TO SQUASH: Added laser firing.
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spreadCustomCurve:
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m_Curve:
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reverbZoneMixCustomCurve:
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serializedVersion: 2
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m_Curve:
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value: 1
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m_PostInfinity: 2
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m_RotationOrder: 4
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--- !u!50 &5976407052168656452
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m_UseAutoMass: 0
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m_Mass: 1
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m_Bits: 0
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m_SleepingMode: 1
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m_CollisionDetection: 0
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m_Constraints: 0
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--- !u!61 &1893128873288966346
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border: {x: 0, y: 0, z: 0, w: 0}
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pivot: {x: 0.5, y: 0.5}
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oldSize: {x: 0.08, y: 0.16}
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newSize: {x: 0.08, y: 0.16}
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adaptiveTilingThreshold: 0.5
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drawMode: 0
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adaptiveTiling: 0
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m_Size: {x: 0.08, y: 0.16}
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m_EdgeRadius: 0
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--- !u!114 &5186441004091910896
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: e6ef48767c03d5b62b0e336a5691a187, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::VerticalLaser
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firingSpeed: 0.03
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verticalLaserPrefab: {fileID: 4863424797291892849}
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canFireTop: 1
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canFireBottom: 1
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@@ -0,0 +1,7 @@
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guid: 3a49f672765bc2720add3ea093b32222
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assetBundleVariant:
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@@ -1523,6 +1523,8 @@ MonoBehaviour:
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fader: {fileID: 40868033}
|
fader: {fileID: 40868033}
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horizontalBarrierPrefab: {fileID: 6045656660314469869, guid: 8fb281a5d3d9d99a0b13f951411400d9, type: 3}
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horizontalBarrierPrefab: {fileID: 6045656660314469869, guid: 8fb281a5d3d9d99a0b13f951411400d9, type: 3}
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verticalBarrierPrefab: {fileID: 948828080438803601, guid: 8f1d5e2433b831ebabec25f47dcd071b, type: 3}
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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
|
lives: 8
|
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score: 0
|
score: 0
|
||||||
bonus: 3100
|
bonus: 3100
|
||||||
|
|||||||
@@ -0,0 +1,82 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class HorizontalLaser : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject horizontalLaserPrefab;
|
||||||
|
|
||||||
|
public bool canFireLeft = true;
|
||||||
|
|
||||||
|
public bool canFireRight = true;
|
||||||
|
|
||||||
|
private Bounds bounds;
|
||||||
|
|
||||||
|
private bool canFire = true;
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
|
||||||
|
bounds = spriteRenderer.bounds;
|
||||||
|
|
||||||
|
var walls = GameObject.FindGameObjectsWithTag("Wall");
|
||||||
|
|
||||||
|
if (walls.Length > 0)
|
||||||
|
{
|
||||||
|
// Cap the firing ability if the bar is already intersecting with a wall.
|
||||||
|
foreach (var wall in walls)
|
||||||
|
{
|
||||||
|
if (wall.GetComponent<Collider2D>().bounds.Intersects(bounds))
|
||||||
|
{
|
||||||
|
canFire = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (canFire)
|
||||||
|
{
|
||||||
|
if (canFireLeft)
|
||||||
|
{
|
||||||
|
Vector3 leftSide = new Vector3(
|
||||||
|
bounds.min.x - (bounds.size.x / 2.0f),
|
||||||
|
bounds.center.y,
|
||||||
|
bounds.center.z
|
||||||
|
);
|
||||||
|
|
||||||
|
var left = Instantiate(horizontalLaserPrefab, leftSide, Quaternion.identity);
|
||||||
|
var leftLaserScript = left.GetComponent<HorizontalLaser>();
|
||||||
|
leftLaserScript.canFireRight = false;
|
||||||
|
|
||||||
|
Physics2D.IgnoreCollision(
|
||||||
|
left.GetComponent<Collider2D>(),
|
||||||
|
GetComponent<Collider2D>(),
|
||||||
|
true
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (canFireRight)
|
||||||
|
{
|
||||||
|
Vector3 rightSide = new Vector3(
|
||||||
|
bounds.max.x + (bounds.size.x / 2.0f),
|
||||||
|
bounds.center.y,
|
||||||
|
bounds.center.z
|
||||||
|
);
|
||||||
|
var right = Instantiate(horizontalLaserPrefab, rightSide, Quaternion.identity);
|
||||||
|
var rightLaserScript = right.GetComponent<HorizontalLaser>();
|
||||||
|
rightLaserScript.canFireLeft = false;
|
||||||
|
|
||||||
|
Physics2D.IgnoreCollision(
|
||||||
|
right.GetComponent<Collider2D>(),
|
||||||
|
GetComponent<Collider2D>(),
|
||||||
|
true
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
canFire = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c66cc5abc472175528412b7935b3ccbd
|
||||||
@@ -38,6 +38,10 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public GameObject verticalBarrierPrefab;
|
public GameObject verticalBarrierPrefab;
|
||||||
|
|
||||||
|
public GameObject horizontalLaserPrefab;
|
||||||
|
|
||||||
|
public GameObject verticalLaserPrefab;
|
||||||
|
|
||||||
public int lives = 8;
|
public int lives = 8;
|
||||||
|
|
||||||
public int score = 0;
|
public int score = 0;
|
||||||
@@ -109,6 +113,7 @@ public class Player : MonoBehaviour
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// TODO: Generalize this to work with subset of the board bounds.
|
||||||
// Initialize the magnets.
|
// Initialize the magnets.
|
||||||
magnetLeft.GetComponent<SpriteRenderer>().enabled = false;
|
magnetLeft.GetComponent<SpriteRenderer>().enabled = false;
|
||||||
magnetRight.GetComponent<SpriteRenderer>().enabled = false;
|
magnetRight.GetComponent<SpriteRenderer>().enabled = false;
|
||||||
@@ -367,14 +372,14 @@ public class Player : MonoBehaviour
|
|||||||
muzzleAnimator.SetTrigger("firing");
|
muzzleAnimator.SetTrigger("firing");
|
||||||
laserCount--;
|
laserCount--;
|
||||||
|
|
||||||
// if (flipped)
|
if (flipped)
|
||||||
// {
|
{
|
||||||
// Instantiate(verticalBarrierPrefab, transform.position, Quaternion.identity);
|
Instantiate(verticalLaserPrefab, transform.position, Quaternion.identity);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// Instantiate(horizontalBarrierPrefab, transform.position, Quaternion.identity);
|
Instantiate(horizontalLaserPrefab, transform.position, Quaternion.identity);
|
||||||
// }
|
}
|
||||||
|
|
||||||
DisableLaser();
|
DisableLaser();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,82 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class VerticalLaser : MonoBehaviour
|
||||||
|
{
|
||||||
|
public GameObject verticalLaserPrefab;
|
||||||
|
|
||||||
|
public bool canFireTop = true;
|
||||||
|
|
||||||
|
public bool canFireBottom = true;
|
||||||
|
|
||||||
|
private Bounds bounds;
|
||||||
|
|
||||||
|
private bool canFire = true;
|
||||||
|
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
|
||||||
|
bounds = spriteRenderer.bounds;
|
||||||
|
|
||||||
|
var walls = GameObject.FindGameObjectsWithTag("Wall");
|
||||||
|
|
||||||
|
if (walls.Length > 0)
|
||||||
|
{
|
||||||
|
// Cap the firing ability if the bar is already intersecting with a wall.
|
||||||
|
foreach (var wall in walls)
|
||||||
|
{
|
||||||
|
if (wall.GetComponent<Collider2D>().bounds.Intersects(bounds))
|
||||||
|
{
|
||||||
|
canFire = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (canFire)
|
||||||
|
{
|
||||||
|
if (canFireTop)
|
||||||
|
{
|
||||||
|
Vector3 topSide = new Vector3(
|
||||||
|
bounds.center.x,
|
||||||
|
bounds.max.y + (bounds.size.y / 2.0f),
|
||||||
|
bounds.center.z
|
||||||
|
);
|
||||||
|
|
||||||
|
var top = Instantiate(verticalLaserPrefab, topSide, Quaternion.identity);
|
||||||
|
var topLaserScript = top.GetComponent<VerticalLaser>();
|
||||||
|
topLaserScript.canFireBottom = false;
|
||||||
|
|
||||||
|
Physics2D.IgnoreCollision(
|
||||||
|
top.GetComponent<Collider2D>(),
|
||||||
|
GetComponent<Collider2D>(),
|
||||||
|
true
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (canFireBottom)
|
||||||
|
{
|
||||||
|
Vector3 bottomSide = new Vector3(
|
||||||
|
bounds.center.x,
|
||||||
|
bounds.min.y - (bounds.size.y / 2.0f),
|
||||||
|
bounds.center.z
|
||||||
|
);
|
||||||
|
var bottom = Instantiate(verticalLaserPrefab, bottomSide, Quaternion.identity);
|
||||||
|
var bottomLaserScript = bottom.GetComponent<VerticalLaser>();
|
||||||
|
bottomLaserScript.canFireTop = false;
|
||||||
|
|
||||||
|
Physics2D.IgnoreCollision(
|
||||||
|
bottom.GetComponent<Collider2D>(),
|
||||||
|
GetComponent<Collider2D>(),
|
||||||
|
true
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
canFire = false;
|
||||||
|
}
|
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|
}
|
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|
}
|
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Reference in New Issue
Block a user