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using UnityEngine;
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||||
public class AnimatorDisabler : StateMachineBehaviour
|
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{
|
||||
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
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override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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{
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if (stateInfo.normalizedTime >= 1.0f)
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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)
|
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{
|
||||
direction = (value - (Vector2)transform.position).normalized;
|
||||
}
|
||||
|
||||
public Vector2 GetDirection()
|
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{
|
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return direction;
|
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}
|
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}
|
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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;
|
||||
|
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void Start()
|
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{
|
||||
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);
|
||||
}
|
||||
|
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fragments = GetComponentsInChildren<Rigidbody2D>();
|
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foreach (Rigidbody2D fragment in fragments)
|
||||
{
|
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fragment.AddForce((fragment.position - (Vector2)transform.position) * transform.localScale.x * impulse, ForceMode2D.Impulse);
|
||||
}
|
||||
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|
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}
|
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}
|
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}
|
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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;
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5aeff83e8c0bc4fb2b3d12ab3b2d49a8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 400
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 867fb24d4d60d5141b99b22a52954c62
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user