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using UnityEngine;
public class AnimatorDisabler : StateMachineBehaviour
{
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime >= 1.0f)
animator.enabled = false;
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{
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using UnityEngine;
public class AsteroidController : MonoBehaviour
{
public GameObject asteroidExplosion;
private int splitCount = 0;
private Vector2 direction = Vector2.right;
private void Start()
{
transform.rotation = Random.rotation;
}
private void Update()
{
if(!GameManager.IsPaused)
Move();
}
public void Move()
{
transform.position += (Vector3) direction * Time.deltaTime / transform.localScale.x / 2.0f;
if (Vector2.Distance(transform.position, Vector2.zero) > 20.0f)
DestroyImmediate(gameObject);
}
public void Split()
{
if(splitCount < 2)
for (int i = 0; i < 2; i++)
{
AsteroidController asteroid = Instantiate(gameObject, transform.position, Quaternion.identity).GetComponent<AsteroidController>();
asteroid.SetSplitCount(splitCount + 1);
asteroid.SetDirection(new Vector2(Random.Range(-20.0f, 20.0f), Random.Range(-20.0f, 20.0f)));
}
GameManager.AddToScore(splitCount);
Instantiate(asteroidExplosion, transform.position, transform.GetChild(0).rotation).transform.localScale = transform.localScale;
Destroy(gameObject);
}
public void SetSplitCount(int value)
{
splitCount = value;
transform.localScale = new Vector3(1.0f, 1.0f, 1.0f)/ (Mathf.Pow(2, splitCount));
}
public int GetSplitCount()
{
return splitCount;
}
public void SetDirection(Vector2 value)
{
direction = (value - (Vector2)transform.position).normalized;
}
public Vector2 GetDirection()
{
return direction;
}
}

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using UnityEngine;
public class DebrisController : MonoBehaviour
{
public GameObject explosionParticles;
public float impulse = 1.0f;
public float debrisDuration = 0.5f;
private Rigidbody2D[] fragments;
void Start()
{
if (GameManager.effectsEnabled)
{
if (explosionParticles != null)
{
GameObject particles = Instantiate(explosionParticles, transform.position, Quaternion.identity);
particles.transform.localScale = transform.localScale == Vector3.one ? transform.localScale : Vector3.one / 3.0f + transform.localScale / 2.0f;
Destroy(particles, particles.GetComponent<ParticleSystem>().main.duration);
}
fragments = GetComponentsInChildren<Rigidbody2D>();
foreach (Rigidbody2D fragment in fragments)
{
fragment.AddForce((fragment.position - (Vector2)transform.position) * transform.localScale.x * impulse, ForceMode2D.Impulse);
}
Destroy(gameObject, debrisDuration);
}
}
}

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using UnityEngine;
public class SpaceshipController : MonoBehaviour
{
public GameObject spaceshipDebris;
public WeaponList weaponList;
public Vector2 direction = Vector2.zero;
bool isColliding = false;
public enum Weapon
{
Basic,
Laser
}
public Weapon currentWeapon = Weapon.Basic;
private GameObject weaponInstance;
private void Update()
{
if (!GameManager.IsPaused)
Move();
}
public void Move()
{
float horizontalAxis = Input.GetAxis("Horizontal");
float verticalAxis = Input.GetAxis("Vertical");
if (verticalAxis > 0.0f)
Thrust(verticalAxis);
if (Mathf.Abs(horizontalAxis) > 0.0f)
Turn(horizontalAxis);
if (Input.GetKeyDown(KeyCode.Space))
Shoot();
transform.position += (Vector3)direction * Time.deltaTime * 4.0f;
CalculatePositionOnCamera();
}
public void Thrust(float power)
{
direction = Vector2.Lerp(direction, transform.up * power, Time.deltaTime * 4.0f);
}
public void Turn(float delta)
{
transform.eulerAngles = new Vector3(0.0f, 0.0f, transform.eulerAngles.z - delta * 150.0f * Time.deltaTime);
transform.GetChild(0).localEulerAngles = new Vector3(0.0f, -delta * 30.0f, 0.0f);
}
public void Shoot(bool onMobile = false)
{
// If Weapon is Basic, the Prefabs/Weapons/Projectile prefab is instantiated
// If Weapon is Laser, the Prefabs/Weapons/Laser prefab is instantiated
switch (currentWeapon)
{
case Weapon.Basic:
ProjectileController projectile = Instantiate(weaponList.weapons[(int)currentWeapon].weaponPrefab, transform.position, Quaternion.identity).GetComponent<ProjectileController>();
projectile.SetDirection(transform.up);
break;
case Weapon.Laser:
if (weaponInstance != null)
break;
weaponInstance = Instantiate(weaponList.weapons[(int)currentWeapon].weaponPrefab, transform.position, Quaternion.identity);
weaponInstance.transform.up = transform.up;
weaponInstance.transform.parent = transform;
break;
default:
Debug.LogError("Invalid weapon state.");
break;
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
// Preventing multiple collision triggers on the same frame
if (isColliding)
return;
AsteroidController asteroidController = collision.gameObject.GetComponent<AsteroidController>();
if (asteroidController)
{
asteroidController.Split();
if(GameManager.instance != null)
GameManager.instance.RespawnShip();
Instantiate(spaceshipDebris, transform.position, transform.GetChild(0).rotation);
Destroy(gameObject);
isColliding = true;
}
}
private void CalculatePositionOnCamera()
{
if (Camera.main != null)
{
bool warped = false;
Vector2 positionOnCamera = Camera.main.WorldToViewportPoint(transform.position);
if (positionOnCamera.x > 1.05f)
{
warped = true;
transform.position = (Vector2)Camera.main.ViewportToWorldPoint(new Vector2(-0.05f, positionOnCamera.y));
}
else if (positionOnCamera.x < -0.05f)
{
warped = true;
transform.position = (Vector2)Camera.main.ViewportToWorldPoint(new Vector2(1.05f, positionOnCamera.y));
}
else if (positionOnCamera.y > 1.05f)
{
warped = true;
transform.position = (Vector2)Camera.main.ViewportToWorldPoint(new Vector2(positionOnCamera.x, -0.05f));
}
else if (positionOnCamera.y < -0.05f)
{
warped = true;
transform.position = (Vector2)Camera.main.ViewportToWorldPoint(new Vector2(positionOnCamera.x, 1.05f));
}
if (warped)
{
transform.GetChild(0).GetChild(0).GetComponent<EngineTrail>().ClearParticles();
}
}
}
public void UpdateWeapon(int score)
{
Weapon weapon = Weapon.Basic;
if (score >= 8000)
weapon = Weapon.Laser;
if (weapon == currentWeapon)
return;
currentWeapon = weapon;
}
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