10 Commits

15 changed files with 1884 additions and 12 deletions

2
.gitignore vendored
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@@ -63,4 +63,4 @@ Thumbs.db.meta
*.vscode
.vsconfig
Assets/Scenes/DevRoom/Perso/
Assets/Level/Scenes/DevRoom/Perso/

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@@ -0,0 +1,56 @@
using UnityEngine;
public class RootCrawler : MonoBehaviour
{
public Transform target;
public float maxHeight = 2f;
public float crawlingSpeed = 0.4f;
public float radius = 0.5f;
public float rotationSpeed = 5f;
public float noiseStrength = 0.06f;
public float noiseFrequency = 1.5f;
public int resolution = 80;
private float currentHeight = 0f;
private float noiseOffset;
private LineRenderer line;
private float angleOffset = 0f;
void Start()
{
line = GetComponent<LineRenderer>();
noiseOffset = Random.Range(0f, 100f);
}
void Update()
{
if (target == null)
return;
currentHeight += Time.deltaTime * crawlingSpeed;
currentHeight = Mathf.Clamp(currentHeight, 0f, maxHeight);
angleOffset += Time.deltaTime * 2f;
int currentResolution = Mathf.Max(2, Mathf.RoundToInt((currentHeight / maxHeight) * resolution));
line.positionCount = currentResolution;
for (int i = 0; i < currentResolution; i++) {
float t = (float)i / (currentResolution - 1);
float h = t * currentHeight;
float angle = t * rotationSpeed * maxHeight / crawlingSpeed + angleOffset;
float r = Mathf.Lerp(radius, radius * 0.5f, t);
float noiseX = (Mathf.PerlinNoise(noiseOffset + h * noiseFrequency, 0f) - 0.5f) * noiseStrength;
float noiseZ = (Mathf.PerlinNoise(0f, noiseOffset + h * noiseFrequency) - 0.5f) * noiseStrength;
float x = Mathf.Cos(angle) * r + noiseX;
float z = Mathf.Sin(angle) * r + noiseZ;
line.SetPosition(i, target.position + new Vector3(x, h - 0.8f, z));
}
float rotationMultiplier = 1f - (currentHeight / maxHeight);
angleOffset += Time.deltaTime * 2f * (rotationMultiplier + 0.1f);
}
}

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@@ -0,0 +1,2 @@
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@@ -2,15 +2,62 @@ using UnityEngine;
public class SlowdownArea : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
[Header("References")]
public float maxSlow;
public float slowSpeed;
public float timer;
public GameObject playerBody;
[Header("Root Crawler")]
public GameObject rootCrawlerPrefab;
private float baseJump;
private bool isInZone = false;
private PlayerMovement player;
private PlayerJump jump;
private GameObject currentCrawler;
private void OnTriggerEnter(Collider area)
{
if (area.CompareTag("Player")){
player = area.GetComponent<PlayerMovement>();
jump = area.GetComponent<PlayerJump>();
baseJump = 5.0f;
jump.JumpForce = 1.5f;
isInZone = true;
if (currentCrawler == null) {
currentCrawler = Instantiate(rootCrawlerPrefab, player.transform);
RootCrawler crawler = currentCrawler.GetComponent<RootCrawler>();
crawler.target = playerBody.transform;
}
}
}
private void OnTriggerExit(Collider area)
{
if (area.CompareTag("Player")) {
isInZone = false;
timer = 0f;
player.ApplySlow(1f);
player.ApplyAnimationSlow(1f);
jump.JumpForce = baseJump;
if (currentCrawler != null) {
Destroy(currentCrawler);
}
}
}
// Update is called once per frame
void Update()
{
if (!isInZone || player == null)
return;
timer += Time.deltaTime;
float t = Mathf.Clamp(timer * slowSpeed, 0f, 1f);
float multiplicator = Mathf.Lerp(1f, maxSlow, t);
player.ApplySlow(multiplicator);
player.ApplyAnimationSlow(multiplicator);
}
}

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@@ -14,12 +14,19 @@ public class PlayerMovement : MonoBehaviour
private Vector3 moveDirection;
// used by root enemies (area tell -> player do)
private float baseWalkSpeed;
private float slowMultiplier = 1.0f;
private float animMultiplier = 1.0f;
private void Awake()
{
m_rigidbody = GetComponent<Rigidbody>();
input = GetComponent<PlayerInputController>();
animator = GetComponent<Animator>();
headController = GetComponent<PlayerHeadController>();
baseWalkSpeed = WalkSpeed;
animator.speed = 1.0f;
if (m_rigidbody != null)
{
@@ -27,6 +34,17 @@ public class PlayerMovement : MonoBehaviour
}
}
public void ApplySlow(float multiplier)
{
slowMultiplier = multiplier;
}
public void ApplyAnimationSlow(float multiplier)
{
animMultiplier = multiplier;
animator.speed = animMultiplier;
}
private void FixedUpdate()
{
Vector2 m_moveAmt = input.MoveAmount;
@@ -48,7 +66,7 @@ public class PlayerMovement : MonoBehaviour
if (headController.isHoldingHead)
{
m_rigidbody.MovePosition(
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
);
}
else
@@ -56,7 +74,7 @@ public class PlayerMovement : MonoBehaviour
if (moveDirection.magnitude >= 0.1f)
{
m_rigidbody.MovePosition(
m_rigidbody.position + Time.deltaTime * WalkSpeed * moveDirection
m_rigidbody.position + Time.deltaTime * baseWalkSpeed * slowMultiplier * moveDirection
);
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);

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