +29,7 @@ namespace Saltosion.OneWeapon {
} }
Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f; Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
transform.position = Vector3.Lerp(transform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset; CameraTransform.position = Vector3.Lerp(CameraTransform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
if (ScreenShakeTime > 0) { if (ScreenShakeTime > 0) {
ScreenShakeTime -= Time.deltaTime; ScreenShakeTime -= Time.deltaTime;

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@ -3,17 +3,13 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace Saltosion.OneWeapon { namespace Saltosion.OneWeapon {
[RequireComponent(typeof(Explodable))] public class Health : MonoBehaviour {
public class ExplodableHealth : MonoBehaviour {
public float MaxHealth; public float MaxHealth;
public float CurrentHealth; public float CurrentHealth;
private Explodable Explodable;
private PlayerFun PlayerFun; private PlayerFun PlayerFun;
private void Start() { private void Start() {
Explodable = GetComponent<Explodable>();
PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>(); PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
} }
@ -22,7 +18,6 @@ namespace Saltosion.OneWeapon {
MaxHealth -= amount * (1 + PlayerFun.CurrentDamageBoost); MaxHealth -= amount * (1 + PlayerFun.CurrentDamageBoost);
if (MaxHealth <= 0) { if (MaxHealth <= 0) {
MaxHealth = 0; MaxHealth = 0;
Explodable.Explode(true);
} }
} }
} }

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@ -4,7 +4,7 @@ using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
namespace Saltosion.OneWeapon.Menus { namespace Saltosion.OneWeapon.Menus {
public class OptionsMenuController : MonoBehaviour { public class BackToMainMenuButton : MonoBehaviour {
public int MainMenuScene; public int MainMenuScene;
public void BackToMainMenu() { public void BackToMainMenu() {

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@ -45,7 +45,7 @@ namespace Saltosion.OneWeapon.Bullets {
// Do damage here, kill everyone // Do damage here, kill everyone
Explodable Explodable = collider.GetComponent<Explodable>(); Explodable Explodable = collider.GetComponent<Explodable>();
ExplodableHealth Health = collider.GetComponent<ExplodableHealth>(); Health Health = collider.GetComponent<Health>();
Vector2 Direction = (collider.transform.position - transform.position).normalized; Vector2 Direction = (collider.transform.position - transform.position).normalized;
if (Health != null) { if (Health != null) {
Health.Damage(12f, -Direction); Health.Damage(12f, -Direction);

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@ -16,7 +16,7 @@ namespace Saltosion.OneWeapon {
Punching = false; Punching = false;
Explodable Explodable = collider.GetComponent<Explodable>(); Explodable Explodable = collider.GetComponent<Explodable>();
ExplodableHealth Health = collider.GetComponent<ExplodableHealth>(); Health Health = collider.GetComponent<Health>();
Vector2 Direction = (collider.transform.position - transform.position).normalized; Vector2 Direction = (collider.transform.position - transform.position).normalized;
if (Health != null) { if (Health != null) {
Health.Damage(8f, -Direction); Health.Damage(8f, -Direction);

8
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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Saltosion.OneWeapon {
public class CameraHelper : MonoBehaviour {
private void Start() {
}
private void Update() {
}
}
}

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