Bullet Hell Game based in the Psychological mindscape of an insane asylumn paitent
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Merge branch 'master' of https://github.com/james7132/Hysteria

Conflicts:
Assets/Demo/Prefabs/Static Objects/Game Object Manager.prefab
Assets/Demo/Scenes/Attack Pattern Test.unity

james7132 761551ca 341708ed

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Assets/Demo/Prefabs/Bomb.prefab

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Assets/Demo/Prefabs/Player.prefab

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Assets/Demo/Scenes/Main Gameplay.unity

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Assets/Demo/Scenes/Stage 1.unity

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Assets/Demo/Stage 1/Stage 1.prefab

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Assets/Scripts/Danmaku Engine/AttackPattern.meta
··· 1 + fileFormatVersion: 2 2 + guid: 69bc5aab22dd7484992cfe5f487ca0ca 3 + folderAsset: yes 4 + DefaultImporter: 5 + userData:
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Assets/Scripts/Danmaku Engine/Bomb.cs
··· 1 1 using UnityEngine; 2 2 using System.Collections; 3 + using System.Collections.Generic; 3 4 using DanmakuEngine.Core; 4 5 using JamesLib; 5 6 ··· 43 44 parent.bombDeployed = true; 44 45 parent.invincible = true; 45 46 47 + float deltaTheta = rotations * 360 / duration; 48 + 46 49 SoundManager.PlaySoundEffect (bombClip); 47 50 48 51 while(lerpValue <= 1f) ··· 56 59 lerpValue += deltat / duration; 57 60 Transform.localScale = Vector3.Lerp(Vector3.zero, targetScale, (lerpValue == 0f) ? 0f : Mathf.Log(lerpValue) * 0.5f + 1f); 58 61 Transform.position = Vector3.Lerp(originalPosition, targetPosition, Mathf.Pow(lerpValue, 6f)); 62 + Transform.rotation = Quaternion.Euler(0,0, Transform.rotation.eulerAngles.z + deltaTheta); 59 63 rend.color = Color.Lerp(referenceColor, targetColor, Mathf.Pow(lerpValue, 6f)); 60 64 } 61 65 parent.bombDeployed = false; ··· 65 69 66 70 void OnTriggerEnter2D(Collider2D col) 67 71 { 68 - Debug.Log ("Bullet Canceled"); 69 72 Bullet bullet = col.gameObject.GetComponent<Bullet> (); 70 73 if(bullet != null) 71 74 {
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Assets/Scripts/Danmaku Engine/Core/Bullet.cs
··· 56 56 void FixedUpdate () 57 57 { 58 58 Vector3 movementVector = Transform.up * velocity.x * Time.fixedDeltaTime; 59 - Debug.DrawRay (Transform.position, Transform.up * velocity.x * Time.deltaTime, Color.red); 60 59 if(useVertical) 61 60 { 62 61 movementVector += (Vector3.up * velocity.y * Time.fixedDeltaTime); ··· 215 214 public void Cancel() 216 215 { 217 216 PickupPool.Spawn (Transform.position, Pickup.Type.PointValue); 218 - Deactivate(); 217 + velocity = Vector2.zero; 218 + StopAllCoroutines (); 219 + StartCoroutine (BulletFade (0.25f)); 220 + } 221 + 222 + public IEnumerator BulletFade(float duration) 223 + { 224 + box.enabled = false; 225 + cir.enabled = false; 226 + Vector3 start = Transform.localScale; 227 + float t = 0; 228 + 229 + while(t < 1) 230 + { 231 + yield return new WaitForFixedUpdate(); 232 + Transform.localScale = Vector3.Lerp(start, Vector3.zero, t); 233 + t += Time.fixedDeltaTime / duration; 234 + } 235 + Deactivate (); 219 236 } 220 237 221 238 [System.Serializable]
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Assets/Scripts/Static Managers/SoundManager.cs
··· 45 45 { 46 46 musicSource = Instance.audio; 47 47 } 48 - musicSource.Stop(); 49 - musicSource.clip = bgm; 50 - musicSource.Play(); 48 + if(bgm != null) 49 + { 50 + musicSource.Stop(); 51 + musicSource.clip = bgm; 52 + musicSource.Play(); 53 + } 51 54 } 52 55 53 56 public static void PauseMusic()
ProjectSettings/Physics2DSettings.asset

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