Added symbol pop up to hitt effects as well as some code and comment clean up within damage/hit functions

This commit is contained in:
Gregory Campbell
2020-04-12 14:48:15 -04:00
parent 9bbded02a4
commit c7cf7006f3
2 changed files with 240 additions and 49 deletions
+168 -4
View File
@@ -228,7 +228,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -1267717829
m_SortingLayer: 3
m_SortingOrder: 0
m_SortingOrder: 1
m_Sprite: {fileID: 21300000, guid: 8244b89fa180da5488a07eb616811b1a, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -250,7 +250,8 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 2, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Children:
- {fileID: 1475355867}
m_Father: {fileID: 0}
m_RootOrder: 8
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -489,6 +490,87 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 151717029}
m_CullTransparentMesh: 0
--- !u!1 &157512979
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 157512980}
- component: {fileID: 157512981}
m_Layer: 0
m_Name: Symbol
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &157512980
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 157512979}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.75, y: 0.75, z: 1}
m_Children: []
m_Father: {fileID: 253373585}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &157512981
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 157512979}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -1267717829
m_SortingLayer: 3
m_SortingOrder: 0
m_Sprite: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 0
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &250552072
GameObject:
m_ObjectHideFlags: 0
@@ -645,7 +727,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -1267717829
m_SortingLayer: 3
m_SortingOrder: 0
m_SortingOrder: 1
m_Sprite: {fileID: 21300000, guid: 8244b89fa180da5488a07eb616811b1a, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
@@ -667,7 +749,8 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: -2.5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Children:
- {fileID: 157512980}
m_Father: {fileID: 0}
m_RootOrder: 9
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -2980,6 +3063,87 @@ RectTransform:
m_AnchoredPosition: {x: 4, y: 1.5}
m_SizeDelta: {x: 600, y: 200}
m_Pivot: {x: 0.5, y: 0.5}
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GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1475355867}
- component: {fileID: 1475355868}
m_Layer: 0
m_Name: Symbol
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1475355867
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1475355866}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.75, y: 0.75, z: 1}
m_Children: []
m_Father: {fileID: 76123736}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &1475355868
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1475355866}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -1267717829
m_SortingLayer: 3
m_SortingOrder: 0
m_Sprite: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 0
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &1480396846
GameObject:
m_ObjectHideFlags: 0
+72 -45
View File
@@ -41,7 +41,7 @@ public class GMScript : MonoBehaviour
private string[] PartyMemberOrder = new string[partySize];
private int[] OrderNumbers = new int[partySize];
private int[] PartyColours = new int[partySize];
private int[] EnemtyPartsColours;
private int[] EnemyPartsColours;
private int[] EnemyKillSequence;
enum Colours {
@@ -58,7 +58,7 @@ public class GMScript : MonoBehaviour
void Start()
{
EnemtyPartsColours = new int[EnemyParts.Length];
EnemyPartsColours = new int[EnemyParts.Length];
// KILL SEQUENCE RANGES FROM LENGTH OF 2 TO 5 HITS
EnemyKillSequence = new int[Random.Range(2, 5)];
@@ -285,12 +285,19 @@ public class GMScript : MonoBehaviour
//CHECKING IF AN "ATTACK" OR "NON-ATTACK" ROBOT IS GOING
if(((Colours)PartyColours[OrderNumbers[i]-1] != Colours.Grey &&
(Colours)PartyColours[OrderNumbers[i]-1] != Colours.White)
(Colours)PartyColours[OrderNumbers[i]-1] != Colours.White &&
(Colours)PartyColours[OrderNumbers[i]-1] != Colours.Black)
&& sheild != true)
{
Hit.transform.GetComponent<SpriteRenderer>().color =
PartyMembers[OrderNumbers[i]-1].transform.GetComponent<SpriteRenderer>().color;
SetColour(PartyColours[OrderNumbers[i]-1]);
Hit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[PartyColours[OrderNumbers[i]-1]];
Hit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(PartyColours[OrderNumbers[i]-1]);
Hit.SetActive(true);
@@ -306,21 +313,29 @@ public class GMScript : MonoBehaviour
}
//GREY ROBOT (SHEILD) IS GOING
// GREY ROBOT (SHEILD) IS GOING
if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.Grey){
sheild = true;
Sheild.transform.GetComponent<SpriteRenderer>().color =
PartyMembers[OrderNumbers[i]-1].transform.GetComponent<SpriteRenderer>().color;
SetColour(PartyColours[OrderNumbers[i]-1]);
Sheild.SetActive(true);
}
//GREEN/LIME ROBOT (HEALTH) IS GOING
if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.White){
// NON-ATTACK ROBOT IS GOING
if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.White ||
(Colours)PartyColours[OrderNumbers[i]-1] == Colours.Grey ||
(Colours)PartyColours[OrderNumbers[i]-1] == Colours.Black){
EnemyHit.transform.GetComponent<SpriteRenderer>().color =
PartyMembers[OrderNumbers[i]-1].transform.GetComponent<SpriteRenderer>().color;
SetColour(PartyColours[OrderNumbers[i]-1]);
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[PartyColours[OrderNumbers[i]-1]];
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(PartyColours[OrderNumbers[i]-1]);
EnemyHit.SetActive(true);
@@ -374,7 +389,13 @@ public class GMScript : MonoBehaviour
+enemyAttackAnim.GetCurrentAnimatorStateInfo(0).normalizedTime);
EnemyHit.transform.GetComponent<SpriteRenderer>().color =
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().color;
SetColour(EnemyPartsColours[3]);
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[3]];
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[3]);
enemyAttackAnim.SetTrigger("AttackTrigger");
@@ -396,7 +417,13 @@ public class GMScript : MonoBehaviour
EnemyHit.SetActive(false);
EnemyHit.transform.GetComponent<SpriteRenderer>().color =
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().color;
SetColour(EnemyPartsColours[4]);
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[4]];
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[4]);
EnemyHit.SetActive(true);
@@ -421,7 +448,7 @@ public class GMScript : MonoBehaviour
float modifier = 1.0f;
float modifiedAttack = 2.0f;
int colourModifier = ColourCompare(partyMember, (Colours)EnemtyPartsColours[2]);
int colourModifier = ColourCompare(partyMember, (Colours)EnemyPartsColours[2]);
// ATTACK MODIFIER BASED ON THE RELATION OF THE COLOUR OF THE PARTY MEMBER
// AND THE COLOUR OF THE ENEMY ROBOT BASE BODY COLOUR
@@ -550,7 +577,7 @@ public class GMScript : MonoBehaviour
for(int j = 0; j < partySize; j++){
modifier +=
ColourCompare((Colours)EnemtyPartsColours[3+i], (Colours)PartyColours[j]);
ColourCompare((Colours)EnemyPartsColours[3+i], (Colours)PartyColours[j]);
}
@@ -597,101 +624,101 @@ public class GMScript : MonoBehaviour
EnemyParts[0].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyAntenna[Random.Range(0, EnemyAntenna.Length)];
EnemtyPartsColours[0] = Random.Range(0, 15);
EnemyPartsColours[0] = Random.Range(0, 15);
EnemyParts[0].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[0]);
SetColour(EnemyPartsColours[0]);
EnemyParts[0].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[0]];
Symbols[EnemyPartsColours[0]];
EnemyParts[0].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[0]);
SetColour(EnemyPartsColours[0]);
EnemyParts[1].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyHead[Random.Range(0, EnemyHead.Length)];
EnemtyPartsColours[1] = Random.Range(0, 15);
EnemyPartsColours[1] = Random.Range(0, 15);
EnemyParts[1].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[1]);
SetColour(EnemyPartsColours[1]);
EnemyParts[1].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[1]];
Symbols[EnemyPartsColours[1]];
EnemyParts[1].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[1]);
SetColour(EnemyPartsColours[1]);
EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyBody[Random.Range(0, EnemyBody.Length)];
EnemtyPartsColours[2] = Random.Range(0, 12);
EnemyPartsColours[2] = Random.Range(0, 12);
EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[2]);
SetColour(EnemyPartsColours[2]);
EnemyParts[2].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[2]];
Symbols[EnemyPartsColours[2]];
EnemyParts[2].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[2]);
SetColour(EnemyPartsColours[2]);
EnemyParts[2].transform.GetChild(2).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[2]];
Symbols[EnemyPartsColours[2]];
EnemyParts[2].transform.GetChild(2).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[2]);
SetColour(EnemyPartsColours[2]);
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyArm[Random.Range(0, EnemyArm.Length)];
EnemtyPartsColours[3] = Random.Range(0, 12);
EnemyPartsColours[3] = Random.Range(0, 12);
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[3]);
SetColour(EnemyPartsColours[3]);
EnemyParts[3].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[3]];
Symbols[EnemyPartsColours[3]];
EnemyParts[3].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[3]);
SetColour(EnemyPartsColours[3]);
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyArm[Random.Range(0, EnemyArm.Length)];
EnemtyPartsColours[4] = Random.Range(0, 12);
EnemyPartsColours[4] = Random.Range(0, 12);
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[4]);
SetColour(EnemyPartsColours[4]);
EnemyParts[4].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[4]];
Symbols[EnemyPartsColours[4]];
EnemyParts[4].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[4]);
SetColour(EnemyPartsColours[4]);
EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyChest[Random.Range(0, EnemyChest.Length)];
EnemtyPartsColours[5] = EnemyKillSequence[0];
EnemyPartsColours[5] = EnemyKillSequence[0];
EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[5]);
EnemyKillSequence[0] = EnemtyPartsColours[5];
SetColour(EnemyPartsColours[5]);
EnemyKillSequence[0] = EnemyPartsColours[5];
EnemyParts[5].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[5]];
Symbols[EnemyPartsColours[5]];
EnemyParts[5].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[5]);
SetColour(EnemyPartsColours[5]);
EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyWeakness[Random.Range(0, EnemyWeakness.Length)];
EnemtyPartsColours[6] = EnemyKillSequence[1];
EnemyPartsColours[6] = EnemyKillSequence[1];
EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[6]);
EnemyKillSequence[1] = EnemtyPartsColours[6];
SetColour(EnemyPartsColours[6]);
EnemyKillSequence[1] = EnemyPartsColours[6];
EnemyParts[6].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemtyPartsColours[6]];
Symbols[EnemyPartsColours[6]];
EnemyParts[6].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[6]);
SetColour(EnemyPartsColours[6]);
}