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Programming TODO list.txt
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04-22
Raycast issue
Check the Layermask's layer properties.
and wall's colider and rigidbody, ....etc
Turning function -> solved
Slerp, Lerp method -> understood
04-23
Understand and be familiar with Trigonometric fucntions
Player.cs
Polishing the movement
make transient moveline(through border)
-> modify SetupBoundaries()
set X, Y boundary => Camera's size
or
search the scroll roll on screen
RangedWeapon.cs
Raycast issue -->solved --> expansion issue. if Enemy.cs use this... overload?
Check the Layermask's layer properties.
and wall's colider and rigidbody, ....etc
-solution 1
make mousePosition Vector 2 not Vector3
->Z axis may cause problems.
->solution 2
..well after solution 1 failed
expansion issue
Enemy class will use this or it's child
make it struct or derived class
Projectile Initiating
Enemy Spawning
0424
Fire() issue
When Player Turning( rotation.y is modifying)
call Coroutine to stop the function.
which method call this.
0425~0426
MeleeWeapon.cs
-Projectile reflecting
-Guarding function
0429 in company
- grab some Background image -> solved
- Coroutine -> understand again to use. -> solved
- make some model for enemies -> maybe delayed
Hitscan(float acc, float firstFireRate)
-> adjust timing(delete lineRenderer, firing period)
what is afterFireRate => fire interval time between each fire
-> Fire() or Hitscan() -> every weapon has it's own fireRate so it should be Fire()
etc
bullet, laser, rocket
accuracy -> modifying Y values
0429 at home
Ricochet from xionic madness
Enemy.cs
0430 at home
Enemy.cs
->movement()
0502
at comp
-Initiate HeapSorting in c# -> understand sort the largest number of the array
-> the way i learn is sorting the largest number come to 1st. make it last.
-review the c++ course
-solve the problem in Visual Studio Code Compiling problem
-> solved... but the way is HARD CODED...
at home
Enemy.cs
-> OnTriggerEnter
-> Collision checks, Trigger checks
0503
Heapsorting in C#
-> the way i learn is sorting the largest number coming to 1st. make it last.
->when sorting, it will be the last and index 0 will be the lowest and begin to sort.
-> called maxheap
Screen Wrapping -> most 2d Platformer has this trait of art... -> solved.. kind of.. need to run and test it's working properly. -> need to move this method to Movement.cs or something else which include that class
0504-0505
Make Enemy Spawning -> Spawner.cs
Make Area to Rogue-like ->
0506-0507
crumble, destryoing particle effect
Enemy's AI: pathfinding - Brackeys, A* algorithm
0521
random world generator, map seeds
0523
collision with asteroids -> do not go through them.