miepzerino
2023-12-07 0ec8b19380b2feb928369877ad7f9d09c5264bf9
Merge branch 'develop'

9 files modified
1 files renamed
97 files added
1 files deleted
8014 ■■■■■ changed files
Assets/Audio.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Audio/Music.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Audio/Music/Happy.wav patch | view | raw | blame | history
Assets/Audio/Music/Happy.wav.meta 23 ●●●●● patch | view | raw | blame | history
Assets/Audio/Music/Menu.wav patch | view | raw | blame | history
Assets/Audio/Music/Menu.wav.meta 23 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Enemy.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Enemy/EXPLOSION_Short_Smooth_Crackle_stereo.wav patch | view | raw | blame | history
Assets/Audio/SFX/Enemy/EXPLOSION_Short_Smooth_Crackle_stereo.wav.meta 22 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Enemy/EnemyDeath.wav patch | view | raw | blame | history
Assets/Audio/SFX/Enemy/EnemyDeath.wav.meta 24 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Player.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Player/PlayerDeathSound.wav patch | view | raw | blame | history
Assets/Audio/SFX/Player/PlayerDeathSound.wav.meta 24 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Player/PlayerHit.wav patch | view | raw | blame | history
Assets/Audio/SFX/Player/PlayerHit.wav.meta 22 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/UI.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/UI/ButtonHover.wav patch | view | raw | blame | history
Assets/Audio/SFX/UI/ButtonHover.wav.meta 24 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/UI/ButtonPress.wav patch | view | raw | blame | history
Assets/Audio/SFX/UI/ButtonPress.wav.meta 24 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/UI/Money.wav patch | view | raw | blame | history
Assets/Audio/SFX/UI/Money.wav.meta 24 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/UI/NoMoney.wav patch | view | raw | blame | history
Assets/Audio/SFX/UI/NoMoney.wav.meta 24 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/UI/Respawn.wav patch | view | raw | blame | history
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Assets/Audio/SFX/UI/SavedOptions.wav patch | view | raw | blame | history
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Assets/Audio/SFX/Weapons.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Weapons/FIREARM_Handgun_B_FS92_9mm_Fire_Short_Reverb_Tail_RR1_stereo.wav patch | view | raw | blame | history
Assets/Audio/SFX/Weapons/FIREARM_Handgun_B_FS92_9mm_Fire_Short_Reverb_Tail_RR1_stereo.wav.meta 22 ●●●●● patch | view | raw | blame | history
Assets/Audio/SFX/Weapons/gunshot.wav patch | view | raw | blame | history
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Assets/Scenes/GameplayScene.unity.meta patch | view | raw | blame | history
Assets/Scenes/SampleScene.unity 352 ●●●●● patch | view | raw | blame | history
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Assets/Scripts/PlayerController.cs 70 ●●●●● patch | view | raw | blame | history
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Assets/Sprites/GrayNinja.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/Faceset.png patch | view | raw | blame | history
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Assets/Sprites/GrayNinja/SeparateAnim.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Attack.png patch | view | raw | blame | history
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Assets/Sprites/GrayNinja/SeparateAnim/Dead.png patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Dead.png.meta 127 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Idle.png patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Idle.png.meta 215 ●●●●● patch | view | raw | blame | history
Assets/Sprites/GrayNinja/SeparateAnim/Item.png patch | view | raw | blame | history
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Assets/Sprites/GrayNinja/SeparateAnim/Jump.png patch | view | raw | blame | history
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Assets/Sprites/GrayNinja/SeparateAnim/Special1.png patch | view | raw | blame | history
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Assets/Sprites/GrayNinja/SeparateAnim/Special2.png patch | view | raw | blame | history
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Assets/Sprites/GrayNinja/SeparateAnim/Walk.png patch | view | raw | blame | history
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Assets/Sprites/GrayNinja/SpriteSheet.png patch | view | raw | blame | history
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Assets/TileSets.meta 8 ●●●●● patch | view | raw | blame | history
Assets/TileSets/FreeCuteTileset.meta 8 ●●●●● patch | view | raw | blame | history
Assets/TileSets/FreeCuteTileset/BG1.png patch | view | raw | blame | history
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Assets/TileSets/FreeCuteTileset/BG2.png patch | view | raw | blame | history
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Assets/TileSets/FreeCuteTileset/BG3.png patch | view | raw | blame | history
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Assets/TileSets/FreeCuteTileset/Decors.png patch | view | raw | blame | history
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Assets/TileSets/FreeCuteTileset/Mockup2x.png patch | view | raw | blame | history
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Assets/TileSets/FreeCuteTileset/Tileset.png patch | view | raw | blame | history
Assets/TileSets/FreeCuteTileset/Tileset.png.meta 127 ●●●●● patch | view | raw | blame | history
Assets/UI.meta 8 ●●●●● patch | view | raw | blame | history
Assets/UI/Fonts.meta 8 ●●●●● patch | view | raw | blame | history
Assets/UI/Fonts/m5x7.ttf patch | view | raw | blame | history
Assets/UI/Fonts/m5x7.ttf.meta 21 ●●●●● patch | view | raw | blame | history
Assets/Unity_logo.png patch | view | raw | blame | history
Assets/Unity_logo.png.meta 127 ●●●●● patch | view | raw | blame | history
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ProjectSettings/EditorBuildSettings.asset 2 ●●● patch | view | raw | blame | history
ProjectSettings/EditorSettings.asset 14 ●●●● patch | view | raw | blame | history
ProjectSettings/PresetManager.asset 10 ●●●●● patch | view | raw | blame | history
ProjectSettings/ProjectSettings.asset 2 ●●● patch | view | raw | blame | history
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ProjectSettings/TagManager.asset 3 ●●●●● patch | view | raw | blame | history
UserSettings/Layouts/default-2022.dwlt 1175 ●●●●● patch | view | raw | blame | history
UserSettings/Search.index 13 ●●●●● patch | view | raw | blame | history
UserSettings/Search.settings 76 ●●●●● patch | view | raw | blame | history
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Assets/Scripts/ParallexEffect.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParallexEffect : MonoBehaviour
{
    public Camera cam;
    public Transform followTarget;
    // Starting position for the parallax game object
    Vector2 startingPosition;
    // Start Z value of the parallax game object
    float startingZ;
    // Start Y value of the parallax game object
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    Vector2 camMoveSinceStart => (Vector2) cam.transform.position - startingPosition;
    float zDistanceFromTarget => transform.position.z - followTarget.transform.position.z;
    float clippingPlane => (cam.transform.position.z + (zDistanceFromTarget > 0 ? cam.farClipPlane : cam.nearClipPlane));
    float parallaxFactor => Mathf.Abs(zDistanceFromTarget) / clippingPlane;
    // Start is called before the first frame update
    void Start()
    {
        startingPosition = transform.position;
        startingZ = transform.position.z;
        startingY = transform.position.y;
    }
    // Update is called once per frame
    void Update()
    {
        Vector2 newPosition = startingPosition + camMoveSinceStart * parallaxFactor;
        transform.position = new Vector3(newPosition.x, startingY, startingZ);
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Assets/Scripts/PlayerController.cs
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using System.ComponentModel.Design;
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerController : MonoBehaviour
{
    public float moveSpeed = 5f;
    public float maxFallSpeed = -20f;
    Vector2 moveInput;
    public bool IsMoving { get; private set; }
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    private void Awake()
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        rb = GetComponent<Rigidbody2D>();
    }
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    }
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    {
    }
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    {
        if (moveInput.y == 0)
        {
            if (rb.velocity.y <= maxFallSpeed)
            {
                // max fall speed, dont accelerate more
                rb.velocity = new Vector2(moveInput.x * moveSpeed, maxFallSpeed);
            }
            else
            {
                // normal fall
                rb.velocity = new Vector2(moveInput.x * moveSpeed, rb.velocity.y);
            }
        }
        else
        {
            if (rb.velocity.y < 0 && moveInput.y > 0)
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            }
            else
            {
                // moving upwards no falling
                rb.velocity = new Vector2(moveInput.x * moveSpeed, (moveInput.y * moveSpeed));
            }
        }
    }
    public void OnMove(InputAction.CallbackContext context)
    {
        moveInput = context.ReadValue<Vector2>();
        IsMoving = moveInput != Vector2.zero;
    }
}
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UserSettings/Search.index
New file
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{
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}
UserSettings/Search.settings
@@ -1 +1,75 @@
{}
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