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Direction = Quaternion.Euler(0, 0, dTheta) * CentralDirection; - - Turret.BeginFiring(); - - FiringTimer.IfElapsed(StopFiring); - } - - void StopFiring() { - RelinquishControlTo(AfterAtack); - } - - public override void ControlRelinquished() { - Turret.StopFiring(); - } - -} diff --git a/Assets/src/BossSweepingFireAI.cs.meta b/Assets/src/BossSweepingFireAI.cs.meta deleted file mode 100644 index 2a623387..00000000 --- a/Assets/src/BossSweepingFireAI.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: dfc68232df6da4a1cbdcab43a31c04f1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/src/BulletCollidesWithDamageable.cs b/Assets/src/BulletCollidesWithDamageable.cs index df9a722e..f5a35229 100644 --- a/Assets/src/BulletCollidesWithDamageable.cs +++ b/Assets/src/BulletCollidesWithDamageable.cs @@ -3,42 +3,66 @@ using UnityEngine; public class BulletCollidesWithDamageable : MonoBehaviour { - public BulletData BulletData; + public Rigidbody2D Rigidbody; + public Collider2D Collider; public GameObject Explosion; - void OnCollisionEnter2D(Collision2D col) { - HitPoints hp = col.gameObject.GetComponent(); + private bool Hit = false; + private int ShouldDestroyInFrames = -1; + + void Start() { + SetIgnoreCollisionWithSelf(true); + } + + void OnCollisionEnter2D(Collision2D collision) { + if (Hit) + return; + + HitPoints hp = collision.gameObject.GetComponent(); if (hp != null) { bool isCounterAttack = hp.Damage(BulletData.Damage, true); if (isCounterAttack && BulletData.Originator) { Vector3 toOriginator = (BulletData.Originator.transform.position - transform.position).normalized; - GetComponent().velocity = BulletData.CounterAttackSpeed * toOriginator; + Rigidbody.velocity = BulletData.CounterAttackSpeed * toOriginator; + BulletData.Damage = BulletData.CounterAttackDamage; gameObject.layer = LayerMask.NameToLayer("PlayerBullet"); + SetIgnoreCollisionWithSelf(false); return; } } - ImmoboliseBullet(); - SpawnExplosion(); - Invoke("DestroyBullet", 0.5f); - } + Hit = true; - void ImmoboliseBullet() { - GetComponent().enabled = false; - GetComponent().enabled = false; - GetComponent().simulated = false; - GetComponent().emitting = false; - } + Vector3 point = collision.GetContact(0).point; + Instantiate(Explosion, point, Quaternion.identity); + + // Ensure bullet stays at contact point + gameObject.transform.position = point; + Rigidbody.simulated = false; + Collider.enabled = false; - void SpawnExplosion() { - Instantiate(Explosion, transform); + /** + * Give the trail renderer time to catch up, ensuring a continuous trail + * that ends at the explosion. + */ + ShouldDestroyInFrames = 2; } - void DestroyBullet() { - Destroy(gameObject); + void Update() { + if (ShouldDestroyInFrames == 0) { + Destroy(gameObject); + } else if (ShouldDestroyInFrames > 0) { + ShouldDestroyInFrames--; + } } + private void SetIgnoreCollisionWithSelf(bool ignore) { + if (BulletData.IgnoreCollider == null) + return; + + Physics2D.IgnoreCollision(Collider, BulletData.IgnoreCollider, ignore); + } } diff --git a/Assets/src/BulletData.cs b/Assets/src/BulletData.cs index ce252c29..dd384e64 100644 --- a/Assets/src/BulletData.cs +++ b/Assets/src/BulletData.cs @@ -8,5 +8,7 @@ public class BulletData : MonoBehaviour { public float Lifetime; public GameObject Originator; public float CounterAttackSpeed; + public float CounterAttackDamage; public Func GetDirection; + public Collider2D IgnoreCollider; } diff --git a/Assets/src/CameraState.cs b/Assets/src/CameraState.cs index bdeec701..360e8d1e 100644 --- a/Assets/src/CameraState.cs +++ b/Assets/src/CameraState.cs @@ -41,5 +41,5 @@ private static Vector2 RelativeToAbsolute(Vector2 position) => position + PlayerPosition; private static Vector2 PlayerPosition - => PlayerGameObject.Current.transform.position; + => PlayerGameObject.Position; } diff --git a/Assets/src/CameraZone.cs b/Assets/src/CameraZone.cs index b95a5c92..589b6ec5 100644 --- a/Assets/src/CameraZone.cs +++ b/Assets/src/CameraZone.cs @@ -32,7 +32,7 @@ void OnTriggerExit2D(Collider2D collider) { private Vector2 GetOffset() { Bounds bounds = Collider.bounds; - Vector2 playerPosition = PlayerGameObject.Current.transform.position; + Vector2 playerPosition = PlayerGameObject.Position; return new Vector2( DynamicOffsetX.Evaluate( diff --git a/Assets/src/ChargerGremlinAttackAI.cs b/Assets/src/ChargerGremlinAttackAI.cs index 848e920c..b5467ce1 100644 --- a/Assets/src/ChargerGremlinAttackAI.cs +++ b/Assets/src/ChargerGremlinAttackAI.cs @@ -128,7 +128,7 @@ private void SetWiggleAngle(float angle) { } private bool IsBullet(int layer) - => ((2 << layer) & CollisionMask.BulletMask) != 0; + => ((1 << layer) & CollisionMask.BulletMask) != 0; private void DisableSlowOnDamage() { PreviousSlowOnDamage = HitPointEvents.SlowOnDamage; diff --git a/Assets/src/CollisionMask.cs b/Assets/src/CollisionMask.cs index 15af42b8..1251d423 100644 --- a/Assets/src/CollisionMask.cs +++ b/Assets/src/CollisionMask.cs @@ -59,6 +59,7 @@ private static LayerMask GetPlayerMask() => ).Value; private static LayerMask GetBulletMask() => + LayerMask.GetMask("GenericBullet") | LayerMask.GetMask("PlayerBullet") | LayerMask.GetMask("EnemyBullet"); } diff --git a/Assets/src/FireBullet.cs b/Assets/src/FireBullet.cs index 4fe68bb6..c8ce9f79 100644 --- a/Assets/src/FireBullet.cs +++ b/Assets/src/FireBullet.cs @@ -5,20 +5,44 @@ public class FireBullet : MonoBehaviour { public PlaySound PlaySound; + public Collider2D IgnoreCollider; + + public void Fire( + GameObject prefab, + float speed, + float damage, + Func getDirection = null, + Func getTarget = null, + float? counterAttackDamage = null, + Vector3? origin = null, + string soundKey = "" + ) { +#if UNITY_EDITOR + if ((getDirection == null) == (getTarget == null)) { + throw new System.Exception("FireBullet requires getDirection or getTarget, but not both"); + } +#endif + + Vector3 safeOrigin = origin ?? transform.position; + + if (getDirection == null) { + getDirection = () => getTarget() - safeOrigin; + } - public void Fire(GameObject prefab, Func getDirection, float speed, float damage, string soundKey = "") { Vector3 direction = getDirection(); if (direction.magnitude == 0) return; - GameObject bullet = Instantiate(prefab, transform.position, transform.rotation); + GameObject bullet = Instantiate(prefab, safeOrigin, Quaternion.identity); BulletData bulletData = bullet.GetComponent(); bulletData.Damage = damage; bulletData.Originator = gameObject; bulletData.CounterAttackSpeed = speed; + bulletData.CounterAttackDamage = counterAttackDamage ?? damage; bulletData.GetDirection = getDirection; + bulletData.IgnoreCollider = IgnoreCollider; bullet.GetComponent().velocity = speed * direction.normalized; diff --git a/Assets/src/FireBullets.cs b/Assets/src/FireBullets.cs index c69549c2..a121caef 100644 --- a/Assets/src/FireBullets.cs +++ b/Assets/src/FireBullets.cs @@ -6,33 +6,38 @@ public class FireBullets : MonoBehaviour { public FireBullet FireBullet; - public float Duration = -1; public float BulletsPerSecond = 1; public GameObject BulletPrefab; public float BulletSpeed; public float BulletDamage; + public float CounterAttackDamage; public string ShootSoundKey; - public UnityEvent OnStopFiring; - Func GetDirection; - bool Firing; - float BeganFiringAt; - int BulletsFired; + public bool Firing { get; private set; } + + private Func GetDirection, GetTarget, GetOrigin; + private int BulletsFired; + private Stopwatch Stopwatch; void Start() { PreloadProgrammerSounds.PreloadSound(ShootSoundKey); } - public void BeginFiring(Func getDirection) { + public void BeginFiring( + Func getDirection = null, + Func getTarget = null, + Func getOrigin = null + ) { GetDirection = getDirection; + GetTarget = getTarget; + GetOrigin = getOrigin; Firing = true; - BeganFiringAt = PlayingTime.time; BulletsFired = 0; + Stopwatch = new Stopwatch.PlayingTime(); } public void StopFiring() { Firing = false; - OnStopFiring.Invoke(); } @@ -40,13 +45,7 @@ void Update() { if (!Firing || !StateManager.Playing) return; - float timeSinceBegan = PlayingTime.time - BeganFiringAt; - - if (Duration > 0 && timeSinceBegan > Duration) { - StopFiring(); - return; - } - + float timeSinceBegan = Stopwatch.Time(); int expectedBulletsFired = (int)Mathf.Floor(timeSinceBegan * BulletsPerSecond); if (expectedBulletsFired > BulletsFired) { @@ -59,8 +58,11 @@ void Fire() { FireBullet.Fire( prefab: BulletPrefab, getDirection: GetDirection, + getTarget: GetTarget, + origin: GetOrigin == null ? null : GetOrigin(), speed: BulletSpeed, damage: BulletDamage, + counterAttackDamage: CounterAttackDamage, soundKey: ShootSoundKey ); } diff --git a/Assets/src/FollowsPlayer.cs b/Assets/src/FollowsPlayer.cs index f2f1e8a6..c00af494 100644 --- a/Assets/src/FollowsPlayer.cs +++ b/Assets/src/FollowsPlayer.cs @@ -3,15 +3,12 @@ using UnityEngine; public class FollowsPlayer : MonoBehaviour { - private Vector3 offset; - // Use this for initialization void Start() { - offset = transform.position - PlayerGameObject.Current.transform.position; + offset = transform.position - PlayerGameObject.Position; } - // Update is called once per frame void LateUpdate() { transform.position = PlayerGameObject.Current.transform.position + offset; } diff --git a/Assets/src/OnCollideWithPlayer.cs b/Assets/src/OnCollideWithPlayer.cs index 10d09846..4bf1c454 100644 --- a/Assets/src/OnCollideWithPlayer.cs +++ b/Assets/src/OnCollideWithPlayer.cs @@ -17,4 +17,10 @@ void OnCollisionEnter2D(Collision2D collision) { OnCollide.Invoke(); } } + + void OnCollisionStay2D(Collision2D collision) { + if (collision.gameObject.tag == "Player") { + OnCollide.Invoke(); + } + } } diff --git a/Assets/src/OnCollision.cs b/Assets/src/OnCollision.cs index 713de877..82a6249f 100644 --- a/Assets/src/OnCollision.cs +++ b/Assets/src/OnCollision.cs @@ -23,4 +23,11 @@ void OnCollisionEnter2D(Collision2D collision) { OnCollide.Invoke(); } } + + void OnCollisionStay2D(Collision2D collision) { + if (StandardCollisions) { + LastCollider = collision.collider; + OnCollide.Invoke(); + } + } } diff --git a/Assets/src/PlayerGameObject.cs b/Assets/src/PlayerGameObject.cs index 469ebe9e..33a6b423 100644 --- a/Assets/src/PlayerGameObject.cs +++ b/Assets/src/PlayerGameObject.cs @@ -5,6 +5,7 @@ public class PlayerGameObject : MonoBehaviour { public static GameObject Current; + public static Vector3 Position => Current.transform.position; public static Vector3 EstimatedVelocity => Vector3.ClampMagnitude(EstimatedDirection, Speed); private static float Speed; diff --git a/Assets/src/RotateToFacePlayer.cs b/Assets/src/RotateToFacePlayer.cs index f5ecfb4c..4bd9243b 100644 --- a/Assets/src/RotateToFacePlayer.cs +++ b/Assets/src/RotateToFacePlayer.cs @@ -7,7 +7,7 @@ void Update() { if (!StateManager.Playing) return; - Vector3 toPlayer = PlayerGameObject.Current.transform.position - transform.position; + Vector3 toPlayer = PlayerGameObject.Position - transform.position; transform.rotation = Quaternion.Euler( 0, diff --git a/Assets/src/StaticLaser.cs b/Assets/src/StaticLaser.cs index f34a9fca..922613be 100644 --- a/Assets/src/StaticLaser.cs +++ b/Assets/src/StaticLaser.cs @@ -14,7 +14,7 @@ void Update() { if (!StateManager.Playing) return; - float relativePlayerY = transform.InverseTransformPoint(PlayerGameObject.Current.transform.position).y; + float relativePlayerY = transform.InverseTransformPoint(PlayerGameObject.Position).y; LaserHumTransform.localPosition = new Vector3(0, Mathf.Clamp(relativePlayerY, MinY, MaxY), 0); } } diff --git a/Assets/src/TrashCan.cs b/Assets/src/TrashCan.cs index fb0660a6..8f191b67 100644 --- a/Assets/src/TrashCan.cs +++ b/Assets/src/TrashCan.cs @@ -64,7 +64,7 @@ public override void OnInspect() { public void BeginAnimation() { Stage++; - Vector3 playerPosition = PlayerGameObject.Current.transform.position; + Vector3 playerPosition = PlayerGameObject.Position; PopPixieSpriteTransform.position = playerPosition; diff --git a/Assets/src/Turret.cs b/Assets/src/Turret.cs index 99c9f7ce..1b2bc514 100644 --- a/Assets/src/Turret.cs +++ b/Assets/src/Turret.cs @@ -2,40 +2,86 @@ using System.Collections.Generic; using UnityEngine; -public class Turret : AFireable { +public class Turret : MonoBehaviour { + public Transform SpriteTransform; + public Transform Gun1Transform, Gun2Transform; + public FireBullets FireBullets; + public float FireDuration, CoolDownDuration; + public float AimSpeed = -1f; - public Weapon Weapon; - public BulletEmitter BulletEmitter; + private bool CoolingDown = false; + private Vector3 VirtualPlayerDirection = Vector3.up; + private int GunIndex = 0; - public bool Firing; - private IntervalTimer FireTimer; + void Update() { + if (!StateManager.Playing) + return; - void Start() { - FireTimer = new IntervalTimer() { - TimeClass = "PlayingTime", - Interval = Weapon.CooldownInterval() - }; - } + if (CanSeePlayer() && !FireBullets.Firing && !CoolingDown) { + StartFiring(); + } + + if (FireBullets.Firing) { + if (AimSpeed > 0) { + VirtualPlayerDirection = Vector3.MoveTowards( + VirtualPlayerDirection, + DirectionToPlayer, + AimSpeed * Time.deltaTime + ); + } else { + VirtualPlayerDirection = DirectionToPlayer; + } + } - public override void BeginFiring() { - Firing = true; - FireTimer.Start(); + SpriteTransform.rotation = Quaternion.Euler( + 0, + 0, + Mathf.Atan2( + VirtualPlayerDirection.y, + VirtualPlayerDirection.x + ) * Mathf.Rad2Deg + ); } - public override void StopFiring() { - Firing = false; + void OnDisable() { + FireBullets.StopFiring(); } - void Update() { - if (!StateManager.Playing) - return; + private void StartFiring() { + FireBullets.BeginFiring( + getTarget: () => transform.position + DistanceToPlayer * VirtualPlayerDirection, + getOrigin: () => { + GunIndex = 1 - GunIndex; + return (GunIndex == 0 ? Gun1Transform : Gun2Transform).position; + } + ); - if (Firing) - FireTimer.IfElapsed(() => ShootBullet()); + AsyncTimer.PlayingTime.SetTimeout( + StopFiring, + FireDuration, + bindToBehaviour: this + ); } - void ShootBullet() { - BulletEmitter.Shoot(Weapon); + private void StopFiring() { + FireBullets.StopFiring(); + CoolingDown = true; + + AsyncTimer.PlayingTime.SetTimeout( + () => CoolingDown = false, + CoolDownDuration, + bindToBehaviour: this + ); } + private Vector3 VectorToPlayer => PlayerGameObject.Position - transform.position; + private Vector3 DirectionToPlayer => VectorToPlayer.normalized; + private float DistanceToPlayer => VectorToPlayer.magnitude; + + private bool CanSeePlayer() => !Physics2D.Raycast( + transform.position, + DirectionToPlayer, + DistanceToPlayer, + CollisionMask.OpaqueMask + ); } diff --git a/Assets/src/VisionCone.cs b/Assets/src/VisionCone.cs index 6e6a560a..9212f144 100644 --- a/Assets/src/VisionCone.cs +++ b/Assets/src/VisionCone.cs @@ -46,7 +46,7 @@ void Update() { // We only care about the centre of the player, relative to our own origin Vector2 playerPosition = transform.InverseTransformPoint( - PlayerGameObject.Current.transform.position + PlayerGameObject.Position ); bool seesPlayer = PointIsInsideCone(playerPosition) && diff --git a/ProjectSettings/Physics2DSettings.asset b/ProjectSettings/Physics2DSettings.asset index 624667da..57b4b2c3 100644 --- a/ProjectSettings/Physics2DSettings.asset +++ b/ProjectSettings/Physics2DSettings.asset @@ -45,4 +45,4 @@ Physics2DSettings: m_ReuseCollisionCallbacks: 0 m_AutoSyncTransforms: 1 m_GizmoOptions: 10 - m_LayerCollisionMatrix: f75ffbfff75ffbfff75ff9ffc000a0fff75ff9fff75ff9fffffffffffffffffff7f5f9fff75ef8fff703bdfff712fcfff7fbf9ffc051e8fff773f8ffc011e8fff715f9ffc300b8ffc00ca8fff7fffffff75ffbffffffbffff7fbd9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: f75ffbfff75ffbfff75ff9ff4000a0fff75ff9fff75ff9ffffffffff7753fdfff7f5f9fff75ef8ff7703bdff7712fcfff7fbf9ff4051e8fff773f8ff4011e8fff715f9ff4300b8ffc00ca8fff7fffffff75ffbffffffbffff7fbd9ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 873ff62b..60084f28 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ TagManager: - Water - UI - - - + - GenericBullet - Enemy - DoNotCollideWithEnemy - PlayerBullet