Updated Unity Version

Added graphics options and rendering quality level settings
Added new movement patterns to the dumb enemy AI
Added chance for Coward Enemies to drop a random
Added method to correctly reset the game variables on death and win screens
Updated the UI to work on different resolutions without breaking
Moved Sprites into a sprites folder
Fixed issue where score would overflow the int because the multiplier was too high
Fixed issue where new lives gained from the score breakpoints were not being calculated correctly
Fixed issue where clicking off a menu element then trying to control the menu with the controller did not correctly reselect a menu item
Fixed issue where enemies colliding with the outer boundary too much would break the sfx and music (i assume from a buffering issue)
This commit is contained in:
iDunnoDev
2022-07-23 14:43:52 +01:00
committed by iDunnoDev
parent fb3415c7b2
commit 62254a0332
145 changed files with 26991 additions and 1397 deletions

View File

@ -1,13 +1,22 @@
using System.Collections.Generic;
using UnityEngine;
public class CowardEnemyHoverMovement : HoverMovement
public class CowardEnemyHoverMovement : CommanderHoverMovement
{
public GameObject minePrefab;
public float mineSpawnChance;
public int mineSpawnChance;
public float mineSpawnCooldown;
private float _mineSpawnTick;
private TimerHelper _mineSpawnTick;
private bool _canSpawnMine;
public float mineDropTime;
public float mineDropCooldown;
private TimerHelper _mineDropTimer;
private TimerHelper _mineDropCooldownTimer;
private TimerHelper _canMineDropRoll;
private bool _mineDropReady;
private bool _mineDropping;
// Game object to track the player GO
private GameObject _player;
private GameObject _blackHole;
@ -33,7 +42,7 @@ public class CowardEnemyHoverMovement : HoverMovement
private float _aiVert;
private float _aiHorz;
private bool _aiJump;
public float cowerDistance;
public float emergencyBoostSpeed;
public float emergencyBoostCooldownSpeed;
@ -41,11 +50,11 @@ public class CowardEnemyHoverMovement : HoverMovement
public float emergencyBoostCooldown;
private bool _emergencyBoosting;
private bool _emergencyBoosted;
private float _currentEmergencyBoostingTick;
private float _currentEmergencyBoosterCooldownTick;
private TimerHelper _currentEmergencyBoostingTick;
private TimerHelper _currentEmergencyBoosterCooldownTick;
private float _currentHoldHeight;
private float _heightChangeTick;
private TimerHelper _heightChangeTick;
public float heightChangeInterval;
protected override void DoAwakeTasks()
@ -72,9 +81,21 @@ public class CowardEnemyHoverMovement : HoverMovement
_emergencyBoosting = false;
_emergencyBoosted = false;
_currentEmergencyBoosterCooldownTick = 0.0f;
_currentHoldHeight = GetCurrentHeight();
_heightChangeTick = 0.0f;
_currentEmergencyBoostingTick = new TimerHelper(emergencyBoostTime, false);
_currentEmergencyBoosterCooldownTick = new TimerHelper(emergencyBoostCooldown, false);
_heightChangeTick = new TimerHelper(heightChangeInterval, false);
_mineSpawnTick = new TimerHelper(mineSpawnCooldown, false);
_mineDropReady = false;
_mineDropping = false;
_mineDropTimer = new TimerHelper(mineDropTime, false);
_mineDropCooldownTimer = new TimerHelper(mineDropCooldown, false);
_canPartyTypes = new List<EnemyTypeName>();
_canPartyTypes.Add(EnemyTypeName.ENEMYDUMB);
_enemyParty = new List<HoverMovement>();
BaseOnStart();
// Custom start stuff can go here
@ -102,13 +123,13 @@ public class CowardEnemyHoverMovement : HoverMovement
// Get the Up vector of each gameObject so we can compare its X values rather than the Y
Vector3 playerDirection = _player.transform.position - transform.position;
Vector3 playerLocation = Vector3.ProjectOnPlane(_player.transform.position, Vector3.up);
Vector3 myLocation = Vector3.ProjectOnPlane(transform.position, Vector3.forward);
Vector3 direction = playerLocation - myLocation;
Vector3 direction = playerLocation - myLocation;
float facingPlayer = Vector3.Dot(playerDirection.normalized, transform.forward);
// Added a check to see if the difference is big enough to warrant a turn otherwise they just get stuck turning forever
float playerHeight = _player.GetComponent<PlayerHoverMovement>().GetCurrentHeight();
@ -122,9 +143,9 @@ public class CowardEnemyHoverMovement : HoverMovement
// Try to boost away
_emergencyBoosting = true;
_canSpawnMine = false;
_mineSpawnTick = 0.0f;
_mineSpawnTick.RestartTimer();
// Force a height change for fun
_heightChangeTick = heightChangeInterval;
_heightChangeTick.HasTicked(heightChangeInterval);
}
}
@ -140,7 +161,7 @@ public class CowardEnemyHoverMovement : HoverMovement
if (aboveCheck.rigidbody != null)
{
if ((GetCurrentHeight() < playerHeight))
{
{
_objectRigidbody.velocity = Vector3.zero;
_aiJump = false;
}
@ -163,8 +184,30 @@ public class CowardEnemyHoverMovement : HoverMovement
if (minePrefab != null)
{
if (_canSpawnMine && _emergencyBoosting)
{
DoAMineSpawn();
{
DoAMineSpawn();
}
else
{
if (!_emergencyBoosted)
{
if (_mineDropReady)
{
int dropChance = Random.Range(0, 100);
if (dropChance <= mineSpawnChance)
{
_mineDropping = true;
}
_mineDropReady = false;
}
else
{
if (_canSpawnMine && _mineDropping)
{
DoAMineSpawn();
}
}
}
}
}
}
@ -280,7 +323,7 @@ public class CowardEnemyHoverMovement : HoverMovement
// Check if the jump button
if (_aiJump && !_isJumping)
{
_isJumping = true;
_isJumping = true;
}
// Run any base class stuff
@ -315,51 +358,53 @@ public class CowardEnemyHoverMovement : HoverMovement
{
if (_emergencyBoosting)
{
if (_currentEmergencyBoostingTick >= emergencyBoostTime)
if (_currentEmergencyBoostingTick.HasTicked(currentTimeStep))
{
_emergencyBoosted = true;
_emergencyBoosting = false;
_currentEmergencyBoostingTick = 0.0f;
}
else
{
_currentEmergencyBoostingTick += currentTimeStep;
_currentEmergencyBoostingTick.RestartTimer();
}
}
if (_emergencyBoosted)
{
if (_currentEmergencyBoosterCooldownTick >= emergencyBoostCooldown)
if (_currentEmergencyBoosterCooldownTick.HasTicked(currentTimeStep))
{
_emergencyBoosted = false;
_currentEmergencyBoosterCooldownTick = 0.0f;
}
else
{
_currentEmergencyBoosterCooldownTick += currentTimeStep;
_currentEmergencyBoosterCooldownTick.RestartTimer();
}
}
if (_heightChangeTick >= heightChangeInterval)
if (_heightChangeTick.HasTicked(currentTimeStep))
{
_currentHoldHeight = Random.Range(startHeight, startHeight + 5.0f);
_heightChangeTick = 0.0f;
}
else
{
_heightChangeTick += currentTimeStep;
_currentHoldHeight = Random.Range(startHeight - 2.0f, startHeight + 3.0f);
_heightChangeTick.RestartTimer();
}
if (!_canSpawnMine)
{
if (_mineSpawnTick >= mineSpawnCooldown)
if (_mineSpawnTick.HasTicked(currentTimeStep))
{
_mineSpawnTick = 0.0f;
_mineSpawnTick.RestartTimer();
_canSpawnMine = true;
}
else
}
if (_mineDropping)
{
if (_mineDropTimer.HasTicked(currentTimeStep))
{
_mineSpawnTick += currentTimeStep;
_mineDropTimer.RestartTimer();
_mineDropping = false;
}
}
if (!_mineDropReady && !_mineDropping)
{
if (_mineDropCooldownTimer.HasTicked(currentTimeStep))
{
_mineDropCooldownTimer.RestartTimer();
_mineDropReady = true;
}
}
}