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4 changes: 4 additions & 0 deletions Assets/Prefabs/Enemies/Healthbar_canvas.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -180,7 +180,11 @@ MonoBehaviour:
m_FallbackScreenDPI: 96
m_DefaultSpriteDPI: 96
m_DynamicPixelsPerUnit: 1
<<<<<<< HEAD
m_PresetInfoIsWorld: 0
=======
m_PresetInfoIsWorld: 1
>>>>>>> origin
--- !u!114 &329468659831139385
MonoBehaviour:
m_ObjectHideFlags: 0
Expand Down
14 changes: 14 additions & 0 deletions Assets/Prefabs/ShopItem.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -56,9 +56,15 @@ MonoBehaviour:
- 1
- 2
labelTriggerHitboxSize:
<<<<<<< HEAD
- 2
- 2
- 2
=======
- 1.5
- 1.5
- 1.5
>>>>>>> origin
pedastalEmpty: {fileID: 21300000, guid: 4b80e60f1aaecb9449189a1fbee9291d, type: 3}
pedastalEmptyShadow: {fileID: 21300000, guid: 93071adcebe942741ab22521f1592993, type: 3}
pedastalUp: {fileID: 21300000, guid: a8078bf54dcc5c9458935603201c9c14, type: 3}
Expand Down Expand Up @@ -231,13 +237,21 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6899898975387234628}
serializedVersion: 2
<<<<<<< HEAD
m_LocalRotation: {x: 0.1464466, y: -0.8535535, z: 0.35355338, w: 0.35355338}
=======
m_LocalRotation: {x: 0.15744926, y: -0.8420601, z: 0.38011616, w: 0.3487927}
>>>>>>> origin
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 0.025, y: 0.025, z: 0.025}
m_ConstrainProportionsScale: 1
m_Children: []
m_Father: {fileID: 7538102720436726106}
<<<<<<< HEAD
m_LocalEulerAnglesHint: {x: 45, y: -135, z: 0}
=======
m_LocalEulerAnglesHint: {x: 48.59, y: -135, z: 0}
>>>>>>> origin
--- !u!212 &2631982989329251771
SpriteRenderer:
m_ObjectHideFlags: 0
Expand Down
9 changes: 9 additions & 0 deletions Assets/Scenes/Basic Shop Room.unity
Original file line number Diff line number Diff line change
Expand Up @@ -329,6 +329,8 @@ Transform:
- {fileID: 338464110}
m_Father: {fileID: 1962872921}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
<<<<<<< HEAD
=======
--- !u!1001 &610437861
PrefabInstance:
m_ObjectHideFlags: 0
Expand Down Expand Up @@ -386,6 +388,7 @@ PrefabInstance:
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 4201026a094fdde4786da0df2069e0c2, type: 3}
>>>>>>> origin
--- !u!1 &874944015
GameObject:
m_ObjectHideFlags: 0
Expand Down Expand Up @@ -1054,6 +1057,8 @@ PrefabInstance:
propertyPath: m_Name
value: Trashcan
objectReference: {fileID: 0}
<<<<<<< HEAD
=======
- target: {fileID: 2245966294081068185, guid: 0c6383ee0839d464cabdb27f3deeddd0, type: 3}
propertyPath: m_LocalRotation.w
value: 0.3487927
Expand All @@ -1074,6 +1079,7 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.x
value: 48.59
objectReference: {fileID: 0}
>>>>>>> origin
- target: {fileID: 7184290979449012382, guid: 0c6383ee0839d464cabdb27f3deeddd0, type: 3}
propertyPath: m_LocalPosition.x
value: -0.027999979
Expand Down Expand Up @@ -2087,4 +2093,7 @@ SceneRoots:
- {fileID: 1776268614}
- {fileID: 2067782014}
- {fileID: 3270094318285618684}
<<<<<<< HEAD
=======
- {fileID: 610437861}
>>>>>>> origin
1 change: 1 addition & 0 deletions Assets/Scripts/Door.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@ void OnTriggerEnter(Collider other)
{
SceneManager.LoadScene(room_name);
}
Player_Controller.controller.Boost(Level_manager.instance.bootUpUpgradeModifierValue, Level_manager.instance.bootUpUpgradeModifier);
}
}

Expand Down
25 changes: 23 additions & 2 deletions Assets/Scripts/Level_manager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -108,9 +108,9 @@ public class Level_manager : MonoBehaviour

// Upgrade modifiers indicate the amount of effect an upgrade actually applies during runtime
public int precisionUpgradeModifier = 0;
public int hardwareAccelUpgradeModifier = 0;
public int hardwareAccelUpgradeModifier = 1;
public int twoBirdsUpgradeModifier = 0;
public int fortifiedUpgradeModifier = 0;
public int fortifiedUpgradeModifier = 1;
public int bootUpUpgradeModifier = 15;
public int spiceLifeUpgradeModifier = 0;
public int gitRestoreUpgradeModifier = 0;
Expand Down Expand Up @@ -209,6 +209,18 @@ void Start()
// Add all upgrades to the Upgrade list; move to game_constants when one exists
// See the constructor for the Upgrade class in 'Upgrade_manager.cs' to find detailed info about parameters.
// Only one upgrade sprite asset is finished (Precision, as of 02/28), so all others will use the default
<<<<<<< HEAD
Upgrades.Add(new Upgrade("Precision", "Deal +[X] extra damage on every hit (currently adding [N] damage)", (float)precisionUpgradeModifierValue, (float)precisionUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/whetstone.png", "Assets/Sprites/Upgrades/whetstoneVert.png"));
Upgrades.Add(new Upgrade("Hardware Acceleration", "Increase dash range by [X]%", (float)hardwareAccelUpgradeModifierValue, (float)hardwareAccelUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/hardwareAccel.png", "Assets/Sprites/Upgrades/hardwareAccelVert.png"));
Upgrades.Add(new Upgrade("Two Birds", "Your attacks hit twice, second attack does [X]% and also applies on-hit effects", (float)twoBirdsUpgradeModifierValue, (float)twoBirdsUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/twobirds.png", "Assets/Sprites/Upgrades/twobirdsVert.png"));
Upgrades.Add(new Upgrade("Fortified", "Enemy projectiles deal [X]% less damage", (float)fortifiedUpgradeModifierValue, (float)fortifiedUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/fortify.png", "Assets/Sprites/Upgrades/fortifyVert.png"));
Upgrades.Add(new Upgrade("Boot Up", "Gain a [X]% speed boost for the first [N] sec of each room", (float)bootUpUpgradeModifierValue, (float)bootUpUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/bootUp.png", "Assets/Sprites/Upgrades/bootUpVert.png"));
Upgrades.Add(new Upgrade("Spice of Life", "Gain [X]% additional damage for each unique combo used this run", (float)spiceLifeUpgradeModifierValue, (float)spiceLifeUpgradeModifierValue, "", 0, 5, "Assets/Sprites/Upgrades/spiceOfLife.png", "Assets/Sprites/Upgrades/spiceOfLifeVert.png"));
Upgrades.Add(new Upgrade("git restore", "When entering a new non-shop room, restore [X]% of max health", (float)gitRestoreUpgradeModifierValue, (float)gitRestoreUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/gitRestore.png", "Assets/Sprites/Upgrades/gitRestoreVert.png"));
Upgrades.Add(new Upgrade("Bloodthirsty", "Gain [X] health upon killing [N] enemies", (float)bloodthirstyUpgradeModifierValue, (float)bloodthirstyUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/bloodthirsty.png", "Assets/Sprites/Upgrades/bloodthirstVert.png"));
Upgrades.Add(new Upgrade("Greedy", "Gain [X]% more gold from enemy kills", (float)greedyUpgradeModifierValue, (float)greedyUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/chipMagnet.png", "Assets/Sprites/Upgrades/chipMagnetVert.png"));
Upgrades.Add(new Upgrade("Thorns", "When you take damage, deal [X]% to the enemy that hit you", (float)thornsUpgradeModifierValue, (float)thornsUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/thorns.png", "Assets/Sprites/Upgrades/thornsVert.png"));
=======
Upgrades.Add(new Upgrade("Precision", "Deal +[X] extra damage on every hit (currently adding [N] damage)", (float)precisionUpgradeModifierValue, (float)precisionUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/whetstone.png", "Assets/Sprites/Upgrades/whetstoneVert.png", "red"));
Upgrades.Add(new Upgrade("Hardware Acceleration", "Increase dash range by [X]%", (float)hardwareAccelUpgradeModifierValue, (float)hardwareAccelUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/hardwareAccel.png", "Assets/Sprites/Upgrades/hardwareAccelVert.png", "purple"));
Upgrades.Add(new Upgrade("Two Birds", "Your attacks hit twice, second attack does [X]% and also applies on-hit effects", (float)twoBirdsUpgradeModifierValue, (float)twoBirdsUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/twobirds.png", "Assets/Sprites/Upgrades/twobirdsVert.png", "red"));
Expand All @@ -219,6 +231,7 @@ void Start()
Upgrades.Add(new Upgrade("Bloodthirsty", "Gain [X] health upon killing [N] enemies", (float)bloodthirstyUpgradeModifierValue, (float)bloodthirstyUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/bloodthirsty.png", "Assets/Sprites/Upgrades/bloodthirstVert.png", "red"));
Upgrades.Add(new Upgrade("Greedy", "Gain [X]% more gold from enemy kills", (float)greedyUpgradeModifierValue, (float)greedyUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/chipMagnet.png", "Assets/Sprites/Upgrades/chipMagnetVert.png", "yellow"));
Upgrades.Add(new Upgrade("Thorns", "When you take damage, deal [X]% to the enemy that hit you", (float)thornsUpgradeModifierValue, (float)thornsUpgradeModifier, "", 0, 5, "Assets/Sprites/Upgrades/thorns.png", "Assets/Sprites/Upgrades/thornsVert.png", "green"));
>>>>>>> origin

// Id should always = index in Upgrades list
for (int i = 0; i < Upgrades.Count; i++)
Expand Down Expand Up @@ -544,9 +557,14 @@ public bool AddPlayerUpgrade(Upgrade upgrade, GameObject shop)
upgradeUIIcon.GetComponent<Upgrade_manager>().upgradeIndex = index;
upgradeUIIcon.GetComponent<Upgrade_manager>().CreateGameObjects();
upgradeUIIcon.SetActive(true);
<<<<<<< HEAD
PlayerHeldUpgradeIcons.Add(upgradeUIIcon);
Debug.Log("Add suceeded");
=======

// UI icon is added to the PlayerHeldUpgradeIcons list
PlayerHeldUpgradeIcons.Add(upgradeUIIcon);
>>>>>>> origin
GainCoin(-1 * upgrade.Cost);
return true;
}
Expand Down Expand Up @@ -599,6 +617,8 @@ public void SwapOutUpgrade(Upgrade newUpgrade, GameObject shop, Vector2 original
upgradeUIIcon.GetComponent<Upgrade_manager>().upgradeUIIcon.GetComponent<RectTransform>().anchoredPosition = originalSlotPosition;
GainCoin(-1 * newUpgrade.Cost);
shop.GetComponent<ShopItem>().destroyChildren();
<<<<<<< HEAD
=======
}

// Called within the coroutine SelectAndConfirmRecycle in Player_input_manager (structured this way to keep all player inputs inside that script... it's a bit clunky but it works)
Expand Down Expand Up @@ -652,6 +672,7 @@ public void RemoveUpgrade(GameObject trashcan) {

// Deactivate the label
trashcan.GetComponent<Trashcan>().label.SetActive(false);
>>>>>>> origin
}

// Called when upgrades are added to the player held upgrades list, essentially applies the effects of upgrades.
Expand Down
30 changes: 12 additions & 18 deletions Assets/Scripts/Player_Controller.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ public class Player_Controller : MonoBehaviour
public static Player_Controller controller;
public float normalSpeed = 5f; // Default movement speed
public float boostedSpeed = 7.5f; // 1.5x speed boost
public float boostDuration = 30f * Level_manager.instance.hardwareAccelUpgradeModifier; // base 30 seconds duration
public float boostDuration = 30f;// 30 seconds duration
private bool isBoosted = false;
private Rigidbody rb;
// Start is called once before the first execution of Update after the MonoBehaviour is created
Expand All @@ -33,33 +33,27 @@ void Update()
}
}

public void UpgradeBoost()
public void Boost(float boost, float duration)
{
StartCoroutine(SpeedBoost(Level_manager.instance.bootUpUpgradeModifierValue, Level_manager.instance.bootUpUpgradeModifier));
}
float tempSpeed = boostedSpeed;
float tempDuration = boostDuration;
boostedSpeed = boost;
boostDuration = duration;

IEnumerator SpeedBoost()
{
isBoosted = true;
Debug.Log("Speed Boost Activated!");
StartCoroutine(SpeedBoost());

yield return new WaitForSeconds(boostDuration); // Wait for 30 seconds

isBoosted = false;
Debug.Log("Speed Boost Ended!");
boostedSpeed = tempSpeed;
boostDuration = tempDuration;
}

IEnumerator SpeedBoost(float boost, float duration)
IEnumerator SpeedBoost()
{
float temp = boostedSpeed;
boostedSpeed = boost;
isBoosted = true;
Debug.Log("Speed Boost Activated!");

yield return new WaitForSeconds(duration);
yield return new WaitForSeconds(boostDuration); // Wait for 30 seconds

isBoosted = false;
boostedSpeed = temp;
Debug.Log("Speed Boost Ended!");
}
}
}
2 changes: 1 addition & 1 deletion Assets/Scripts/Player_input_manager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -183,7 +183,7 @@ void StartDash(Vector3 vect)
// Dashes a with a speed specified by dashScalar and direction specified by orientation
Cooldown_manager.instance.UpdateDashCooldown();
rb.linearVelocity = orientation * dashSpeed;
dashCompleteTime = Time.time + (dashDistance / dashSpeed);
dashCompleteTime = Time.time + ((dashDistance * Level_manager.instance.hardwareAccelUpgradeModifier) / dashSpeed);
}

void Interact(GameObject interactable)
Expand Down
4 changes: 4 additions & 0 deletions Assets/Scripts/Projectile.cs
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,10 @@ public class Projectile : MonoBehaviour

void Start()
{
if (gameObject.layer == 8)
{
damage *= Level_manager.instance.fortifiedUpgradeModifier;
}
Destroy(gameObject, lifetime);
}

Expand Down
12 changes: 12 additions & 0 deletions Assets/Scripts/Trashcan.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,8 +19,12 @@ public class Trashcan : MonoBehaviour
private float[] labelTriggerHitboxSize;

// Instiantiated UI label object from the prefab
<<<<<<< HEAD
private GameObject label;
=======
[System.NonSerialized]
public GameObject label;
>>>>>>> origin

// The position of the center point of the top face of this ShopItem
private Vector3 topFaceCenterPos;
Expand Down Expand Up @@ -66,7 +70,11 @@ void Start()
float height = cubeRenderer.bounds.extents.y;
topFaceCenterPos = center + new Vector3(0, height + 0.1f, 0);

<<<<<<< HEAD
// Assign the pedastal sprite
=======
// Assign the trashcan sprite
>>>>>>> origin
spriteTransform = transform.Find("Sprite");
spriteTransform.GetComponent<SpriteRenderer>().sprite = trashcanEmpty;

Expand All @@ -76,6 +84,10 @@ void Start()
// Called when the player interacts with this instance's gameObject
public void use()
{
<<<<<<< HEAD
//FIXME: make it so the selected upgrade is cleared from the player's loadout
=======
>>>>>>> origin
}

// Makes a single formatted string from this ShopItem's hotkey info, name, and description strings
Expand Down
8 changes: 8 additions & 0 deletions Assets/Scripts/TrashcanCollider.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,13 @@ private void OnTriggerEnter(Collider other)
{
Trashcan trashCan = transform.parent.GetComponent<Trashcan>();
Level_manager levelManager = Level_manager.instance.GetComponent<Level_manager>();
<<<<<<< HEAD
// If the other collider is the player, and the player has at least one upgrade:
if (other.gameObject.CompareTag("Player") && levelManager.PlayerHeldUpgrades.Count >= 1)
{
trashCan.upgrade = levelManager.PlayerHeldUpgrades[levelManager.CurrentlySelectedUpgradeIndex];
Debug.Log(trashCan.upgrade.Name);
=======
if (levelManager.CurrentlySelectedUpgradeIndex >= levelManager.PlayerHeldUpgrades.Count)
{
levelManager.CurrentlySelectedUpgradeIndex = levelManager.PlayerHeldUpgrades.Count - 1;
Expand All @@ -16,6 +23,7 @@ private void OnTriggerEnter(Collider other)
{
Level_manager.instance.RecyclePlayerUpgrade(transform.parent.gameObject);
trashCan.upgrade = levelManager.PlayerHeldUpgrades[levelManager.CurrentlySelectedUpgradeIndex];
>>>>>>> origin
trashCan.Label.SetActive(true);
trashCan.Label.GetComponent<UpgradeLabel>().SetNewUpgrade(trashCan.upgrade);
trashCan.Label.GetComponent<UpgradeLabel>().ChangeLabelTextBasedOnGameState(trashCan.upgrade);
Expand Down
4 changes: 4 additions & 0 deletions Assets/Scripts/UpgradeLabel.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,11 @@ public class UpgradeLabel : MonoBehaviour
[SerializeField]
private string labelTextHotkeyInfoInsufficientFunds = "Not Enough Chips";
[SerializeField]
<<<<<<< HEAD
private string labelTextHotkeyInfoTrashcan = "(E) Recycle"; // Displays when the player is looking at the trashcan
=======
private string labelTextHotkeyInfoTrashcan = "(E) Recycle\n(MB1) Select"; // Displays when the player is looking at the trashcan
>>>>>>> origin
[SerializeField]
private string labelTextHotkeyInfoColor = "#87CEEB"; // Pale, electric blue, used for the "BUY" and "LEVEL UP" text.
[SerializeField]
Expand Down
4 changes: 4 additions & 0 deletions Assets/Scripts/UpgradeLabelMainUI.cs
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,10 @@ public class UpgradeLabelMainUI : MonoBehaviour
public Vector3[] upgradeIconCorners = new Vector3[4];
public void Initialize()
{
<<<<<<< HEAD
Debug.Log("I'm a label and I'm initialized!");
=======
>>>>>>> origin
labelRectTransform = gameObject.GetComponent<RectTransform>();
labelRectTransform.Find("Panel").GetComponent<RectTransform>().GetWorldCorners(corners);
tmpText = transform.Find("Panel").gameObject.transform.Find("TMP").gameObject.GetComponent<TextMeshProUGUI>();
Expand Down
18 changes: 18 additions & 0 deletions Assets/Sprites/Common Elements/pedestalEmptyShadow.png.meta

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8 changes: 8 additions & 0 deletions Assets/Sprites/Common Elements/pedestalEmptyUp.png.meta

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