7 Commits
awman ... lore

Author SHA1 Message Date
0c3b65aecc Merge branch 'main' into lore 2024-10-28 15:43:36 -07:00
Iazubi
8ee568a2f0 never let me cook again bro
what the heck am I creating...
2024-10-27 01:53:02 -07:00
Iazubi
58a60cbd0b CHANGED BACKGROUND COLOURS (SHOULD PUT THIS IN MAIN)
Finally found the background scene colours and accidentally messed up all of my preferenes oh well but the background is finally black now.
2024-10-27 01:44:06 -07:00
Iazubi
3ebf3b2022 Added GameObjects for selecting ANY chapter
You can now enter all the chapters via the corresponding buttons
2024-10-27 01:00:49 -07:00
Iazubi
67e9116a80 Merge branch 'main' into lore 2024-10-27 00:33:57 -07:00
Iazubi
76f4ef93cd Testing Chapter 7 lore 2024-10-27 00:23:26 -07:00
Iazubi
a22699423c More lore added
title
2024-10-27 00:21:32 -07:00
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using System.Collections;
using UnityEngine;
using TMPro;
public class TypewriterEffectCh7 : MonoBehaviour
{
public TextMeshProUGUI textComponent; // Reference to the TextMeshProUGUI component
public float typingSpeed = 0.05f; // Speed of the typing effect
private string fullText; // Full text to display
private Coroutine typingCoroutine; // Coroutine to handle typing
public void Start()
{
// Example of starting the effect
SetText("Teo, armed up to the teeth, readily faces Gryan Breen. This was the battle that would go down in history. Sword in hand, fully focused, He readies for the attack. It was do or die.\n\n\"Then let it be known that you are the first and last man to ever see my full strength, Teo.\"");
}
public void SetText(string text)
{
fullText = text;
textComponent.text = ""; // Clear current text
// Stop any existing typing coroutine before starting a new one
if (typingCoroutine != null)
{
StopCoroutine(typingCoroutine);
}
// Start typing the new text
typingCoroutine = StartCoroutine(TypeText());
}
private IEnumerator TypeText()
{
// Type each character one by one
foreach (char c in fullText)
{
textComponent.text += c;
yield return new WaitForSeconds(typingSpeed);
}
typingCoroutine = null; // Reset coroutine reference after finishing
}
// Optional method to speed up typing
public void SpeedUpTyping(float newSpeed)
{
typingSpeed = newSpeed;
}
}

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh2 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh2()
{
SceneManager.LoadScene("Chapter2");
}
}

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fileFormatVersion: 2
guid: de1d1090b47cba949902aaf554cdd286

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh3 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh3()
{
SceneManager.LoadScene("Chapter3");
}
}

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fileFormatVersion: 2
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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh4 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh4()
{
SceneManager.LoadScene("Chapter4");
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh5 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh5()
{
SceneManager.LoadScene("Chapter5");
}
}

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fileFormatVersion: 2
guid: 6277fefe34a01f74e961bf46090a0be4

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh6 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh6()
{
SceneManager.LoadScene("Chapter6");
}
}

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fileFormatVersion: 2
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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh7 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh7()
{
SceneManager.LoadScene("Chapter7");
}
}

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fileFormatVersion: 2
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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh8 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh8()
{
SceneManager.LoadScene("Chapter8");
}
}

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ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
gunThrower: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3}
fastFucker: {fileID: 7192111562784377269, guid: 2c67a9ffe3cbdc6989fcabe398ffd2dc, type: 3}
creeper: {fileID: 398740452138961375, guid: ffe7e66eebc0e53d993926c0304591da, type: 3}
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@@ -7,15 +7,11 @@ public class GameState : MonoBehaviour
public GameObject shop; public GameObject shop;
public GameObject ratbot; public GameObject ratbot;
public GameObject gunThrower; public GameObject gunThrower;
public GameObject fastFucker;
public GameObject creeper;
int[] counts = new int[4]; int[] counts = new int[2];
enum CountIndex : uint { enum CountIndex : uint {
ratbot = 0, ratbot = 0,
gunThrower = 1, gunThrower = 1
fastFucker = 2,
creeper = 3
} }
void Start() { void Start() {
@@ -56,7 +52,6 @@ public class GameState : MonoBehaviour
for (uint _ = 0; _ <= wave; _++) { for (uint _ = 0; _ <= wave; _++) {
GameObject newRatbot = Instantiate( GameObject newRatbot = Instantiate(
SpawnRatbot(), SpawnRatbot(),
// Spawn ratbots in a circle around the player
Random.insideUnitCircle.normalized*20 Random.insideUnitCircle.normalized*20
+ new Vector2 ( + new Vector2 (
playerPosition.x, playerPosition.x,
@@ -64,8 +59,6 @@ public class GameState : MonoBehaviour
), ),
Quaternion.identity Quaternion.identity
); );
// Set ratbot damageStrength and health
// TODO: set speed
newRatbot.GetComponent<Ratbot>().damageStrength newRatbot.GetComponent<Ratbot>().damageStrength
= 5+wave*5; = 5+wave*5;
newRatbot.GetComponent<Ratbot>().health = 5+wave*2; newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
@@ -73,26 +66,12 @@ public class GameState : MonoBehaviour
wave++; wave++;
} }
public GameObject SpawnRatbot() { public GameObject SpawnRatbot() {
return creeper;
// TODO: Convert this mess into a switch case
if (counts[(uint)CountIndex.gunThrower] < wave/3 if (counts[(uint)CountIndex.gunThrower] < wave/3
&& wave > 2 && wave > 3
) { ) {
counts[(uint)CountIndex.gunThrower]++; counts[(uint)CountIndex.gunThrower]++;
return gunThrower; return gunThrower;
} }
if (counts[(uint)CountIndex.fastFucker] < wave/4
&& wave > 3
) {
counts[(uint)CountIndex.fastFucker]++;
return fastFucker;
}
if (counts[(uint)CountIndex.creeper] < wave/6
&& wave > 4
) {
counts[(uint)CountIndex.creeper]++;
return creeper;
}
return ratbot; return ratbot;
} }
} }

View File

@@ -1,26 +0,0 @@
using UnityEngine;
public class Creeper : Ratbot
{
public GameObject particles;
float countdown;
void Update() {
if (Vector3.Distance(player.transform.position, transform.position) > 5) {
MoveTowardsPlayer(moveSpeed);
float newTime = countdown + Time.deltaTime;
countdown = Mathf.Min(newTime, 1);
} else {
countdown -= Time.deltaTime;
if (countdown < 0) Explode();
}
transform.GetChild(0).localScale = new Vector3 (countdown * 3.5F, 0.25F, 1);
}
void Explode() {
Destroy(gameObject);
Instantiate(particles);
if (Vector3.Distance(player.transform.position, transform.position) < 5) {
player.GetComponent<Teo>().health -= damageStrength;
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: d23c0105448702c45b209f27f497780f

View File

@@ -1,30 +0,0 @@
using UnityEngine;
using System.Collections;
public class FastFucker : Ratbot
{
bool attack = true;
void Update() {
if (attack)
MoveTowardsPlayer(moveSpeed*3);
else
MoveAwayFromPlayer(moveSpeed);
}
void MoveAwayFromPlayer(float speed) {
controller.AddRelativeForce(
(transform.position - player.transform.position)
.normalized
*speed
*Time.deltaTime
);
}
new void OnCollisionStay2D (Collision2D collision) {
base.OnCollisionStay2D(collision);
StartCoroutine("RunAway");
}
IEnumerator RunAway() {
attack = false;
yield return new WaitForSeconds (1F);
attack = true;
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 07603fdf7ab38f05493e2a22ef5cae06

View File

@@ -10,33 +10,28 @@ public class Ratbot : MonoBehaviour
public static GameState gameState; public static GameState gameState;
public static GameObject player; public static GameObject player;
public Rigidbody2D controller;
void Start() { void Start() {
SetVars(); SetVars();
} }
public void SetVars() { public void SetVars() {
controller = GetComponent<Rigidbody2D>();
// Set gameState and player objects // Set gameState and player objects
player = GameObject.FindGameObjectWithTag("Player"); player = GameObject.FindGameObjectWithTag("Player");
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>(); gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
} }
void Update() { void Update() {
MoveTowardsPlayer(moveSpeed); MoveTowardsPlayer();
} }
public void MoveTowardsPlayer(float speed) { public void MoveTowardsPlayer() {
controller.AddRelativeForce( Rigidbody2D controller = GetComponent<Rigidbody2D>();
(player.transform.position - transform.position) Vector2 direction = (player.transform.position - transform.position).normalized;
.normalized controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime);
*speed
*Time.deltaTime
);
} }
public virtual void OnCollisionStay2D(Collision2D collision) { void OnCollisionStay2D(Collision2D collision) {
// Deal damage when colliding with the player on a 0.5 second cooldown // Deal damage when colliding with the player on a 0.5 second cooldown
if (collision.gameObject.tag != "Player") return; if (collision.gameObject.tag != "Player") return;
if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return; if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return;

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