117 lines
2.8 KiB
C#
117 lines
2.8 KiB
C#
using UnityEngine;
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public class YummyCake : MonoBehaviour
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{
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public AudioClip spawnSound;
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public AudioClip breakSound;
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public AudioClip missedSound;
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public AudioClip stormSound;
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public GameObject lightningPrefab;
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public GameObject laserPrefab;
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public GameObject magnetPrefab;
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public GameObject keyPrefab;
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private AudioSource audioSource;
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private Animator animator;
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private static float laserProbability = 0.4f;
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private static float magnetProbability = 0.2f;
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private static float keyProbability = 0.1f;
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private static float manyProbability = 0.2f;
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private static float stormProbability = 0.01f;
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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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audioSource = GetComponent<AudioSource>();
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animator = GetComponent<Animator>();
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audioSource.PlayOneShot(spawnSound);
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}
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public void BreakOrMiss()
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{
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// TODO: Implement logic to check if the cake is in a clear area or not
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bool inClearArea = true;
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if (inClearArea)
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{
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animator.SetTrigger("break");
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audioSource.PlayOneShot(breakSound);
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Break();
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}
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else
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{
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animator.SetTrigger("miss");
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audioSource.PlayOneShot(missedSound);
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}
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}
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public void OnAnimationComplete()
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{
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Destroy(gameObject);
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}
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private void SpawnItem(float randomValue)
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{
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if (randomValue < laserProbability)
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{
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Instantiate(laserPrefab, transform.position, Quaternion.identity);
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}
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else if (randomValue < magnetProbability)
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{
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Instantiate(magnetPrefab, transform.position, Quaternion.identity);
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}
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else if (randomValue < keyProbability)
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{
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Instantiate(keyPrefab, transform.position, Quaternion.identity);
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}
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else
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{
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Instantiate(lightningPrefab, transform.position, Quaternion.identity);
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}
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}
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private void Break()
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{
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float isStorm = Random.value;
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if (isStorm < stormProbability)
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{
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// Trigger a storm event, ie. spawn multiple items at once.
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audioSource.PlayOneShot(stormSound);
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for (int i = 0; i < Random.Range(8, 12); i++)
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{
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float randomValue = Random.value;
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SpawnItem(randomValue);
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}
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}
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else
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{
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// The first yummy is guaranteed.
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float randomValue = 0.0f;
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while (randomValue < manyProbability)
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{
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SpawnItem(randomValue);
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// Update randomValue to determine if we should spawn another item.
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randomValue = Random.value;
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}
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}
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}
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}
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