TO SQUASH: Added laser firing.
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fader: {fileID: 40868033}
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verticalBarrierPrefab: {fileID: 948828080438803601, guid: 8f1d5e2433b831ebabec25f47dcd071b, type: 3}
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horizontalLaserPrefab: {fileID: 1100909168816574387, guid: c524a8891dcadd128918f4e1ee24daa5, type: 3}
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verticalLaserPrefab: {fileID: 4863424797291892849, guid: 3a49f672765bc2720add3ea093b32222, type: 3}
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lives: 8
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score: 0
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bonus: 3100
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@@ -0,0 +1,82 @@
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using UnityEngine;
|
||||
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public class HorizontalLaser : MonoBehaviour
|
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{
|
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public GameObject horizontalLaserPrefab;
|
||||
|
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public bool canFireLeft = true;
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public bool canFireRight = true;
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private Bounds bounds;
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private bool canFire = true;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
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bounds = spriteRenderer.bounds;
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var walls = GameObject.FindGameObjectsWithTag("Wall");
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if (walls.Length > 0)
|
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{
|
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// Cap the firing ability if the bar is already intersecting with a wall.
|
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foreach (var wall in walls)
|
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{
|
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if (wall.GetComponent<Collider2D>().bounds.Intersects(bounds))
|
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{
|
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canFire = false;
|
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break;
|
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}
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}
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}
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}
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// Update is called once per frame
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void FixedUpdate()
|
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{
|
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if (canFire)
|
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{
|
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if (canFireLeft)
|
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{
|
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Vector3 leftSide = new Vector3(
|
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bounds.min.x - (bounds.size.x / 2.0f),
|
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bounds.center.y,
|
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bounds.center.z
|
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);
|
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|
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var left = Instantiate(horizontalLaserPrefab, leftSide, Quaternion.identity);
|
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var leftLaserScript = left.GetComponent<HorizontalLaser>();
|
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leftLaserScript.canFireRight = false;
|
||||
|
||||
Physics2D.IgnoreCollision(
|
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left.GetComponent<Collider2D>(),
|
||||
GetComponent<Collider2D>(),
|
||||
true
|
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);
|
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}
|
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if (canFireRight)
|
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{
|
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Vector3 rightSide = new Vector3(
|
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bounds.max.x + (bounds.size.x / 2.0f),
|
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bounds.center.y,
|
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bounds.center.z
|
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);
|
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var right = Instantiate(horizontalLaserPrefab, rightSide, Quaternion.identity);
|
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var rightLaserScript = right.GetComponent<HorizontalLaser>();
|
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rightLaserScript.canFireLeft = false;
|
||||
|
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Physics2D.IgnoreCollision(
|
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right.GetComponent<Collider2D>(),
|
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GetComponent<Collider2D>(),
|
||||
true
|
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);
|
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}
|
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|
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canFire = false;
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}
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}
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}
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fileFormatVersion: 2
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guid: c66cc5abc472175528412b7935b3ccbd
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@@ -38,6 +38,10 @@ public class Player : MonoBehaviour
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|
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public GameObject verticalBarrierPrefab;
|
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|
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public GameObject horizontalLaserPrefab;
|
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|
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public GameObject verticalLaserPrefab;
|
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|
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public int lives = 8;
|
||||
|
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public int score = 0;
|
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@@ -109,6 +113,7 @@ public class Player : MonoBehaviour
|
||||
return;
|
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}
|
||||
|
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// TODO: Generalize this to work with subset of the board bounds.
|
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// Initialize the magnets.
|
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magnetLeft.GetComponent<SpriteRenderer>().enabled = false;
|
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magnetRight.GetComponent<SpriteRenderer>().enabled = false;
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@@ -367,14 +372,14 @@ public class Player : MonoBehaviour
|
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muzzleAnimator.SetTrigger("firing");
|
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laserCount--;
|
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|
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// if (flipped)
|
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// {
|
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// Instantiate(verticalBarrierPrefab, transform.position, Quaternion.identity);
|
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// }
|
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// else
|
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// {
|
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// Instantiate(horizontalBarrierPrefab, transform.position, Quaternion.identity);
|
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// }
|
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if (flipped)
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{
|
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Instantiate(verticalLaserPrefab, transform.position, Quaternion.identity);
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}
|
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else
|
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{
|
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Instantiate(horizontalLaserPrefab, transform.position, Quaternion.identity);
|
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}
|
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|
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DisableLaser();
|
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}
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|
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@@ -0,0 +1,82 @@
|
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using UnityEngine;
|
||||
|
||||
public class VerticalLaser : MonoBehaviour
|
||||
{
|
||||
public GameObject verticalLaserPrefab;
|
||||
|
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public bool canFireTop = true;
|
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public bool canFireBottom = true;
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|
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private Bounds bounds;
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private bool canFire = true;
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|
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// Start is called once before the first execution of Update after the MonoBehaviour is created
|
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void Start()
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{
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SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
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bounds = spriteRenderer.bounds;
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var walls = GameObject.FindGameObjectsWithTag("Wall");
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if (walls.Length > 0)
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{
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// Cap the firing ability if the bar is already intersecting with a wall.
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foreach (var wall in walls)
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{
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if (wall.GetComponent<Collider2D>().bounds.Intersects(bounds))
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{
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canFire = false;
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break;
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}
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}
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}
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (canFire)
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{
|
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if (canFireTop)
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{
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Vector3 topSide = new Vector3(
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bounds.center.x,
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bounds.max.y + (bounds.size.y / 2.0f),
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bounds.center.z
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);
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var top = Instantiate(verticalLaserPrefab, topSide, Quaternion.identity);
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var topLaserScript = top.GetComponent<VerticalLaser>();
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topLaserScript.canFireBottom = false;
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Physics2D.IgnoreCollision(
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top.GetComponent<Collider2D>(),
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GetComponent<Collider2D>(),
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true
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);
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}
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if (canFireBottom)
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{
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Vector3 bottomSide = new Vector3(
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bounds.center.x,
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bounds.min.y - (bounds.size.y / 2.0f),
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bounds.center.z
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);
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var bottom = Instantiate(verticalLaserPrefab, bottomSide, Quaternion.identity);
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var bottomLaserScript = bottom.GetComponent<VerticalLaser>();
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bottomLaserScript.canFireTop = false;
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Physics2D.IgnoreCollision(
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bottom.GetComponent<Collider2D>(),
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GetComponent<Collider2D>(),
|
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true
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);
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}
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canFire = false;
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ignoreMipmapLimit: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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filterMode: 1
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aniso: 1
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mipBias: 0
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wrapU: 1
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wrapV: 1
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wrapW: 1
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 2
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 4
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 4
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buildTarget: Android
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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serializedVersion: 2
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sprites:
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- serializedVersion: 2
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rect:
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serializedVersion: 2
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alignment: 0
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pivot: {x: 0, y: 0}
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border: {x: 0, y: 0, z: 0, w: 0}
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customData:
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tessellationDetail: -1
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bones: []
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spriteID: 8a7de74aaf7c58d10800000000000000
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indices:
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edges: []
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weights: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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spriteID:
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable:
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user