Introducing a score limit and bugfixes

This commit is contained in:
2019-09-26 00:48:36 +02:00
parent 3499961a98
commit 4bb1730091
3 changed files with 525 additions and 24 deletions

View File

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m_Father: {fileID: 708460344} m_Father: {fileID: 708460344}
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@@ -1867,7 +2245,8 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
force: 2000 force: 2200
player: {fileID: 1892182888}
--- !u!65 &1831066458 --- !u!65 &1831066458
BoxCollider: BoxCollider:
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@@ -1927,6 +2306,85 @@ MeshFilter:
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View File

@@ -5,6 +5,7 @@ using UnityEngine;
public class ForceZone : MonoBehaviour public class ForceZone : MonoBehaviour
{ {
public float force = 0; public float force = 0;
public GameObject player;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@@ -19,8 +20,13 @@ public class ForceZone : MonoBehaviour
private void OnTriggerStay(Collider other) private void OnTriggerStay(Collider other)
{ {
Vector3 direction = other.transform.position - this.transform.position; Vector3 direction = other.transform.position - this.player.transform.position;
Debug.DrawRay(this.transform.position, direction); Debug.DrawRay(this.transform.position, direction);
other.transform.GetComponent<Rigidbody>().AddForce(direction.normalized * this.force * Time.deltaTime, ForceMode.Impulse);
Rigidbody otherRigidbody = other.transform.GetComponent<Rigidbody>();
if (otherRigidbody)
{
other.transform.GetComponent<Rigidbody>().AddForce(direction.normalized * this.force * Time.deltaTime, ForceMode.Impulse);
}
} }
} }

View File

@@ -2,10 +2,12 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
public int scorePlayer1 = 0; public int scorePlayer1 = 0;
public int scorePlayer2 = 0; public int scorePlayer2 = 0;
public int maxGoals = 1;
public Transform player1; public Transform player1;
public Transform player2; public Transform player2;
@@ -15,30 +17,65 @@ public class GameManager : MonoBehaviour
/* UI */ /* UI */
public Text scoreLabel; public Text scoreLabel;
public Text winLabel;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
this.player1Initial = new GameObject().transform; this.player1Initial = new GameObject().transform;
this.player1Initial.position = this.player1.position; this.player1Initial.position = this.player1.position;
this.player1Initial.rotation = this.player1.rotation;
this.player2Initial = new GameObject().transform; this.player2Initial = new GameObject().transform;
this.player2Initial.position = this.player2.position; this.player2Initial.position = this.player2.position;
this.player2Initial.rotation = this.player2.rotation;
this.ballInitial = new GameObject().transform; this.ballInitial = new GameObject().transform;
this.ballInitial.position = this.ball.position; this.ballInitial.position = this.ball.position;
winLabel.transform.gameObject.SetActive(false);
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
this.scoreLabel.text = "Score: " + this.scorePlayer1 + " : " + this.scorePlayer2; this.scoreLabel.text = "Score: " + this.scorePlayer1 + " : " + this.scorePlayer2;
if (this.scorePlayer1 >= maxGoals)
{
winLabel.text = "Player 1 wins the game!";
winLabel.transform.gameObject.SetActive(true);
Time.timeScale = 0.0f;
}
if (this.scorePlayer2 >= maxGoals)
{
winLabel.text = "Player 2 wins the game!";
winLabel.transform.gameObject.SetActive(true);
Time.timeScale = 0.0f;
}
if (this.scorePlayer2 >= maxGoals || this.scorePlayer1 >= maxGoals)
{
if (Input.GetKeyDown(KeyCode.F5))
{
Time.timeScale = 1;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
} }
public void ResetPositions() public void ResetPositions()
{ {
this.player1.position = this.player1Initial.position; this.player1.position = this.player1Initial.position;
this.player1.rotation = this.player1Initial.rotation;
this.player1.GetComponent<Rigidbody>().velocity = Vector3.zero;
this.player2.position = this.player2Initial.position; this.player2.position = this.player2Initial.position;
this.player2.rotation = this.player2Initial.rotation;
this.player2.GetComponent<Rigidbody>().velocity = Vector3.zero;
this.ball.position = this.ballInitial.position; this.ball.position = this.ballInitial.position;
this.ball.GetComponent<Rigidbody>().velocity = Vector3.zero;
} }
} }