Merge branch 'main' of https://github.com/orsolya-st/gamejam_050626
This commit is contained in:
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public float maxFallingTime = 2f;
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public float fallingAnimTreshold = 0.2f;
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//audio stuff
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public AudioSource speaker;
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public AudioClip fallsound;
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private void Awake()
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{
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@@ -69,16 +73,28 @@ public class DamageHandler : MonoBehaviour
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private void OnCollisionEnter2D(Collision2D other)
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{
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//on collision check fall damage
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if (fallSpeed < -threshold)
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{
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float fallDamage = (-fallSpeed - threshold) * multiplier;
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UpdateHealth(health - fallDamage);
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}
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}
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{
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float fallSpeed = lastYVelocity;
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// Check if we hit hard enough
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if (fallSpeed < -threshold)
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{
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Debug.Log("Impact detected! Speed: " + fallSpeed);
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if (speaker != null && fallsound != null)
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{
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speaker.PlayOneShot(fallsound);
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Debug.Log("Sound played successfully.");
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else
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Debug.LogWarning("AudioSource or AudioClip is missing in the Inspector!");
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float fallDamage = (-fallSpeed - threshold) * multiplier;
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UpdateHealth(health - fallDamage);
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}
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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using UnityEngine;
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public class FalldownScene : MonoBehaviour
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{
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void Awake()
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{
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// This tells Unity NOT to destroy this object when loading a new scene
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DontDestroyOnLoad(gameObject);
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mySpeaker.PlayOneShot(jingle);
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// 2. Wait for the length of the sound clip (or a fixed time)
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yield return new WaitForSeconds(jingle.length - 0.5f);
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yield return new WaitForSeconds(0.4f);
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// 3. Now it is safe to load the scene
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SceneManager.LoadScene(0, LoadSceneMode.Single);
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using UnityEngine;
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public class TreeDecorations : MonoBehaviour
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{
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public GameObject[] decorationPrefabs;
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public int minAmount = 2;
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void Start()
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{
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{
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float randomX = side * Random.Range(1.5f, 3f);
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Vector3 spawnPos = transform.position + new Vector3(randomX, randomY, 0);
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GameObject decoration = Instantiate(prefab, spawnPos, Quaternion.identity, transform);
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float randomScale = Random.Range(minScale, maxScale);
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decoration.transform.localScale = new Vector3(
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randomScale * side,
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randomScale,
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1
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Binary file not shown.
Reference in New Issue
Block a user