TO SQUASH: Added shooting bars.
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defeat: {fileID: 8300000, guid: ee144100b299499cab684e20021c6392, type: 3}
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defeat: {fileID: 8300000, guid: ee144100b299499cab684e20021c6392, type: 3}
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@@ -0,0 +1,40 @@
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|
using UnityEngine;
|
||||||
|
|
||||||
|
public class BallBase : MonoBehaviour
|
||||||
|
{
|
||||||
|
public AudioClip spawnSound;
|
||||||
|
|
||||||
|
public AudioClip bounceSound;
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|
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|
public AudioClip hitSound;
|
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|
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|
protected Animator animator;
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|
protected AudioSource audioSource;
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|
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|
protected Vector2 speed;
|
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|
|
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|
void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if(other.gameObject.CompareTag("Bar"))
|
||||||
|
{
|
||||||
|
audioSource.PlayOneShot(hitSound);
|
||||||
|
|
||||||
|
// Destroy all bar segments when the ball hits a bar.
|
||||||
|
var barSegments = GameObject.FindGameObjectsWithTag("Bar");
|
||||||
|
|
||||||
|
foreach (var barSegment in barSegments)
|
||||||
|
{
|
||||||
|
Destroy(barSegment);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify the player that the bar has been hit.
|
||||||
|
var player = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
|
||||||
|
if (player != null)
|
||||||
|
{
|
||||||
|
player.GetComponent<Player>().OnBarHit();
|
||||||
|
}
|
||||||
|
}
|
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|
}
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}
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fileFormatVersion: 2
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guid: d18fc23633602a1af955e537c3ec7f6f
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@@ -1,19 +1,7 @@
|
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using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class BasicBall : MonoBehaviour
|
public class BasicBall : BallBase
|
||||||
{
|
{
|
||||||
private Animator animator;
|
|
||||||
|
|
||||||
public AudioClip spawnSound;
|
|
||||||
|
|
||||||
public AudioClip bounceSound;
|
|
||||||
|
|
||||||
public AudioClip hitSound;
|
|
||||||
|
|
||||||
private AudioSource audioSource;
|
|
||||||
|
|
||||||
private Vector2 speed;
|
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,19 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class EyeBall : MonoBehaviour
|
public class EyeBall : BallBase
|
||||||
{
|
{
|
||||||
private Animator animator;
|
|
||||||
|
|
||||||
public AudioClip spawnSound;
|
|
||||||
|
|
||||||
public AudioClip bounceSound;
|
|
||||||
|
|
||||||
public AudioClip hitSound;
|
|
||||||
|
|
||||||
private AudioSource audioSource;
|
|
||||||
|
|
||||||
private Vector2 speed;
|
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@@ -29,6 +17,8 @@ public class EyeBall : MonoBehaviour
|
|||||||
{
|
{
|
||||||
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||||
|
|
||||||
|
// TODO: Adjust eye ball direction based on the player's bar if active.
|
||||||
|
|
||||||
if (stateInfo.IsName("EyeBallMove")) {
|
if (stateInfo.IsName("EyeBallMove")) {
|
||||||
transform.Translate(speed);
|
transform.Translate(speed);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,19 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class FruitBall : MonoBehaviour
|
public class FruitBall : BallBase
|
||||||
{
|
{
|
||||||
private Animator animator;
|
|
||||||
|
|
||||||
public AudioClip spawnSound;
|
|
||||||
|
|
||||||
public AudioClip bounceSound;
|
|
||||||
|
|
||||||
public AudioClip hitSound;
|
|
||||||
|
|
||||||
private AudioSource audioSource;
|
|
||||||
|
|
||||||
private Vector2 speed;
|
|
||||||
|
|
||||||
private float speedMultiplier = 1.0f;
|
private float speedMultiplier = 1.0f;
|
||||||
|
|
||||||
private float speedIncreaseTimer = 0.0f;
|
private float speedIncreaseTimer = 0.0f;
|
||||||
|
|||||||
@@ -1,24 +1,18 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
public class GlassBall : MonoBehaviour
|
public class GlassBall : BallBase
|
||||||
{
|
{
|
||||||
private Animator animator;
|
|
||||||
|
|
||||||
public AudioClip spawnSound;
|
|
||||||
|
|
||||||
public AudioClip bounceSound;
|
|
||||||
|
|
||||||
public AudioClip hitSound;
|
|
||||||
|
|
||||||
public AudioClip breakSound;
|
public AudioClip breakSound;
|
||||||
|
|
||||||
private AudioSource audioSource;
|
|
||||||
|
|
||||||
private Vector2 speed;
|
|
||||||
|
|
||||||
private int health = 3;
|
private int health = 3;
|
||||||
|
|
||||||
|
private bool isBroken = false;
|
||||||
|
|
||||||
|
private float damageTimer = 0.0f;
|
||||||
|
|
||||||
|
private float damageCooldown = 0.5f;
|
||||||
|
|
||||||
private SpriteRenderer spriteRenderer;
|
private SpriteRenderer spriteRenderer;
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
@@ -35,6 +29,11 @@ public class GlassBall : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void FixedUpdate()
|
void FixedUpdate()
|
||||||
{
|
{
|
||||||
|
if (damageTimer > 0.0f)
|
||||||
|
{
|
||||||
|
damageTimer -= Time.fixedDeltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||||
|
|
||||||
if (stateInfo.IsName("GlassBallMove1") ||
|
if (stateInfo.IsName("GlassBallMove1") ||
|
||||||
@@ -54,10 +53,22 @@ public class GlassBall : MonoBehaviour
|
|||||||
speed = Vector2.Reflect(speed, contact.normal);
|
speed = Vector2.Reflect(speed, contact.normal);
|
||||||
|
|
||||||
// Glass balls take damage when colliding with other GlassBalls
|
// Glass balls take damage when colliding with other GlassBalls
|
||||||
// TODO: Check for collisions with a bar.
|
|
||||||
if (collision.gameObject.CompareTag("GlassBall"))
|
if (collision.gameObject.CompareTag("GlassBall"))
|
||||||
{
|
{
|
||||||
|
Damage();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Damage()
|
||||||
|
{
|
||||||
|
if (isBroken || damageTimer > 0.0f)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
health--;
|
health--;
|
||||||
|
damageTimer = damageCooldown;
|
||||||
|
|
||||||
if (health < 0)
|
if (health < 0)
|
||||||
{
|
{
|
||||||
@@ -69,17 +80,29 @@ public class GlassBall : MonoBehaviour
|
|||||||
if (health > 0)
|
if (health > 0)
|
||||||
{
|
{
|
||||||
audioSource.PlayOneShot(hitSound);
|
audioSource.PlayOneShot(hitSound);
|
||||||
} else
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
audioSource.PlayOneShot(breakSound);
|
audioSource.PlayOneShot(breakSound);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Break()
|
public void Break()
|
||||||
{
|
{
|
||||||
|
if (isBroken)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
isBroken = true;
|
||||||
spriteRenderer.enabled = false;
|
spriteRenderer.enabled = false;
|
||||||
|
var collider = GetComponent<Collider2D>();
|
||||||
|
|
||||||
|
if (collider != null)
|
||||||
|
{
|
||||||
|
collider.enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
StartCoroutine(BreakCoroutine());
|
StartCoroutine(BreakCoroutine());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -89,4 +112,28 @@ public class GlassBall : MonoBehaviour
|
|||||||
|
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void OnTriggerEnter2D(Collider2D other)
|
||||||
|
{
|
||||||
|
if(other.gameObject.CompareTag("Bar"))
|
||||||
|
{
|
||||||
|
Damage();
|
||||||
|
|
||||||
|
// Destroy all bar segments when the ball hits a bar.
|
||||||
|
var barSegments = GameObject.FindGameObjectsWithTag("Bar");
|
||||||
|
|
||||||
|
foreach (var barSegment in barSegments)
|
||||||
|
{
|
||||||
|
Destroy(barSegment);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify the player that the bar has been hit.
|
||||||
|
var player = GameObject.FindGameObjectWithTag("Player");
|
||||||
|
|
||||||
|
if (player != null)
|
||||||
|
{
|
||||||
|
player.GetComponent<Player>().OnBarHit();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,29 +1,19 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class NukeBall : MonoBehaviour
|
public class NukeBall : BallBase
|
||||||
{
|
{
|
||||||
private Animator animator;
|
|
||||||
|
|
||||||
public AudioClip spawnSound;
|
|
||||||
|
|
||||||
public AudioClip bounceSound;
|
|
||||||
|
|
||||||
public AudioClip hitSound;
|
|
||||||
|
|
||||||
public AudioClip criticalSound;
|
public AudioClip criticalSound;
|
||||||
|
|
||||||
public AudioClip explosionSound;
|
public AudioClip explosionSound;
|
||||||
|
|
||||||
private AudioSource audioSource;
|
// Tracks escalating danger/critical phases for audio cues.
|
||||||
|
|
||||||
private Vector2 speed;
|
|
||||||
|
|
||||||
private int criticalState = 0;
|
private int criticalState = 0;
|
||||||
|
|
||||||
private float criticalTime = 1.0f;
|
private float criticalTime = 1.0f;
|
||||||
|
|
||||||
private float criticalTimer = 0.0f;
|
private float criticalTimer = 0.0f;
|
||||||
|
|
||||||
|
// Initial resting height the ball bounces back toward after a floor hit.
|
||||||
private float height;
|
private float height;
|
||||||
|
|
||||||
private Collider2D selfCollider;
|
private Collider2D selfCollider;
|
||||||
@@ -41,13 +31,17 @@ public class NukeBall : MonoBehaviour
|
|||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
// Cache frequently used components once.
|
||||||
audioSource = GetComponent<AudioSource>();
|
audioSource = GetComponent<AudioSource>();
|
||||||
animator = GetComponent<Animator>();
|
animator = GetComponent<Animator>();
|
||||||
selfCollider = GetComponent<Collider2D>();
|
selfCollider = GetComponent<Collider2D>();
|
||||||
|
|
||||||
|
// Start with a small random horizontal drift.
|
||||||
speed = new Vector2(Random.Range(-0.09f, 0.09f), 0.0f);
|
speed = new Vector2(Random.Range(-0.09f, 0.09f), 0.0f);
|
||||||
height = GetComponent<Transform>().position.y;
|
height = GetComponent<Transform>().position.y;
|
||||||
fallTargetY = height;
|
fallTargetY = height;
|
||||||
|
|
||||||
|
// Find the closest valid floor point under the current position.
|
||||||
UpdateFallTargetFromCurrentPosition();
|
UpdateFallTargetFromCurrentPosition();
|
||||||
|
|
||||||
audioSource.PlayOneShot(spawnSound);
|
audioSource.PlayOneShot(spawnSound);
|
||||||
@@ -68,12 +62,14 @@ public class NukeBall : MonoBehaviour
|
|||||||
bounceTimer += Time.fixedDeltaTime;
|
bounceTimer += Time.fixedDeltaTime;
|
||||||
|
|
||||||
float t = Mathf.Clamp01(bounceTimer / bounceDuration);
|
float t = Mathf.Clamp01(bounceTimer / bounceDuration);
|
||||||
|
// Ease-out ascent: fast start, gentle finish near target height.
|
||||||
float easedT = 1.0f - Mathf.Pow(1.0f - t, 2.0f);
|
float easedT = 1.0f - Mathf.Pow(1.0f - t, 2.0f);
|
||||||
|
|
||||||
currentPosition.y = Mathf.Lerp(bounceStartY, height, easedT);
|
currentPosition.y = Mathf.Lerp(bounceStartY, height, easedT);
|
||||||
|
|
||||||
if (t >= 1.0f)
|
if (t >= 1.0f)
|
||||||
{
|
{
|
||||||
|
// Reached top of bounce arc; resume falling phase.
|
||||||
isBouncingToHeight = false;
|
isBouncingToHeight = false;
|
||||||
bounceTimer = 0.0f;
|
bounceTimer = 0.0f;
|
||||||
currentPosition.y = height;
|
currentPosition.y = height;
|
||||||
@@ -85,6 +81,7 @@ public class NukeBall : MonoBehaviour
|
|||||||
bounceTimer += Time.fixedDeltaTime;
|
bounceTimer += Time.fixedDeltaTime;
|
||||||
|
|
||||||
float t = Mathf.Clamp01(bounceTimer / bounceDuration);
|
float t = Mathf.Clamp01(bounceTimer / bounceDuration);
|
||||||
|
// Ease-in descent: gentle start, faster approach to floor.
|
||||||
float easedT = t * t;
|
float easedT = t * t;
|
||||||
|
|
||||||
currentPosition.y = Mathf.Lerp(height, fallTargetY, easedT);
|
currentPosition.y = Mathf.Lerp(height, fallTargetY, easedT);
|
||||||
@@ -110,6 +107,7 @@ public class NukeBall : MonoBehaviour
|
|||||||
audioSource.PlayOneShot(criticalSound);
|
audioSource.PlayOneShot(criticalSound);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Restart timing window for the next critical beep.
|
||||||
criticalTimer = 0.0f;
|
criticalTimer = 0.0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -120,6 +118,8 @@ public class NukeBall : MonoBehaviour
|
|||||||
if (collision.gameObject.CompareTag("Wall"))
|
if (collision.gameObject.CompareTag("Wall"))
|
||||||
{
|
{
|
||||||
ContactPoint2D contact = collision.GetContact(0);
|
ContactPoint2D contact = collision.GetContact(0);
|
||||||
|
|
||||||
|
// Reflect horizontal movement from wall surfaces.
|
||||||
speed = Vector2.Reflect(speed, contact.normal);
|
speed = Vector2.Reflect(speed, contact.normal);
|
||||||
speed.y = 0.0f;
|
speed.y = 0.0f;
|
||||||
|
|
||||||
@@ -130,6 +130,8 @@ public class NukeBall : MonoBehaviour
|
|||||||
{
|
{
|
||||||
isBouncingToHeight = true;
|
isBouncingToHeight = true;
|
||||||
bounceTimer = 0.0f;
|
bounceTimer = 0.0f;
|
||||||
|
|
||||||
|
// Use exact contact point as bounce origin so visual contact feels grounded.
|
||||||
bounceStartY = contact.point.y;
|
bounceStartY = contact.point.y;
|
||||||
fallTargetY = bounceStartY;
|
fallTargetY = bounceStartY;
|
||||||
|
|
||||||
@@ -142,8 +144,10 @@ public class NukeBall : MonoBehaviour
|
|||||||
|
|
||||||
private void UpdateFallTargetFromCurrentPosition()
|
private void UpdateFallTargetFromCurrentPosition()
|
||||||
{
|
{
|
||||||
|
// Default to current y in case no valid floor is found.
|
||||||
fallTargetY = transform.position.y;
|
fallTargetY = transform.position.y;
|
||||||
|
|
||||||
|
// Probe straight down and choose nearest upward-facing wall surface.
|
||||||
RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, Vector2.down, 100.0f);
|
RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, Vector2.down, 100.0f);
|
||||||
float closestDistance = float.MaxValue;
|
float closestDistance = float.MaxValue;
|
||||||
|
|
||||||
|
|||||||
@@ -1,16 +1,8 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
public class OozeBall : MonoBehaviour
|
public class OozeBall : BallBase
|
||||||
{
|
{
|
||||||
private Animator animator;
|
|
||||||
|
|
||||||
public AudioClip spawnSound;
|
|
||||||
|
|
||||||
public AudioClip bounceSound;
|
|
||||||
|
|
||||||
public AudioClip hitSound;
|
|
||||||
|
|
||||||
public AudioClip timerSound;
|
public AudioClip timerSound;
|
||||||
|
|
||||||
public AudioClip splitSound;
|
public AudioClip splitSound;
|
||||||
@@ -19,12 +11,8 @@ public class OozeBall : MonoBehaviour
|
|||||||
|
|
||||||
public BallSpawner spawner;
|
public BallSpawner spawner;
|
||||||
|
|
||||||
private AudioSource audioSource;
|
|
||||||
|
|
||||||
private SpriteRenderer spriteRenderer;
|
private SpriteRenderer spriteRenderer;
|
||||||
|
|
||||||
private Vector2 speed;
|
|
||||||
|
|
||||||
private float splitTimer = 10.0f;
|
private float splitTimer = 10.0f;
|
||||||
|
|
||||||
private float tickTimer = 0.5f;
|
private float tickTimer = 0.5f;
|
||||||
|
|||||||
@@ -0,0 +1,92 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class HorizontalBar : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float firingSpeed = 0.03f;
|
||||||
|
|
||||||
|
public GameObject horizontalBarrierPrefab;
|
||||||
|
|
||||||
|
public bool canFireLeft = true;
|
||||||
|
|
||||||
|
public bool canFireRight = true;
|
||||||
|
|
||||||
|
private float firingTimer = 0.0f;
|
||||||
|
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
firingTimer += Time.fixedDeltaTime;
|
||||||
|
|
||||||
|
if (firingTimer >= firingSpeed)
|
||||||
|
{
|
||||||
|
if (canFireLeft)
|
||||||
|
{
|
||||||
|
Vector3 leftSide = new Vector3(
|
||||||
|
bounds.min.x - (bounds.size.x / 2.0f),
|
||||||
|
bounds.center.y,
|
||||||
|
bounds.center.z
|
||||||
|
);
|
||||||
|
|
||||||
|
var left = Instantiate(horizontalBarrierPrefab, leftSide, Quaternion.identity);
|
||||||
|
var leftBarScript = left.GetComponent<HorizontalBar>();
|
||||||
|
leftBarScript.firingSpeed = firingSpeed;
|
||||||
|
leftBarScript.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(horizontalBarrierPrefab, rightSide, Quaternion.identity);
|
||||||
|
var rightBarScript = right.GetComponent<HorizontalBar>();
|
||||||
|
rightBarScript.firingSpeed = firingSpeed;
|
||||||
|
rightBarScript.canFireLeft = false;
|
||||||
|
|
||||||
|
Physics2D.IgnoreCollision(
|
||||||
|
right.GetComponent<Collider2D>(),
|
||||||
|
GetComponent<Collider2D>(),
|
||||||
|
true
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
canFire = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3f0f68050bf7251f7b0cac4505293fdc
|
||||||
@@ -30,12 +30,18 @@ public class Player : MonoBehaviour
|
|||||||
|
|
||||||
public Fader fader;
|
public Fader fader;
|
||||||
|
|
||||||
|
public GameObject horizontalBarrierPrefab;
|
||||||
|
|
||||||
|
public GameObject verticalBarrierPrefab;
|
||||||
|
|
||||||
private bool flipped = false;
|
private bool flipped = false;
|
||||||
|
|
||||||
private bool gameOver = false;
|
private bool gameOver = false;
|
||||||
|
|
||||||
private AudioSource audioSource;
|
private AudioSource audioSource;
|
||||||
|
|
||||||
|
private bool canFire = true;
|
||||||
|
|
||||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@@ -65,8 +71,8 @@ public class Player : MonoBehaviour
|
|||||||
Vector3 mouseWorld = cam.ScreenToWorldPoint(new Vector3(mouseScreen.x, mouseScreen.y, screenZ));
|
Vector3 mouseWorld = cam.ScreenToWorldPoint(new Vector3(mouseScreen.x, mouseScreen.y, screenZ));
|
||||||
|
|
||||||
Vector3 extents = playerBounds.extents;
|
Vector3 extents = playerBounds.extents;
|
||||||
float clampedX = Mathf.Clamp(mouseWorld.x, boardBounds.min.x + extents.x, boardBounds.max.x - extents.x);
|
float clampedX = Mathf.Clamp(mouseWorld.x, boardBounds.min.x + extents.x / 2.0f, boardBounds.max.x - extents.x / 2.0f);
|
||||||
float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y, boardBounds.max.y - extents.y);
|
float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y / 2.0f, boardBounds.max.y - extents.y / 2.0f);
|
||||||
|
|
||||||
transform.position = new Vector3(clampedX, clampedY, transform.position.z);
|
transform.position = new Vector3(clampedX, clampedY, transform.position.z);
|
||||||
|
|
||||||
@@ -85,6 +91,21 @@ public class Player : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (Mouse.current.leftButton.wasPressedThisFrame && canFire)
|
||||||
|
{
|
||||||
|
canFire = false;
|
||||||
|
audioSource.PlayOneShot(normalShoot);
|
||||||
|
|
||||||
|
if (flipped)
|
||||||
|
{
|
||||||
|
Instantiate(verticalBarrierPrefab, transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Instantiate(horizontalBarrierPrefab, transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (gameOver)
|
if (gameOver)
|
||||||
{
|
{
|
||||||
StartCoroutine(EndGame());
|
StartCoroutine(EndGame());
|
||||||
@@ -126,4 +147,15 @@ public class Player : MonoBehaviour
|
|||||||
yield return new WaitForSeconds(1.3f);
|
yield return new WaitForSeconds(1.3f);
|
||||||
fader.ResetFader();
|
fader.ResetFader();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void BarrierFinished()
|
||||||
|
{
|
||||||
|
canFire = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnBarHit()
|
||||||
|
{
|
||||||
|
// TODO: Lose a life or end the game
|
||||||
|
canFire = true; // Allow firing again after bar hit
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,92 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class VerticalBar : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float firingSpeed = 0.03f;
|
||||||
|
|
||||||
|
public GameObject verticalBarrierPrefab;
|
||||||
|
|
||||||
|
public bool canFireTop = true;
|
||||||
|
|
||||||
|
public bool canFireBottom = true;
|
||||||
|
|
||||||
|
private float firingTimer = 0.0f;
|
||||||
|
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
firingTimer += Time.fixedDeltaTime;
|
||||||
|
|
||||||
|
if (firingTimer >= firingSpeed)
|
||||||
|
{
|
||||||
|
if (canFireTop)
|
||||||
|
{
|
||||||
|
Vector3 topSide = new Vector3(
|
||||||
|
bounds.center.x,
|
||||||
|
bounds.max.y + (bounds.size.y / 2.0f),
|
||||||
|
bounds.center.z
|
||||||
|
);
|
||||||
|
|
||||||
|
var top = Instantiate(verticalBarrierPrefab, topSide, Quaternion.identity);
|
||||||
|
var topBarScript = top.GetComponent<VerticalBar>();
|
||||||
|
topBarScript.firingSpeed = firingSpeed;
|
||||||
|
topBarScript.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(verticalBarrierPrefab, bottomSide, Quaternion.identity);
|
||||||
|
var bottomBarScript = bottom.GetComponent<VerticalBar>();
|
||||||
|
bottomBarScript.firingSpeed = firingSpeed;
|
||||||
|
bottomBarScript.canFireTop = false;
|
||||||
|
|
||||||
|
Physics2D.IgnoreCollision(
|
||||||
|
bottom.GetComponent<Collider2D>(),
|
||||||
|
GetComponent<Collider2D>(),
|
||||||
|
true
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
canFire = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
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|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ae4332adf46faf14684b880670f0cc7e
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f982ad294d90a2ffe9d4c5c5eaa1e3c0
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ea70cd381aea7e05f8e3d99dd4692604
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -12,6 +12,7 @@ TagManager:
|
|||||||
- GlassBall
|
- GlassBall
|
||||||
- NuclearBall
|
- NuclearBall
|
||||||
- EyeBall
|
- EyeBall
|
||||||
|
- Bar
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|||||||
Reference in New Issue
Block a user