* first pass at some art :)

* Post processing, changed color space from gamma to linear, reorganized / cleaned up excess shaders and materials, color tweaks, added environment art prefab to other levels

* More color tweaks, more cleaning up of unnecessary textures, more cleaning up of shaders

* Some more tweaks to this material, as well as setting the default number of lives back to 3 (from 50, i'm really bad at this game)

* Changed color of player bullet to match player ship, helps distinguish it from enemy bullets

* a pass for VFX

* Bump to editor version 2021.3.2f

* Cleaned up the code a bit as per review notes
This commit is contained in:
Jil Franco 2022-06-14 15:40:45 -04:00 коммит произвёл GitHub
Родитель 15ec619a6a
Коммит a6f1781d47
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Просмотреть файл

@ -1,4 +1,5 @@
using Unity.Netcode;
using Unity.Mathematics;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
@ -11,6 +12,9 @@ public class EnemyBullet : MonoBehaviour
[SerializeField]
[Tooltip("The constant speed at which the Bullet travels")]
private float m_TravelSpeed = 3.0f;
[SerializeField]
ParticleSystem m_ShieldExplosionParticle;
private void Start()
{
@ -52,6 +56,7 @@ public class EnemyBullet : MonoBehaviour
{
Destroy(hitShield.gameObject);
Destroy(gameObject);
Instantiate(m_ShieldExplosionParticle, transform.position, quaternion.identity);
}
}

Просмотреть файл

@ -1,4 +1,5 @@
using Unity.Netcode;
using Unity.Mathematics;
using Unity.Netcode;
using UnityEngine;
public class PlayerBullet : MonoBehaviour
@ -11,6 +12,9 @@ public class PlayerBullet : MonoBehaviour
[Tooltip("The constant speed at which the Bullet travels")]
private float m_TravelSpeed = 4.0f;
[SerializeField]
ParticleSystem m_EnemyExplosionParticle;
private void Update()
{
if (!NetworkManager.Singleton.IsServer) return;
@ -34,6 +38,10 @@ public class PlayerBullet : MonoBehaviour
Destroy(hitEnemy.gameObject);
Destroy(gameObject);
// this instantiates at the position of the bullet, there is an offset in the Y axis on the
// particle systems in the prefab so it looks like it spawns in the middle of the enemy
Instantiate(m_EnemyExplosionParticle, transform.position, quaternion.identity);
return;
}

Просмотреть файл

@ -1,7 +1,9 @@
using System;
using Unity.Mathematics;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Rendering.VirtualTexturing;
public class PlayerControl : NetworkBehaviour
{
@ -16,6 +18,14 @@ public class PlayerControl : NetworkBehaviour
[SerializeField]
private NetworkVariable<int> m_Lives = new NetworkVariable<int>(3);
[SerializeField]
ParticleSystem m_ExplosionParticleSystem;
[SerializeField]
ParticleSystem m_HitParticleSystem;
[SerializeField]
Color m_PlayerColorInGame;
private SceneTransitionHandler.SceneStates m_CurrentSceneState;
private bool m_HasGameStarted;
@ -39,7 +49,7 @@ public class PlayerControl : NetworkBehaviour
private void Start()
{
m_PlayerVisual = GetComponent<SpriteRenderer>();
if (m_PlayerVisual != null) m_PlayerVisual.material.color = Color.black;
if (m_PlayerVisual != null) m_PlayerVisual.color = Color.clear;
}
private void Update()
@ -54,6 +64,20 @@ public class PlayerControl : NetworkBehaviour
}
}
private void LateUpdate()
{
HandleCameraMovement();
}
private void HandleCameraMovement()
{
Vector3 cameraPosition = transform.position;
cameraPosition.x = cameraPosition.x * 0.05f;
cameraPosition.y = 6.2f;
cameraPosition.z = -35f;
Camera.main.transform.position = cameraPosition;
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
@ -86,11 +110,11 @@ public class PlayerControl : NetworkBehaviour
m_CurrentSceneState = newState;
if (m_CurrentSceneState == SceneTransitionHandler.SceneStates.Ingame)
{
if (m_PlayerVisual != null) m_PlayerVisual.material.color = Color.green;
if (m_PlayerVisual != null) m_PlayerVisual.color = m_PlayerColorInGame;
}
else
{
if (m_PlayerVisual != null) m_PlayerVisual.material.color = Color.black;
if (m_PlayerVisual != null) m_PlayerVisual.color = Color.clear;
}
}
@ -141,9 +165,9 @@ public class PlayerControl : NetworkBehaviour
private void OnLivesChanged(int previousAmount, int currentAmount)
{
// Hide graphics client side upon death
if(currentAmount <= 0 && IsClient && TryGetComponent<SpriteRenderer>(out var spriteRenderer))
if (currentAmount <= 0 && IsClient && TryGetComponent<SpriteRenderer>(out var spriteRenderer))
spriteRenderer.enabled = false;
if (!IsOwner) return;
Debug.LogFormat("Lives {0} ", currentAmount);
if (InvadersGame.Singleton != null) InvadersGame.Singleton.SetLives(m_Lives.Value);
@ -160,7 +184,7 @@ public class PlayerControl : NetworkBehaviour
Debug.LogFormat("Score {0} ", currentAmount);
if (InvadersGame.Singleton != null) InvadersGame.Singleton.SetScore(m_Score.Value);
} // ReSharper disable Unity.PerformanceAnalysis
private void InGameUpdate()
{
if (!IsLocalPlayer || !IsOwner || !m_HasGameStarted) return;
@ -173,7 +197,7 @@ public class PlayerControl : NetworkBehaviour
if (deltaX != 0)
{
var newMovement = new Vector3(deltaX, 0, 0);
transform.position = Vector3.MoveTowards(transform.position,
transform.position = Vector3.MoveTowards(transform.position,
transform.position + newMovement, m_MoveSpeed * Time.deltaTime);
}
@ -209,12 +233,17 @@ public class PlayerControl : NetworkBehaviour
m_Lives.Value = 0;
InvadersGame.Singleton.SetGameEnd(GameOverReason.Death);
NotifyGameOverClientRpc(GameOverReason.Death, m_OwnerRPCParams);
Instantiate(m_ExplosionParticleSystem, transform.position, quaternion.identity);
// Hide graphics of this player object server-side. Note we don't want to destroy the object as it
// may stop the RPC's from reaching on the other side, as there is only one player controlled object
if (TryGetComponent<SpriteRenderer>(out var spriteRenderer))
spriteRenderer.enabled = false;
}
else
{
Instantiate(m_HitParticleSystem, transform.position, quaternion.identity);
}
}
[ClientRpc]

Просмотреть файл

@ -1,4 +1,5 @@
using Unity.Netcode;
using Unity.Mathematics;
using Unity.Netcode;
using UnityEngine;
public class Shield : MonoBehaviour

Просмотреть файл

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Двоичные данные
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