Posted March 02, 2020 by ThanaThan
#update
BOSS UPDATE 1:
HIDERS
-Corner sprites look better
UI
-Heart health display no longer uses pixel art
SIGN DIALOGUE BUBBLE
-No longer blends with BG
BOSS STAGES
-Allows objects to progress through AIStatemachine stages
-Can be progressed through public function or through damage
-Can execute UnityEvent on entrance of each stage
PIVOTPOINTS
-Component that holds transforms to be used by other behaviours
STATEACTION-GUNFIRESPREAD
-Allows for more unique bullet firing
-Shoots x bullets within y angle within z time between each bullet
-Very versatile for special bullet firing (ie. spray, shockwave)
OBJECT POOLING
-More performative
-Can prewarm objects (ie. bullets) so that there is no performance decrease when they are needed
-Used in bullets
GUN
-Can now fire different bullets in different directions
-Bullets are now pooled
-Can have a list of multiple bullet types now, all have custom prewarming properties
ROOM ENTER/EXIT
-Uses unique layer
-Destroys bullets on touch
BOSS
-Added charge attack
-Tweaked bullet speeds for boss
-Boss drops hearts during some stages
-AI Statemachine reset accounts for changed starting boss stage
-Added Boss particle Effects
-Cannonball object is slower, stronger bullet
-Boss damage sounds
-Boss end state (spam attack on possession to hurt boss)
POWERUP DROP
-Created Half Heart Powerup
DUOCONTROLLER
-Fixed lingering issues with switching controls on room reset
EVENTCALLER
-Allows UnityEvents to be called via list index or string
-Useful for calling events to gameobject through animator