This commit is contained in:
cemt1363
2026-06-07 01:12:14 +02:00
11 changed files with 465 additions and 234 deletions
+121
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@@ -19,6 +19,10 @@ public class DamageHandler : MonoBehaviour
public float maxFallingTime = 2f;
public float fallingAnimTreshold = 0.2f;
//audio stuff
public AudioSource speaker;
public AudioClip fallsound;
private void Awake()
{
@@ -69,16 +73,28 @@ public class DamageHandler : MonoBehaviour
}
private void OnCollisionEnter2D(Collision2D other)
{
// Debug.LogWarning("collide");
//on collision check fall damage
float fallSpeed = lastYVelocity;
if (fallSpeed < -threshold)
{
float fallDamage = (-fallSpeed - threshold) * multiplier;
UpdateHealth(health - fallDamage);
}
}
{
float fallSpeed = lastYVelocity;
// Check if we hit hard enough
if (fallSpeed < -threshold)
{
Debug.Log("Impact detected! Speed: " + fallSpeed);
if (speaker != null && fallsound != null)
{
speaker.PlayOneShot(fallsound);
Debug.Log("Sound played successfully.");
}
else
{
Debug.LogWarning("AudioSource or AudioClip is missing in the Inspector!");
}
float fallDamage = (-fallSpeed - threshold) * multiplier;
UpdateHealth(health - fallDamage);
}
}
private void OnTriggerEnter2D(Collider2D other)
{
+10
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@@ -0,0 +1,10 @@
using UnityEngine;
public class FalldownScene : MonoBehaviour
{
void Awake()
{
// This tells Unity NOT to destroy this object when loading a new scene
DontDestroyOnLoad(gameObject);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d46cd926be38836499dc229fa9707a83
+1 -1
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@@ -23,7 +23,7 @@ public class StartScene : MonoBehaviour
mySpeaker.PlayOneShot(jingle);
// 2. Wait for the length of the sound clip (or a fixed time)
yield return new WaitForSeconds(jingle.length - 0.5f);
yield return new WaitForSeconds(0.4f);
// 3. Now it is safe to load the scene
SceneManager.LoadScene(0, LoadSceneMode.Single);
-43
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@@ -1,43 +0,0 @@
using UnityEngine;
public class TreeDecorations : MonoBehaviour
{
public GameObject[] decorationPrefabs;
public int minAmount = 2;
public int maxAmount = 6;
public float minY = -4f;
public float maxY = 4f;
public float minScale = 0.5f;
public float maxScale = 1.5f;
void Start()
{
int amount = Random.Range(minAmount, maxAmount + 1);
for (int i = 0; i < amount; i++)
{
GameObject prefab = decorationPrefabs[
Random.Range(0, decorationPrefabs.Length)
];
float randomY = Random.Range(minY, maxY);
float side = Random.value < 0.5f ? -1f : 1f;
float randomX = side * Random.Range(1.5f, 3f);
Vector3 spawnPos = transform.position + new Vector3(randomX, randomY, 0);
GameObject decoration = Instantiate(prefab, spawnPos, Quaternion.identity, transform);
float randomScale = Random.Range(minScale, maxScale);
decoration.transform.localScale = new Vector3(
randomScale * side,
randomScale,
1
);
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 727394ee11af15e40a3af3dee3fbb28a
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