setting up enemy consumption and increasing score - maybe change?
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6728
Assets/Scenes/Main - amaan.unity
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6728
Assets/Scenes/Main - amaan.unity
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File diff suppressed because it is too large
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7
Assets/Scenes/Main - amaan.unity.meta
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7
Assets/Scenes/Main - amaan.unity.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: c3c99fe455db51e41bed31b035a387f5
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -21,10 +21,12 @@ public class BulletManager : MonoBehaviour
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public List<PatternMap> PatternMap = new List<PatternMap>();
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public Pattern[] activePatterns;
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private GameManager gameManager;
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// Start is called before the first frame update
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void Start()
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{
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gameManager = FindObjectOfType<GameManager>();
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}
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// Update is called once per frame
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@@ -33,6 +35,11 @@ public class BulletManager : MonoBehaviour
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}
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public void EnemyConsumed(float multiplier)
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{
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gameManager.EnemyConsumed(multiplier);
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}
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public void SpawnPattern(PatternTypes pattern, Enemy enemy)
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{
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GameObject patternObject = Instantiate(PatternMap.Find(x => x.patternType == pattern).pattern, enemy.transform.position, Quaternion.identity);
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@@ -31,9 +31,13 @@ public class GameManager : MonoBehaviour
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}
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public void EnemyConsumed()
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public void EnemyConsumed(float multiplier = 0)
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{
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enemiesConsumed++;
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float incMutliplier = (multiplier > 0) ? multiplier : scoreMultiplier;
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score += Mathf.FloorToInt(50 * incMutliplier); // TODO: how do we want this to work exactly?
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}
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public void PlayerDed()
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@@ -20,7 +20,7 @@ public class Pattern : MonoBehaviour
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{
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OnPatternUpdate();
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duration -= Time.deltaTime;
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if (duration <= 0)
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if (duration <= 0 || enemy.IsDead)
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{
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//find all particle systems in children and stop them
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foreach (ParticleSystem ps in GetComponentsInChildren<ParticleSystem>())
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@@ -8,6 +8,8 @@ public class UIManager : MonoBehaviour
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{
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public TextMeshProUGUI playerHealthLabel;
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public TextMeshProUGUI gameOverLabel;
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public TextMeshProUGUI scoreLabel;
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public Button restartButton;
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private GameManager gameManager;
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@@ -23,11 +25,12 @@ public class UIManager : MonoBehaviour
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//round player health
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playerHealthLabel.text = "Health: " + Mathf.Round(gameManager.player.health).ToString();
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scoreLabel.text = "Score: " + Mathf.Round(gameManager.score).ToString();
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if (gameManager.player.health <= 0)
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{
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gameOverLabel.gameObject.SetActive(true);
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restartButton.gameObject.SetActive(true);
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}
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}
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}
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@@ -7,6 +7,10 @@ public class Enemy : MonoBehaviour
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public int baseScore;
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public PatternTypes[] patterns;
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public int CurrentPattern = 0;
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public float scoreMultiplier = 0;
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public bool IsDead { get; private set; }
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private BulletManager bulletManager;
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// Start is called before the first frame update
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@@ -24,23 +28,39 @@ public class Enemy : MonoBehaviour
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private void Attack()
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{
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bulletManager.SpawnPattern(patterns[CurrentPattern], this);
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bulletManager.SpawnPattern(patterns[CurrentPattern], this);
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}
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public void Consumed()
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{
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gameObject.SetActive(false); // TODO: some sort of effect
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// once the enemy dies it should stop emitting bullets but keep any active bullets running
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IsDead = true;
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bulletManager.EnemyConsumed(scoreMultiplier);
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}
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public void OnPatternFinished()
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{
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CurrentPattern++;
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if (CurrentPattern >= patterns.Length)
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if (gameObject.activeSelf)
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{
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//Destroy(gameObject);
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CurrentPattern++;
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if (CurrentPattern >= patterns.Length)
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{
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//Destroy(gameObject);
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}
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Attack();
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.GetComponent<Player>())
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{
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// okay.. player hit so we're being consumed
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Consumed();
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}
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Attack();
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}
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}
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