Got over the tiredness. Did a lot more things, loot tables, animations, the lot. Still in a slight daze, though.

This commit is contained in:
That-One-Nerd 2025-01-14 06:14:08 -05:00
parent 431198f8de
commit e6949c1452
33 changed files with 5712 additions and 64 deletions

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@ -12,5 +12,5 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 51a0c90199131db459c8aae050b6f2c7, type: 3}
m_Name: PlayerInventory
m_EditorClassIdentifier:
MaxSpace: 2
MaxSpace: 25
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View File

@ -6,11 +6,14 @@ public class ItemBase : IEquatable<ItemBase>
{
public string HumanName;
public string Id;
public Sprite Sprite;
[TextArea]
public string Description;
public int MaxSlotSize;
public virtual bool Equals(ItemBase other) => Id == other.Id;
public virtual bool Equals(ItemBase other) => Id == other.Id && HumanName == other.HumanName && MaxSlotSize == other.MaxSlotSize;
public virtual void OnPickup() { }
public virtual void OnInventoryTick() { }
}

View File

@ -1,5 +1,6 @@
using UnityEngine;
[ExecuteAlways]
public class ItemGameObject : MonoBehaviour
{
public float PickupDistance = 1.5f;
@ -8,14 +9,18 @@ public class ItemGameObject : MonoBehaviour
public bool Collected { get; protected set; }
private Collider2D col;
private PlayerController player;
private Rigidbody2D rb;
private SpriteRenderer sr;
private Vector2 initialSize;
private void Awake()
{
col = GetComponent<Collider2D>();
player = FindObjectOfType<PlayerController>();
rb = GetComponent<Rigidbody2D>();
sr = GetComponent<SpriteRenderer>();
initialSize = transform.localScale;
@ -25,6 +30,13 @@ public class ItemGameObject : MonoBehaviour
private void Update()
{
if (!Application.isPlaying)
{
Awake();
sr.sprite = ItemData.Sprite;
return;
}
float desiredSize, pickupDistSqr = PickupDistance * PickupDistance;
Vector2 diff = player.transform.position - transform.position;
@ -55,7 +67,8 @@ public class ItemGameObject : MonoBehaviour
}
transform.localScale = Vector2.Lerp(transform.localScale, initialSize * desiredSize, Time.deltaTime * 15);
if (col != null) col.enabled = !Collected;
if (Collected)
{
Vector3 playerPos = player.transform.position, curPos = transform.position;
@ -73,12 +86,22 @@ public class ItemGameObject : MonoBehaviour
}
}
public void GiveRandomVelocity(float max = 10)
{
if (rb == null) return;
Vector2 dir = Random.insideUnitCircle;
rb.velocity = dir * max;
}
public virtual void OnDrop() { }
protected virtual void OnEnterPickupRange() { }
protected virtual void OnStayPickupRange() { }
protected virtual void OnExitPickupRange() { }
protected virtual void OnPickup()
{
Collected = true;
ItemData.OnPickup();
}
protected virtual void OnPickupFailed() { }
}

View File

@ -0,0 +1,82 @@
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
public class LootBox : MonoBehaviour
{
public bool Opened;
public LootTable LootTable;
public Sprite ClosedSprite, OpenedSprite;
private Collider2D col;
private PlayerController player;
private SpriteRenderer sr;
private void Awake()
{
col = GetComponent<Collider2D>();
player = FindObjectOfType<PlayerController>();
sr = GetComponent<SpriteRenderer>();
}
private void Update()
{
if (Opened) sr.sprite = OpenedSprite;
else sr.sprite = ClosedSprite;
col.isTrigger = Opened;
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject == player.gameObject) Open();
}
public void Open()
{
if (Opened) return;
DoOpenAnimation();
}
private async void DoOpenAnimation()
{
Opened = true;
await Task.Delay(750);
int itemCount = Random.Range(LootTable.ItemCountRange.x, LootTable.ItemCountRange.y + 1);
float weightSum = (from entry in LootTable.Entries select entry.Weight).Sum();
for (int i = 0; i < itemCount; i++)
{
// Weighted random choice.
float weightChosen = Random.Range(0, weightSum);
ItemGameObject chosen = null;
for (int j = 0; j < LootTable.Entries.Length; j++)
{
LootTable.Entry possibleItem = LootTable.Entries[j];
if (weightChosen < possibleItem.Weight)
{
chosen = possibleItem.Item;
break;
}
else weightChosen -= possibleItem.Weight;
}
if (chosen == null)
{
Debug.LogWarning("There aren't any items to give! The loot table must be empty.");
break;
}
GameObject obj = Instantiate(chosen.gameObject, transform);
obj.transform.position = transform.position;
ItemGameObject item = obj.GetComponent<ItemGameObject>();
item.OnDrop();
item.GiveRandomVelocity();
await Task.Delay(150);
}
}
}

View File

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@ -0,0 +1,16 @@
using System;
using UnityEngine;
[Serializable]
public class LootTable
{
public Entry[] Entries;
public Vector2Int ItemCountRange;
[Serializable]
public class Entry
{
public ItemGameObject Item;
public float Weight;
}
}

View File

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@ -17,8 +17,12 @@ public class PlayerController : MonoBehaviour
public float OverhealDegradation;
public float OverhealAcceleration;
[Header("Animations")]
public float AnimationSpeed;
private float overhealTimer;
private Animator anim;
private CameraController cam;
private DungeonGenerator generator;
private Rigidbody2D rb;
@ -27,6 +31,7 @@ public class PlayerController : MonoBehaviour
{
Active = true;
anim = GetComponent<Animator>();
cam = FindObjectOfType<CameraController>();
generator = FindObjectOfType<DungeonGenerator>();
rb = GetComponent<Rigidbody2D>();
@ -44,6 +49,7 @@ public class PlayerController : MonoBehaviour
{
MovementTick();
OverhealTick();
InventoryTick();
}
private void MovementTick()
@ -57,6 +63,14 @@ public class PlayerController : MonoBehaviour
Vector2 axis = new Vector2(Input.GetAxisRaw("Horizontal"),
Input.GetAxisRaw("Vertical"));
rb.velocity = Vector2.ClampMagnitude(axis, 1) * Speed;
float mag = axis.magnitude;
if (mag > 0.1)
{
anim.SetInteger("State", 1);
anim.SetFloat("Speed", mag * AnimationSpeed);
}
else anim.SetInteger("State", 0);
}
private void OverhealTick()
{
@ -65,6 +79,7 @@ public class PlayerController : MonoBehaviour
while (overhealTimer < 0)
{
CurrentHealth--;
FindObjectOfType<HealthBar>().DecreaseCurrentHealthBefore();
overhealTimer += 1 / (OverhealDegradation + OverhealAcceleration * (CurrentHealth - BaseStats.MaxHealth));
}
overhealTimer -= Time.deltaTime;
@ -74,6 +89,15 @@ public class PlayerController : MonoBehaviour
overhealTimer = 1;
}
}
private void InventoryTick()
{
for (int i = 0; i < Inventory.ItemSlots.Count; i++)
{
ItemSlot slot = Inventory.ItemSlots[i];
if (slot.Item == null) continue;
slot.Item.OnInventoryTick();
}
}
public bool TryPickupItem(ItemBase item)
{

View File

@ -1,6 +1,7 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour
{
@ -12,6 +13,7 @@ public class HealthBar : MonoBehaviour
private TextMeshProUGUI text;
private List<RectTransform> bars;
private RectTransform border;
private RawImage border1img, border2img;
private PlayerController player;
@ -33,9 +35,13 @@ public class HealthBar : MonoBehaviour
text = mainBar.Find("Display").GetComponent<TextMeshProUGUI>();
border = transform.Find("Border").GetComponent<RectTransform>();
border1img = border.GetChild(0).GetComponent<RawImage>();
border2img = border.GetChild(1).GetComponent<RawImage>();
Tick(true);
}
private int currentHealthBefore;
private float prevHealth;
private void Update() => Tick(false);
private void Tick(bool instant)
@ -43,13 +49,27 @@ public class HealthBar : MonoBehaviour
float size = Mathf.Log10(player.BaseStats.MaxHealth) * ScalingFactor;
float desiredHealth = player.CurrentHealth;
float ratio = desiredHealth / player.BaseStats.MaxHealth;
float borderSize = 4 + 2 * Mathf.Max(0, Mathf.Ceil(ratio - 1));
float borderSize = 16 + 8 * Mathf.Max(0, Mathf.Ceil(ratio - 1));
float curAlpha = border1img.color.r;
if (player.CurrentHealth < currentHealthBefore)
{
// Calculate difference and add white flash.
float addAlpha = (float)(currentHealthBefore - player.CurrentHealth) / player.BaseStats.MaxHealth;
addAlpha = Mathf.Pow(addAlpha, 0.5f);
curAlpha = 1 - (1 - addAlpha) * (1 - curAlpha);
}
curAlpha = Mathf.Lerp(curAlpha, 0, Time.deltaTime * 5);
border1img.color = new Color(curAlpha, curAlpha, curAlpha, 1);
border2img.color = new Color(curAlpha, curAlpha, curAlpha, 1);
if (!instant)
{
desiredHealth = Mathf.Lerp(prevHealth, desiredHealth, Time.deltaTime * 5);
ratio = desiredHealth / player.BaseStats.MaxHealth;
borderSize = Mathf.Lerp(border.sizeDelta.y, 4 + 2 * Mathf.Max(0, Mathf.Ceil(ratio - 1)), Time.deltaTime * 20);
borderSize = Mathf.Lerp(border.sizeDelta.y, 16 + 8 * Mathf.Max(0, Mathf.Ceil(ratio * 0.999f - 1)), Time.deltaTime * 20);
}
for (int i = 0; i < bars.Count; i++)
@ -64,8 +84,11 @@ public class HealthBar : MonoBehaviour
text.text = Mathf.RoundToInt(desiredHealth).ToString();
border.sizeDelta = new Vector2(border.sizeDelta.x, borderSize);
border.localPosition = new Vector2(border.localPosition.x, -2 - borderSize / 2);
border.localPosition = new Vector2(border.localPosition.x, -8 - borderSize / 2);
prevHealth = desiredHealth;
currentHealthBefore = player.CurrentHealth;
}
public void DecreaseCurrentHealthBefore() => currentHealthBefore--; // Goofy ahh hack.
}

View File

@ -0,0 +1,57 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class InventoryDisplay : MonoBehaviour
{
private Image[] displays;
private TextMeshProUGUI[] counters;
private PlayerController player;
private RawImage background;
private void Awake()
{
Transform slotsRoot = transform.Find("Slots");
displays = new Image[slotsRoot.childCount];
counters = new TextMeshProUGUI[slotsRoot.childCount];
for (int i = 0; i < slotsRoot.childCount; i++)
{
Transform child = slotsRoot.GetChild(i);
displays[i] = child.Find("Item Display").GetComponent<Image>();
counters[i] = child.Find("Count Display").GetComponent<TextMeshProUGUI>();
}
background = GetComponent<RawImage>();
player = FindObjectOfType<PlayerController>();
}
private void Update()
{
bool active = Input.GetKey(KeyCode.E);
for (int i = 0; i < transform.childCount; i++) transform.GetChild(i).gameObject.SetActive(active);
background.enabled = active;
if (active) RefreshInventory();
}
public void RefreshInventory()
{
for (int i = 0; i < player.Inventory.MaxSpace; i++)
{
if (i >= displays.Length) break;
else if (i >= player.Inventory.ItemSlots.Count || player.Inventory.ItemSlots[i].Item == null)
{
displays[i].gameObject.SetActive(false);
counters[i].gameObject.SetActive(false);
continue;
}
displays[i].gameObject.SetActive(true);
displays[i].sprite = player.Inventory.ItemSlots[i].Item.Sprite;
counters[i].gameObject.SetActive(player.Inventory.ItemSlots[i].Count > 1);
counters[i].text = $"x{player.Inventory.ItemSlots[i].Count}";
}
}
}

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