branchsbox-cardinal/maincancel
269 Commits over 92 Days - 0.12cph!
Combat sound overlap fixes, create spectator prefab, don't create player if we're spectating
Clamp gravity to a sane amt
Validate deck inventory
WIP big refactor to support non-playing players (spectators)
Fixed a couple bugs from test
Update weapon modifiers to use new stats syntax
Use base stats as reference point for modifiers
Few missing stats
Further stats/modifiers refactoring
Broadcast combat sound instead of just playing on the host
Added ready up sound
Collect halves_won, rounds_won stats
Kills, Deaths stats
Played card stats
Ability activation stats
Stats for each card type, card name
Record game wins/losses via stat
Only progress if all players are ready
Preparation phase is ready-up based instead of time-based
Removed separate run/walk/duck speeds. Just have speed, then a slow walk speed
Events for controlling wish velocity, if we can jump, if we can shoot
Ice skates spawn much rarer
Increase damage effects
Add ice skates, friction control stats
Bullets come out of the camera, but effects come out of the gun
Docs
Fixed showing the wrong opponent client information in CardPhasePanel
Ability stacking, can only use the last ability in a row
Instant heal ability, OnCardPlayed event
Ability cards working, add immediate reload card w/ ability - need to add ability UI next
Add Scales card that increases gravity
Use the correct connection for Card.PlayedBy
Add OnJump event so we can respond to jumps
Card scaling test, keep winner across maps
Increased deck size to 100
Separate MaxHandSize, so you can draw more than default hand size
Give a card to each player no matter who wins a half, extra card for the loser
Fixed additional jump logic when you don't have the required stats
Don't change fire rate on new card
ForwardJumpPower uses normalized wish velocity so you can still jump up without being bumped forward
Removed some tilt code, fixes one-card going invisible
Deck uses prefab references, not spawned GameObjects, only spawn in once delivered to a player's hand
Clarify loading phase text
Implement forward jump power stat, shuffle deck on generation
Don't need this anymore
Int health
This is also useless
Change deck generation to be a bit smarter. Cards can specify a range of how many we want in a deck
Try to give a card to the last half's loser on preparation start
Show deck in card phase panel
You can play as many cards as you want
Refactor card system - cards that aren't activated disable all effect components, introduce a deck, card inventories hold cards in their hierarchy instead of holding handles to resources
Refactoring card inventories so they persist throughout arena changes
Add RoundLifetimeCardEffect
Add two new card types, CardType.GetIcon()