Upgraded to 6.0000000
Added enemies, health system, and a camera follow system.
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@ -0,0 +1,49 @@
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using UnityEngine;
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public class FollowBox : MonoBehaviour
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{
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public Transform target;
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public Rect box;
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private Vector3 _position;
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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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}
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// Update is called once per frame
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void Update()
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{
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if (target == null)
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{
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return;
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}
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_position = transform.position;
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if (_position.x + box.x > target.position.x)
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{
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//Debug.Log($"position {_position}\nBox eval {_position.x + box.x}\nTarget position {target.position}");
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_position.x = target.position.x + box.x + box.width;
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}
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|
||||
if (_position.x + (box.x + box.width) < target.position.x)
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{
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_position.x = target.position.x - (box.x + box.width);
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}
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||||
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||||
if (_position.y + box.y > target.position.y)
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{
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_position.y = target.position.y + box.y + box.height;
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}
|
||||
|
||||
if (_position.y + (box.y + box.height) < target.position.y)
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{
|
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_position.y = target.position.y - (box.y + box.height);
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}
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transform.position = _position;
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f26d2652963384d78a5a5c295ffea5fd
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@ -0,0 +1,30 @@
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using UnityEngine;
|
||||
|
||||
public class Health : MonoBehaviour
|
||||
{
|
||||
public float maxHealth;
|
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public System.Action OnDeath;
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|
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private float _currentHealth;
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|
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// Start is called once before the first execution of Update after the MonoBehaviour is created
|
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private void Start()
|
||||
{
|
||||
_currentHealth = maxHealth;
|
||||
}
|
||||
|
||||
public void DealDamage(float damage)
|
||||
{
|
||||
_currentHealth -= damage;
|
||||
if (_currentHealth <= 0)
|
||||
{
|
||||
Debug.Log($"{gameObject.name} is dead!");
|
||||
OnDeath();
|
||||
}
|
||||
}
|
||||
|
||||
public void HealHealth(float health)
|
||||
{
|
||||
_currentHealth = Mathf.Min(_currentHealth + health, maxHealth);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5f0a43b17e365425092c1fc543d7cbfe
|
|
@ -0,0 +1,99 @@
|
|||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Health))]
|
||||
public class MeleeEnemy : MonoBehaviour
|
||||
{
|
||||
enum State
|
||||
{
|
||||
Wandering = 0,
|
||||
Seeking = 1,
|
||||
Dead = 2,
|
||||
};
|
||||
|
||||
//private State _currentState;
|
||||
private System.Action updateFunc;
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
//_currentState = State::Wandering;
|
||||
updateFunc = DoWander;
|
||||
var h = GetComponent<Health>();
|
||||
h.OnDeath += ProcessDeath;
|
||||
}
|
||||
|
||||
#region Wander
|
||||
[Header("Wander")]
|
||||
public float dirChangeDuration = 2;
|
||||
public float wanderSpeed;
|
||||
|
||||
private Vector3 wanderDir;
|
||||
private float _lastDirChange = -2;
|
||||
private void DoWander()
|
||||
{
|
||||
if (_lastDirChange + dirChangeDuration < Time.time)
|
||||
{
|
||||
wanderDir.x = Random.Range(-1f, 1f);
|
||||
wanderDir.y = Random.Range(-1f, 1f);
|
||||
_lastDirChange = Time.time;
|
||||
//Debug.Log($"New wander dir: {wanderDir}");
|
||||
}
|
||||
|
||||
transform.position += wanderDir * wanderSpeed * Time.deltaTime;
|
||||
}
|
||||
#endregion Wander
|
||||
|
||||
#region Seek
|
||||
[Header("Seek")]
|
||||
public float seekSpeed = 2;
|
||||
|
||||
private Transform _target;
|
||||
private void DoSeek()
|
||||
{
|
||||
var dir = (_target.position - transform.position).normalized;
|
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transform.position += dir * seekSpeed * Time.deltaTime;
|
||||
}
|
||||
#endregion Seek
|
||||
|
||||
private void DoSleep()
|
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{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
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private void Update()
|
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{
|
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updateFunc();
|
||||
}
|
||||
|
||||
private void ProcessDeath()
|
||||
{
|
||||
// TODO: effects
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
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//Debug.Log("Player is in our sphere");
|
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_target = other.transform;
|
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updateFunc = DoSeek;
|
||||
}
|
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}
|
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|
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private void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
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if (other.collider.CompareTag("Player"))
|
||||
{
|
||||
Debug.Log("We have hit the player!");
|
||||
var health = other.gameObject.GetComponent<Health>();
|
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if (health != null)
|
||||
{
|
||||
updateFunc = DoSleep;
|
||||
Destroy(gameObject);
|
||||
health.DealDamage(5);
|
||||
}
|
||||
}
|
||||
}
|
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}
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|
@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 36753dfc46d484df186dc8cc4b61b712
|
|
@ -2,13 +2,14 @@ using System;
|
|||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
[RequireComponent(typeof(Health))]
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
public InputAction movement;
|
||||
public InputAction mousePosition;
|
||||
public InputAction fireAction;
|
||||
public float speed = 10;
|
||||
public Camera mainCamera;
|
||||
public float speed = 10;
|
||||
public float fireRate;
|
||||
public GameObject projectileGo;
|
||||
public Transform projectileSpawn;
|
||||
|
@ -22,17 +23,27 @@ public class Player : MonoBehaviour
|
|||
private Action _aimingFunction;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_transform = transform;
|
||||
var h = GetComponent<Health>();
|
||||
h.OnDeath += ProcessDeath;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
movement.Enable();
|
||||
// TODO: if no controller detected, enable mouse.
|
||||
mousePosition.Enable();
|
||||
_aimingFunction = MouseAim;
|
||||
// TODO: Aim stick
|
||||
|
||||
fireAction.Enable();
|
||||
fireAction.started += StartFire;
|
||||
fireAction.canceled += EndFire;
|
||||
_transform = transform;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
movement.Disable();
|
||||
mousePosition.Disable();
|
||||
}
|
||||
|
||||
private void StartFire(InputAction.CallbackContext cbContext)
|
||||
|
@ -62,7 +73,6 @@ public class Player : MonoBehaviour
|
|||
angle *= -1;
|
||||
}
|
||||
|
||||
//_transform.eulerAngles = Vector3.forward * angle;
|
||||
barrelTransform.eulerAngles = Vector3.forward * angle;
|
||||
}
|
||||
|
||||
|
@ -92,4 +102,10 @@ public class Player : MonoBehaviour
|
|||
Instantiate(projectileGo, projectileSpawn.position, projectileSpawn.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessDeath()
|
||||
{
|
||||
// TODO: effects, gameover screen, etc.
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,18 +5,37 @@ public class Projectile : MonoBehaviour
|
|||
{
|
||||
private Transform _transform;
|
||||
private Rigidbody2D _rigidbody;
|
||||
private float _startTime;
|
||||
|
||||
public float speed = 7;
|
||||
public float lifeTime = 5;
|
||||
public float damage = 2;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_transform = transform;
|
||||
_rigidbody = GetComponent<Rigidbody2D>();
|
||||
_rigidbody.gravityScale = 0;
|
||||
_startTime = Time.time;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_transform.position += _transform.up * (speed * Time.deltaTime);
|
||||
|
||||
if (_startTime + lifeTime < Time.time)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: ignore owner
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
var health = collision.gameObject.GetComponent<Health>();
|
||||
if (health != null)
|
||||
{
|
||||
health.DealDamage(damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -261,7 +261,7 @@ TextureImporter:
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second: treeSmall.png
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@ -278,10 +278,12 @@ TextureImporter:
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@ -291,8 +293,8 @@ TextureImporter:
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textureSettings:
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@ -320,8 +322,10 @@ TextureImporter:
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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@ -331,9 +335,10 @@ TextureImporter:
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@ -343,6 +348,20 @@ TextureImporter:
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@ -380,6 +400,7 @@ TextureImporter:
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@ -401,6 +422,7 @@ TextureImporter:
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@ -422,6 +444,7 @@ TextureImporter:
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@ -443,6 +466,7 @@ TextureImporter:
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@ -464,6 +488,7 @@ TextureImporter:
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@ -485,6 +510,7 @@ TextureImporter:
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@ -506,6 +532,7 @@ TextureImporter:
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@ -527,6 +554,7 @@ TextureImporter:
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@ -548,6 +576,7 @@ TextureImporter:
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@ -569,6 +598,7 @@ TextureImporter:
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@ -590,6 +620,7 @@ TextureImporter:
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@ -611,6 +642,7 @@ TextureImporter:
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@ -632,6 +664,7 @@ TextureImporter:
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@ -653,6 +686,7 @@ TextureImporter:
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@ -674,6 +708,7 @@ TextureImporter:
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@ -695,6 +730,7 @@ TextureImporter:
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@ -716,6 +752,7 @@ TextureImporter:
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@ -737,6 +774,7 @@ TextureImporter:
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@ -758,6 +796,7 @@ TextureImporter:
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@ -779,6 +818,7 @@ TextureImporter:
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@ -800,6 +840,7 @@ TextureImporter:
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@ -821,6 +862,7 @@ TextureImporter:
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@ -842,6 +884,7 @@ TextureImporter:
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@ -863,6 +906,7 @@ TextureImporter:
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@ -884,6 +928,7 @@ TextureImporter:
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@ -905,6 +950,7 @@ TextureImporter:
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@ -968,6 +1016,7 @@ TextureImporter:
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@ -989,6 +1038,7 @@ TextureImporter:
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@ -1010,6 +1060,7 @@ TextureImporter:
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@ -1031,6 +1082,7 @@ TextureImporter:
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@ -1178,6 +1236,7 @@ TextureImporter:
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@ -1199,6 +1258,7 @@ TextureImporter:
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@ -1241,6 +1302,7 @@ TextureImporter:
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@ -1304,6 +1368,7 @@ TextureImporter:
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|
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|
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@ -1388,6 +1456,7 @@ TextureImporter:
|
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@ -1409,6 +1478,7 @@ TextureImporter:
|
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|
@ -1430,6 +1500,7 @@ TextureImporter:
|
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@ -1451,6 +1522,7 @@ TextureImporter:
|
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@ -1472,6 +1544,7 @@ TextureImporter:
|
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@ -1493,6 +1566,7 @@ TextureImporter:
|
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@ -1514,6 +1588,7 @@ TextureImporter:
|
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@ -2,8 +2,9 @@
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Loading…
Reference in New Issue