Commit 85b63fe9 authored by Marco's avatar Marco
Browse files

Merge branch 'betaMain' into 'main'

merge beta main into main

See merge request haavarfj/project-sprint!82
parents 121eb1fd a49ae371
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......@@ -17,6 +17,7 @@ public class LeapingCutGen : ThrowingUltGen
int rand = Random.Range(0, 10);
int cooldown;
float leapspeed;
int damage = 5;
if (rand < ((int)rarity))
{
name = "Jump'n'slice";
......@@ -48,6 +49,7 @@ public class LeapingCutGen : ThrowingUltGen
icon,
circleVFX,
color,
damage,
0.3f,
cooldown,
leapspeed
......
......@@ -7,6 +7,8 @@ public class WhirlingBladesGen : ThrowingUltGen
{
[SerializeField] private Sprite icon;
[SerializeField] private GameObject circleVFX;
public override ThrowingUltimate Generate(ItemRarity rarity, out string prefix)
{
WhirlingBlades blades = CreateInstance(nameof(WhirlingBlades)) as WhirlingBlades;
......@@ -16,6 +18,7 @@ public class WhirlingBladesGen : ThrowingUltGen
int activeTime;
int radius = Random.Range(5, 12);
Color color;
int damage;
if (rand < ((int)rarity))
{
name = "Spinning Blades";
......@@ -23,6 +26,7 @@ public class WhirlingBladesGen : ThrowingUltGen
cooldown = Random.Range(30, 40);
activeTime = Random.Range(3, 6);
color = Color.blue;
damage = Random.Range(5, 11);
}
else if (rand < ((int)rarity)+2)
{
......@@ -31,6 +35,7 @@ public class WhirlingBladesGen : ThrowingUltGen
cooldown = Random.Range(20, 30);
activeTime = Random.Range(2, 4);
color = Color.red;
damage = Random.Range(5, 11);
}
else
{
......@@ -38,9 +43,10 @@ public class WhirlingBladesGen : ThrowingUltGen
prefix = "";
cooldown = Random.Range(25, 35);
activeTime = Random.Range(2, 5);
damage = Random.Range(5, 11);
color = Color.cyan;
}
blades.SetInstance(name, icon, cooldown, circleVFX, color, activeTime, radius);
blades.SetInstance(name, icon, cooldown, circleVFX, color, damage, activeTime, radius);
return blades;
}
......
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......
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damageFactor: 1.5
projectileSizeFactor: 0.8
spin: 0
projectileSpeedBonus: 1
numberOfProjectiles: 5
spread: 5
numberOfProjectiles: 10
spread: 2.5
lifeSteal: 1
onHitDebuffs: []
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m_Name: Rusty Blade
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......@@ -220,7 +220,7 @@ MonoBehaviour:
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critDamage: 2
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......
......@@ -218,12 +218,14 @@ MonoBehaviour:
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attackCooldown: 0.15
critChance: 0.2
critDamage: 2
attackCooldown: 0.1
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......
......@@ -11,15 +11,14 @@ public class LeapingCut : ThrowingUltimate
[SerializeField] private float _activeTime;
[SerializeField, Range(1, 10)] private float leapSpeed;
[SerializeField] private GameObject circleVFX;
[SerializeField] private int damage;
Dictionary<Transform, KeyValuePair<Vector3, Factors>> casters;
private void OnValidate()
{
duration = _activeTime;
description = "Leap to your mouse position, and summon whirling blades around you when you land, which deals your weapons damage 4 times " +
"during 1 second.";
this.description = "Leap to your mouse position, and summon whirling blades around you when you land, which deals " + damage + " damage 4 times per second.";
}
public override void CastAbility(Transform caster, Factors factors, Vector3 direction, Vector3 position, out float repeatRate, out bool stop)
{
......@@ -58,16 +57,16 @@ public class LeapingCut : ThrowingUltimate
circleVFX,
factors.projectile.transform.GetComponentInChildren<SpriteRenderer>().sprite,
factors.projectileSize,
10,
8,
1,
(int)factors.damage,
damage,
0.25f,
factors.targets);
casters.Remove(caster);
}
public void SetInstance(string name, Sprite icon, GameObject circleVFX, Color color, float activeTime, int cooldown, float leapSpeed = 5)
public void SetInstance(string name, Sprite icon, GameObject circleVFX, Color color, int damage, float activeTime, int cooldown, float leapSpeed = 5)
{
this.sprite = icon;
this.circleVFX = circleVFX;
......@@ -77,7 +76,8 @@ public class LeapingCut : ThrowingUltimate
this.leapSpeed = leapSpeed;
this.cooldown = cooldown;
this.name = name;
this.description = "Leap to your mouse position, and when you land, deal your weapons damage 4 times during 1 second.";
this.damage = damage;
this.description = "Leap to your mouse position, and summon whirling blades around you when you land, which deals " + damage + " damage 4 times per second.";
}
......
......@@ -7,17 +7,19 @@ public class WhirlingBlades : ThrowingUltimate
{
[SerializeField] private GameObject circleVFX; // The circle effect that will be spawned
[SerializeField, Range(1,8)] private float _activeTime;
[SerializeField, Range(1, 8)] private float _activeTime;
[SerializeField] private float radius;
private readonly float damageRate = 0.5f;
[SerializeField] private int damage = 1;
private void OnValidate()
{
name = "Whirling Blades";
duration = _activeTime;
//damageRate = 0.5f;
description = "Whirl your blades around you in a circle with radius " + radius + ". Enemies inside take damage equal to your weapon's damage" +
description = "Whirl your blades around you in a circle with radius " + radius + ". Enemies inside take " + damage+" damage "+
"twice per second. Lasts for " + duration + " seconds";
}
......@@ -26,8 +28,6 @@ public class WhirlingBlades : ThrowingUltimate
{
GameObject bladesGO = new GameObject("Whirling Blades");
bladesGO.transform.position = caster.position - new Vector3(0, 0.2f,0);
int damage = (int)(factors.damage);
if (damage <= 0) damage = 1;
CirclingBlades circl = bladesGO.AddComponent<CirclingBlades>();
circl.Set(
......@@ -54,10 +54,12 @@ public class WhirlingBlades : ThrowingUltimate
int cooldown,
GameObject circleVFX,
Color color,
int damage,
float activeTime,
float radius
)
{
this.damage = damage;
this.sprite = icon;
this.name = name;
this.cooldown = cooldown;
......@@ -66,8 +68,8 @@ public class WhirlingBlades : ThrowingUltimate
this._activeTime = activeTime;
this.duration = this._activeTime;
this.radius = radius;
description = "Whirl your blades around you in a circle with radius " + this.radius + ". Enemies inside take damage equal to your weapon's damage" +
"twice per second. Lasts for " + this.duration + " seconds";
description = "Whirl your blades around you in a circle with radius " + radius + ". Enemies inside take " + damage + " damage " +
"twice per second. Lasts for " + duration + " seconds";
}
}
......
using UnityEngine;
public class MenuMusic : AdjustableAudio
{
[SerializeField] AudioClip[] musicClips;
[SerializeField] private float minVolume = 0.03f;
private void Awake()
{
if (audioSrc == null) audioSrc = GetComponent<AudioSource>();
Settings.volumeChangedEvent += AdjustVolume;
audioSrc.volume = Settings.masterVolume * Settings.musicVolume;
CheckToPlayMusic();
}
private void FixedUpdate()
{
CheckToPlayMusic();
}
private void CheckToPlayMusic()
{
if (!audioSrc.isPlaying && (Settings.masterVolume != 0 || Settings.musicVolume != 0 || Settings.masterVolume * Settings.musicVolume > minVolume))
{
audioSrc.clip = musicClips[Random.Range(0, musicClips.Length)];
audioSrc.Play();
}
}
private void OnDestroy()
{
Settings.volumeChangedEvent -= AdjustVolume;
}
protected override void AdjustVolume()
{
audioSrc.volume = Settings.masterVolume * Settings.musicVolume;
if (audioSrc.volume < minVolume)
audioSrc.Stop(); // It is so low that we can probably just stop it entirerly
}
}
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