Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7b15dbb593 |
BIN
Assets/Audio/Vows of the Sea (Instrumental Version).mp3
Normal file
BIN
Assets/Audio/Vows of the Sea (Instrumental Version).mp3
Normal file
Binary file not shown.
23
Assets/Audio/Vows of the Sea (Instrumental Version).mp3.meta
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23
Assets/Audio/Vows of the Sea (Instrumental Version).mp3.meta
Normal file
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using System.Collections;
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using UnityEngine;
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using TMPro;
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public class TypewriterEffectCh7 : MonoBehaviour
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{
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public TextMeshProUGUI textComponent; // Reference to the TextMeshProUGUI component
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public void Start()
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{
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// Example of starting the effect
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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.\"");
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{
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{
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{
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{
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typingCoroutine = null; // Reset coroutine reference after finishing
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}
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{
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218
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218
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ToCh2 : MonoBehaviour
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{
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{
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ToCh3 : MonoBehaviour
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{
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// Method to load the "Lore" scene
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{
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fileFormatVersion: 2
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guid: 9f2426e4451e89443b283f8755b591ee
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ToCh4 : MonoBehaviour
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{
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{
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}
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fileFormatVersion: 2
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guid: dc00c24c29f99884ea08fb9589d0b137
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ToCh5 : MonoBehaviour
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{
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{
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}
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fileFormatVersion: 2
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guid: 6277fefe34a01f74e961bf46090a0be4
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@@ -1,11 +0,0 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ToCh6 : MonoBehaviour
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{
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// Method to load the "Lore" scene
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public void LoadCh6()
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{
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}
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fileFormatVersion: 2
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guid: b7b659f6809d6f946ae3eb4bd3394377
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@@ -1,11 +0,0 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ToCh7 : MonoBehaviour
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{
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// Method to load the "Lore" scene
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public void LoadCh7()
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{
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: a9852c58614949244839c49c4daaca29
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@@ -1,11 +0,0 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ToCh8 : MonoBehaviour
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{
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// Method to load the "Lore" scene
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public void LoadCh8()
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{
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SceneManager.LoadScene("Chapter8");
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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wave: 0
|
||||
ratbot: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3}
|
||||
ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
|
||||
shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}
|
||||
--- !u!4 &745837569
|
||||
Transform:
|
||||
|
||||
@@ -899,8 +899,8 @@ Camera:
|
||||
m_GameObject: {fileID: 860871536}
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
m_ClearFlags: 2
|
||||
m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
m_ClearFlags: 1
|
||||
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
|
||||
m_projectionMatrixMode: 1
|
||||
m_GateFitMode: 2
|
||||
m_FOVAxisMode: 0
|
||||
@@ -1400,7 +1400,7 @@ RectTransform:
|
||||
m_GameObject: {fileID: 1621325360}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 11.348959, y: 11.348959, z: 11.348959}
|
||||
m_LocalScale: {x: 11.2, y: 11.2, z: 11.2}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 447492282}
|
||||
|
||||
@@ -4,16 +4,8 @@ public class GameState : MonoBehaviour
|
||||
{
|
||||
public State state;
|
||||
public uint wave;
|
||||
public GameObject shop;
|
||||
public GameObject ratbot;
|
||||
public GameObject gunThrower;
|
||||
|
||||
int[] counts = new int[2];
|
||||
enum CountIndex : uint {
|
||||
ratbot = 0,
|
||||
gunThrower = 1
|
||||
}
|
||||
|
||||
public GameObject shop;
|
||||
void Start() {
|
||||
OpenShop();
|
||||
}
|
||||
@@ -28,9 +20,7 @@ public class GameState : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0
|
||||
&& state == State.Wave
|
||||
) {
|
||||
if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0 && state == State.Wave) {
|
||||
OpenShop();
|
||||
}
|
||||
}
|
||||
@@ -44,34 +34,16 @@ public class GameState : MonoBehaviour
|
||||
// Spawn ratbots around the player
|
||||
// Amount, health, and damage scale with waves
|
||||
state = State.Wave;
|
||||
Vector3 playerPosition
|
||||
= GameObject
|
||||
.FindGameObjectWithTag("Player")
|
||||
.transform
|
||||
.position;
|
||||
Vector3 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
|
||||
for (uint _ = 0; _ <= wave; _++) {
|
||||
GameObject newRatbot = Instantiate(
|
||||
SpawnRatbot(),
|
||||
Random.insideUnitCircle.normalized*20
|
||||
+ new Vector2 (
|
||||
playerPosition.x,
|
||||
playerPosition.y
|
||||
),
|
||||
ratbot,
|
||||
Random.insideUnitCircle.normalized*20,
|
||||
Quaternion.identity
|
||||
);
|
||||
newRatbot.GetComponent<Ratbot>().damageStrength
|
||||
= 5+wave*5;
|
||||
newRatbot.GetComponent<Ratbot>().damageStrength = 5+wave*5;
|
||||
newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
|
||||
}
|
||||
wave++;
|
||||
}
|
||||
public GameObject SpawnRatbot() {
|
||||
if (counts[(uint)CountIndex.gunThrower] < wave/3
|
||||
&& wave > 3
|
||||
) {
|
||||
counts[(uint)CountIndex.gunThrower]++;
|
||||
return gunThrower;
|
||||
}
|
||||
return ratbot;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,25 +7,17 @@ public class Ratbot : MonoBehaviour
|
||||
public float damageTimeoutSeconds;
|
||||
public float health = 10;
|
||||
float lastDamageTime;
|
||||
|
||||
public static GameState gameState;
|
||||
public static GameObject player;
|
||||
GameState gameState;
|
||||
GameObject player;
|
||||
|
||||
void Start() {
|
||||
SetVars();
|
||||
}
|
||||
|
||||
public void SetVars() {
|
||||
// Set gameState and player objects
|
||||
player = GameObject.FindGameObjectWithTag("Player");
|
||||
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
|
||||
}
|
||||
|
||||
void Update() {
|
||||
MoveTowardsPlayer();
|
||||
}
|
||||
|
||||
public void MoveTowardsPlayer() {
|
||||
// Constantly move towards player
|
||||
Rigidbody2D controller = GetComponent<Rigidbody2D>();
|
||||
Vector2 direction = (player.transform.position - transform.position).normalized;
|
||||
controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime);
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80a6f9e1f8fdfdbcfb3c74283bd49306
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,28 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class GunThrower : Ratbot
|
||||
{
|
||||
public GameObject gun;
|
||||
public float throwSpeed;
|
||||
|
||||
void Start() {
|
||||
SetVars();
|
||||
InvokeRepeating(
|
||||
"ThrowGun",
|
||||
Random.Range(1, 3),
|
||||
Random.Range(1, 3)
|
||||
);
|
||||
}
|
||||
|
||||
void ThrowGun() {
|
||||
GameObject thrown = Instantiate(
|
||||
gun,
|
||||
transform.position,
|
||||
Quaternion.identity
|
||||
);
|
||||
thrown.GetComponent<Rigidbody2D>().AddRelativeForce((
|
||||
player.transform.position - thrown.transform.position
|
||||
).normalized * throwSpeed);
|
||||
thrown.GetComponent<Gun>().damageStrength = damageStrength;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ebac0379db13f0c3932982bc0ebed28
|
||||
@@ -94,9 +94,21 @@ public class Teo : MonoBehaviour
|
||||
).normalized * dashDistance);
|
||||
// Wait 0.2 seconds before ending the dash
|
||||
yield return new WaitForSeconds(0.2F);
|
||||
// Re enable collision and linearDamping after dash complete
|
||||
// Re enable collision and linearDamping after dash
|
||||
dashing = false;
|
||||
collider.enabled = true;
|
||||
controller.linearDamping = 15;
|
||||
// Push enemies away at end of dash
|
||||
foreach (Collider2D hit in Physics2D.OverlapCircleAll(
|
||||
transform.position, 3
|
||||
)) {
|
||||
if (hit.tag != "Ratbot") continue;
|
||||
hit.GetComponent<Rigidbody2D>().AddRelativeForce(
|
||||
(hit.transform.position - transform.position)
|
||||
.normalized * dashDistance
|
||||
);
|
||||
}
|
||||
// Don't take damage at end of dash
|
||||
yield return new WaitForSeconds(0.2F);
|
||||
collider.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &1
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 53
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: a287be6c49135cd4f9b2b8666c39d999, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
assetDefaultFramerate: 60
|
||||
m_DefaultFrameRate: 60
|
||||
67
README.md
67
README.md
@@ -1,43 +1,5 @@
|
||||
# RatStabber
|
||||
|
||||

|
||||
|
||||
### Fight off the ratbots and save the rat cities as the hunky man Teo himself! (and all the goofy ai generated images of him and everyone else)
|
||||
|
||||
|
||||
## LORE:
|
||||
After successfully defeating the Paulbots, the rat took components of the Paulbots and improved the design to create the rat bots. He could finally get revenge on Paul for the destruction of his kind. However, the Paul Bots managed to regain consciousness inside of the new and improved Rat Bots, making the Ratbots turn against the rat, taking his weapons and his last hopes of defeating Paul. You (Teo) have arrived to protect the rat and help him figure out a way to stop the now evil rat bots and discover the dark, hidden secrets while ending this war once and for all.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
## And that's the game... I guess...
|
||||
|
||||
### Alright, Here's the Basic Vision:
|
||||
|
||||
- The Player (Teo) moves around an infinite field with the camera following the player
|
||||
@@ -77,7 +39,7 @@ After successfully defeating the Paulbots, the rat took components of the Paulbo
|
||||
- [x] Wave spawns enemies
|
||||
- [x] Detect when wave ends
|
||||
- [x] Activate new waves after powerup has been chosen by player
|
||||
- [x] Dash ability
|
||||
- [ ] Dash ability
|
||||
|
||||
### Enemy:
|
||||
- [x] All Enemies have simple pathfinding towards the player
|
||||
@@ -98,29 +60,34 @@ After successfully defeating the Paulbots, the rat took components of the Paulbo
|
||||
|
||||
### In-Game UI:
|
||||
- [x] Player health on bottom left
|
||||
- [x] Round / Wave on bottom left (?)
|
||||
- [ ] Round / Wave on bottom left (?)
|
||||
- [ ] Maybe show enemy remaining count? (We can make a hard mode that removes UI except health)
|
||||
- [ ] Upon round end, pop-up menu for selecting powerup
|
||||
- [x] Damage
|
||||
- [x] Attack distance
|
||||
- [x] Attack range
|
||||
- [x] Attack cooldown
|
||||
- [ ] Attack distance
|
||||
- [ ] Attack range
|
||||
- [ ] Attack cooldown
|
||||
- [x] Health
|
||||
- [x] Speed
|
||||
- [x] Dash cooldown
|
||||
- [x] Dash distance
|
||||
- [ ] Dash cooldown
|
||||
- [ ] Dash distance
|
||||
|
||||
- [ ] (Only an idea for now) Have a status bar at the bottom right to show your current stats
|
||||
|
||||
|
||||
### UI / AUDIO:
|
||||
- [x] Menu Screen
|
||||
- [ ] Menu Screen
|
||||
- [ ] Pause Screen
|
||||
- [ ] Option for returning to main menu / resume
|
||||
- [x] Menu Music
|
||||
- [x] Level Music
|
||||
- [x] A section where the player can view unlocked lore by completing more of the game
|
||||
- [ ] LORE GETS UNLOCKED EVERY 10 ROUNDS BEATEN + BOSS BEATEN
|
||||
- [ ] Menu Music
|
||||
- [ ] Level Music
|
||||
- [ ] A section where the player can view unlocked lore by completing more of the game
|
||||
|
||||
|
||||
|
||||
## LORE:
|
||||
After successfully defeating the Paul bots, the rat improved upon the design to create the rat bots. He could finally get revenge on Paul for the destruction of his kind. However, the Paul Bots managed to regain consciousness inside of the new and improved Rat Bots, in-turn making the Ratbots turn against the rat, taking his weapons and his last hopes of defeating Paul as well. You (Teo) have arrived to protect the rat and help him figure out a way to stop the now evil rat bots and put an end to this war once and for all.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user