Feature/invaders art (#48)
* 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
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@ -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]
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||||
[Tooltip("The constant speed at which the Bullet travels")]
|
||||
private float m_TravelSpeed = 3.0f;
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||||
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||||
[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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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]
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using Unity.Netcode;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
|
||||
public class Shield : MonoBehaviour
|
||||
|
|
|
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"CpuTargetsX32": 6,
|
||||
"CpuTargetsX64": 72,
|
||||
"OptimizeFor": 0
|
||||
}
|
||||
}
|
|
@ -0,0 +1,6 @@
|
|||
{
|
||||
"MonoBehaviour": {
|
||||
"Version": 4,
|
||||
"DisabledWarnings": ""
|
||||
}
|
||||
}
|