Final gamerjam state #1

Merged
JanGross merged 18 commits from dev into master 2022-04-30 14:38:07 +02:00
328 changed files with 87612 additions and 112 deletions

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public enum PatternTypes public enum PatternTypes
{ {
DEFAULT DEFAULT,
DOUBLE_SPINNING,
QUADRUPLE_SPINNING,
} }
[System.Serializable] [System.Serializable]
public class PatternMap public class PatternMap
{ {
public PatternTypes patternType; public PatternTypes patternType;
public Pattern pattern; public GameObject pattern;
} }
public class BulletManager : MonoBehaviour public class BulletManager : MonoBehaviour
{ {
@@ -19,10 +21,12 @@ public class BulletManager : MonoBehaviour
public List<PatternMap> PatternMap = new List<PatternMap>(); public List<PatternMap> PatternMap = new List<PatternMap>();
public Pattern[] activePatterns; public Pattern[] activePatterns;
private GameManager gameManager;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
gameManager = FindObjectOfType<GameManager>();
} }
// Update is called once per frame // Update is called once per frame
@@ -31,8 +35,15 @@ public class BulletManager : MonoBehaviour
} }
public Pattern SpawnPattern(PatternTypes pattern) public void EnemyConsumed(float multiplier)
{ {
return null; gameManager.EnemyConsumed(multiplier);
}
public void SpawnPattern(PatternTypes pattern, Enemy enemy)
{
GameObject patternObject = Instantiate(PatternMap.Find(x => x.patternType == pattern).pattern, enemy.transform.position, Quaternion.identity);
Pattern patternScript = patternObject.GetComponent<Pattern>();
patternScript.enemy = enemy;
} }
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using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
[System.Serializable]
public class Wave
{
public List<Enemy> enemies;
}
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
@@ -13,26 +21,109 @@ public class GameManager : MonoBehaviour
public MusicManager musicManager; public MusicManager musicManager;
public Player player; public Player player;
public GameObject[] pickups; public GameObject[] pickups;
public AudioSource enemyConsumedSfx;
[Header("Timing")] [Header("Timing")]
public float pickupDelay; public float pickupDelay;
public float scoreMultiplier; public float scoreMultiplier;
public int overallWave = 0;
public List<Wave> waves;
public GameObject enemyHolder;
private Wave currentWave;
private float SPAWN_DROP_TIME = 10;
private float lastSpawnTime = 0;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
//dont destroy on load
DontDestroyOnLoad(this.gameObject);
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
StartWave();
} }
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void Update() void Update()
{ {
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{
lastSpawnTime = Time.time;
SpawnPickup();
}
} }
public void EnemyConsumed() public void StartWave()
{ {
//increase player speed
player.speed += player.speedIncrease;
if (wave >= waves.Count)
{
wave = 0;
}
Wave current = waves[wave];
if (current != null)
{
// remove old enemies
foreach(Transform child in enemyHolder.transform)
{
Destroy(child.gameObject);
}
enemiesConsumed = 0;
// spawn the enemies
currentWave = current;
for (int i = 0; i < currentWave.enemies.Count; i++)
{
// spawn enemies in random positions
// TODO: do we really want to do this?
float spawnZ = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).z, Camera.main.ScreenToWorldPoint(new Vector2(0, Screen.height)).z);
float spawnX = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).x, Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, 0)).x);
Vector3 spawnPos = new Vector3(spawnX, player.gameObject.transform.position.y, spawnZ);
//vector3 to quaternion
Quaternion spawnRot = Quaternion.Euler(90, 0, 0);
GameObject obj = Instantiate(currentWave.enemies[i].gameObject, spawnPos, spawnRot, enemyHolder.transform);
obj.SetActive(true);
}
}
}
public void EnemyConsumed(float multiplier = 0)
{
enemiesConsumed++;
IncrementScore(10, multiplier);
//play enemy consumed sound
enemyConsumedSfx.Play();
if (enemiesConsumed == currentWave.enemies.Count)
{
// wave over... start next wave
wave++;
overallWave++;
StartWave();
}
}
public void SpawnPickup()
{
GameObject pickup = pickups[Random.Range(0, pickups.Length)];
float spawnZ = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).z, Camera.main.ScreenToWorldPoint(new Vector2(0, Screen.height)).z);
float spawnX = Random.Range(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).x, Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, 0)).x);
GameObject ins = Instantiate(pickup);
ins.transform.position = new Vector3(spawnX, player.transform.position.y, spawnZ);
} }
public void PlayerDed() public void PlayerDed()
@@ -45,8 +136,23 @@ public class GameManager : MonoBehaviour
} }
public void IncrementScore(int val) public void IncrementScore(int val, float multiplier = 0)
{ {
float incMutliplier = (multiplier > 0) ? multiplier : scoreMultiplier;
score += Mathf.FloorToInt(50 * incMutliplier); // TODO: how do we want this to work exactly?
}
public void RestartGame()
{
Destroy(gameObject);
//get active scene and reload it
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
} }
public void OpenScoreboard()
{
SceneManager.LoadScene("Scoreboard");
}
} }

View File

@@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MenuManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void StartGame()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("Main");
}
public void QuitGame()
{
Application.Quit();
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -4,15 +4,34 @@ using UnityEngine;
public class MusicManager : MonoBehaviour public class MusicManager : MonoBehaviour
{ {
public AudioClip[] tracks;
public AudioClip highTensionClip;
public int currentTrack = 0;
public Player player;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
//if track is finished play next track
if (!GetComponent<AudioSource>().isPlaying)
{
GetComponent<AudioSource>().clip = tracks[currentTrack];
GetComponent<AudioSource>().Play();
currentTrack = (currentTrack + 1) % tracks.Length -1;
}
if (player.health <= 15 && GetComponent<AudioSource>().clip != highTensionClip)
{
GetComponent<AudioSource>().clip = highTensionClip;
GetComponent<AudioSource>().Play();
GetComponent<AudioSource>().loop = true;
}
} }
} }

View File

@@ -5,8 +5,9 @@ using UnityEngine;
public class Pattern : MonoBehaviour public class Pattern : MonoBehaviour
{ {
public string name = "Default Pattern"; public string name = "Default Pattern";
public ParticleSystem particleSystem; public float duration;
private Enemy enemy; public bool notified = false;
public Enemy enemy;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
@@ -15,9 +16,42 @@ public class Pattern : MonoBehaviour
} }
// Update is called once per frame // Update is called once per frame
void Update() private void Update()
{ {
OnPatternUpdate();
duration -= Time.deltaTime;
if (duration <= 0 || enemy.IsDead)
{
//find all particle systems in children and stop them
foreach (ParticleSystem ps in GetComponentsInChildren<ParticleSystem>())
{
ps.Stop();
}
//find all particle systems in children and sum their particle counts
int totalParticles = 0;
foreach (ParticleSystem ps in GetComponentsInChildren<ParticleSystem>())
{
totalParticles += ps.particleCount;
}
if (totalParticles == 0)
{
Destroy(gameObject);
return;
}
if (enemy && !notified)
{
enemy.OnPatternFinished();
notified = true;
}
}
}
public virtual void OnPatternUpdate()
{
//override this
} }
public void StartPattern(Enemy enemy) public void StartPattern(Enemy enemy)

View File

@@ -0,0 +1,133 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class ScoreboardManager : MonoBehaviour
{
public string username;
public Button btnSubmit;
public TMPro.TextMeshProUGUI currentScore;
[Header("Global Scores")]
public TMPro.TextMeshProUGUI globalNames;
public TMPro.TextMeshProUGUI globalScores;
private int playerScore = 0;
private bool submitted = false;
[System.Serializable]
public class Score
{
public string username;
public int score;
}
[System.Serializable]
public class Scores
{
public Score[] scores;
}
// Start is called before the first frame update
void Start()
{
StartCoroutine(GetScores());
//find gamemanager
GameManager gm = GameObject.Find("GameManager").GetComponent<GameManager>();
//set current score
currentScore.text = gm.score.ToString();
playerScore = gm.score;
//disable gamemanager
gm.enabled = false;
}
// Update is called once per frame
void Update()
{
btnSubmit.interactable = username.Length > 0 && !submitted;
}
public void UpdateUsername(string _username)
{
username = _username;
}
public void SubmitScore()
{
btnSubmit.interactable = false;
StartCoroutine(SendScoreToServer());
}
IEnumerator SendScoreToServer()
{
string additional_data = "{}";
WWWForm form = new WWWForm();
form.AddField("username", username);
form.AddField("score", playerScore);
form.AddField("additional_data", additional_data);
using (UnityWebRequest www = UnityWebRequest.Post("http://vps5.minzkraut.com:3030/scores", form))
{
yield return www.SendWebRequest();
if (www.result != UnityWebRequest.Result.Success)
{
Debug.Log(www.error);
btnSubmit.GetComponentInChildren<TMPro.TextMeshProUGUI>().text = "Error :(";
}
else
{
Debug.Log("Score submitted");
btnSubmit.GetComponentInChildren<TMPro.TextMeshProUGUI>().text = "Submitted!";
submitted = true;
StartCoroutine(GetScores());
}
}
}
IEnumerator GetScores()
{
using (UnityWebRequest webRequest = UnityWebRequest.Get("http://vps5.minzkraut.com:3030/scores"))
{
// Request and wait for the desired page.
yield return webRequest.SendWebRequest();
globalNames.text = "";
globalScores.text = "";
switch (webRequest.result)
{
case UnityWebRequest.Result.ConnectionError:
case UnityWebRequest.Result.DataProcessingError:
Debug.LogError("Error: " + webRequest.error);
globalNames.text = "Error: " + webRequest.error;
break;
case UnityWebRequest.Result.ProtocolError:
Debug.LogError("HTTP Error: " + webRequest.error);
globalNames.text = "Error: " + webRequest.error;
break;
case UnityWebRequest.Result.Success:
Debug.Log("Received: " + webRequest.downloadHandler.text);
Scores scores = JsonUtility.FromJson<Scores>("{\"scores\":" + webRequest.downloadHandler.text + "}");
foreach (Score score in scores.scores)
{
globalNames.text += score.username + "\n";
globalScores.text += score.score + "\n";
Debug.Log(score.username + ": " + score.score);
}
break;
}
}
}
public void RestartGame()
{
GameObject gm = GameObject.Find("GameManager");
Destroy(gm);
SceneManager.LoadScene("menu");
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -1,19 +1,55 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class UIManager : MonoBehaviour public class UIManager : MonoBehaviour
{ {
public TextMeshProUGUI playerHealthLabel;
public GameObject gameOverPanel;
public TextMeshProUGUI scoreLabel;
public TextMeshProUGUI waveLabel;
public GameObject healthContainer;
public Image healthBar;
public Button restartButton;
public Button scoreboardButton;
private GameManager gameManager;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
gameManager = FindObjectOfType<GameManager>();
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
healthBar.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, gameManager.player.health * 3);
//round player health
playerHealthLabel.text = "Health: " + Mathf.Round(gameManager.player.health).ToString();
scoreLabel.text = "Score: " + Mathf.Round(gameManager.score).ToString();
waveLabel.text = "Wave: " + (gameManager.overallWave + 1).ToString();
if (gameManager.player.health <= 0)
{
Debug.Log("Game Over");
gameOverPanel.SetActive(true);
restartButton.gameObject.SetActive(true);
scoreboardButton.gameObject.SetActive(true);
}
if (gameManager.player.health <= 15)
{
//play animation on healthContainer
healthContainer.GetComponent<Animation>().Play();
} }
} }
}

View File

@@ -6,12 +6,18 @@ public class Enemy : MonoBehaviour
{ {
public int baseScore; public int baseScore;
public PatternTypes[] patterns; public PatternTypes[] patterns;
public int CurrentPattern; public int CurrentPattern = 0;
public float scoreMultiplier = 0;
public bool IsDead { get; private set; }
private BulletManager bulletManager;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
bulletManager = GameObject.Find("BulletManager").GetComponent<BulletManager>();
Attack();
} }
// Update is called once per frame // Update is called once per frame
@@ -22,18 +28,39 @@ public class Enemy : MonoBehaviour
private void Attack() private void Attack()
{ {
//Spawn pattern bulletManager.SpawnPattern(patterns[CurrentPattern], this);
} }
public void Consumed() public void Consumed()
{ {
gameObject.SetActive(false); // TODO: some sort of effect
// once the enemy dies it should stop emitting bullets but keep any active bullets running
IsDead = true;
bulletManager.EnemyConsumed(scoreMultiplier);
} }
public void OnPatternFinished()
private void OnPatternFinished()
{ {
//Increment pattern if (gameObject.activeSelf)
{
CurrentPattern++;
if (CurrentPattern >= patterns.Length)
{
//Destroy(gameObject);
}
Attack();
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.GetComponent<Player>())
{
// okay.. player hit so we're being consumed
Consumed();
}
} }
} }

View File

@@ -0,0 +1,8 @@
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@@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static UnityEngine.ParticleSystem;
public class RotatingPattern : Pattern
{
public float speed = 1;
// Start is called before the first frame update
void Start()
{
}
public override void OnPatternUpdate()
{
// transform.Rotate(Vector3.up, speed * Time.deltaTime);
//find all particle systems in children
ParticleSystem[] systems = GetComponentsInChildren<ParticleSystem>();
foreach (ParticleSystem system in systems)
{
ShapeModule shape = system.shape;
shape.rotation = new Vector3(0, shape.rotation.y + speed * Time.deltaTime, 0);
}
}
}

View File

@@ -0,0 +1,11 @@
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@@ -4,8 +4,31 @@ using UnityEngine;
public class Pickup : MonoBehaviour public class Pickup : MonoBehaviour
{ {
protected bool pickedUp = false;
public virtual void OnPickup() public virtual void OnPickup()
{ {
} }
public void OnTriggerEnter(Collider other)
{
Debug.Log("Pickup");
if (other.gameObject.tag == "Player")
{
pickedUp = true;
OnPickup();
}
}
//Draw text gizmo in editor to show class name
void OnDrawGizmos()
{
//get curren class name
string className = this.GetType().ToString();
GUI.color = Color.blue;
#if UNITY_EDITOR
UnityEditor.Handles.Label(transform.position, className);
#endif
}
} }

View File

@@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletFreezeRemove : Pickup
{
public ParticleSystem freezeParticles;
// Start is called before the first frame update
void Start()
{
}
public override void OnPickup()
{
//hide renderer
GetComponent<SpriteRenderer>().enabled = false;
GetComponent<Collider>().enabled = false;
Debug.Log("Start thingy");
//find all particles in the scene and freeze them
ParticleSystem[] particleSystems = FindObjectsOfType<ParticleSystem>();
foreach (ParticleSystem particleSystem in particleSystems)
{
//if root gameobject has no pattern component it's not a pattern
GameObject root = particleSystem.transform.root.gameObject;
if (!root.GetComponent<Pattern>())
{
continue;
}
int particleCount = particleSystem.particleCount;
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
particleSystem.GetParticles(particles);
for (int i = 0; i < particleCount; i++)
{
particles[i].velocity = Vector3.zero;
}
particleSystem.SetParticles(particles, particleCount);
StartCoroutine(RemoveParticle(particles, particleCount, particleSystem));
}
}
//coroutine that takes a collection of particles and removes one at a time
IEnumerator RemoveParticle(ParticleSystem.Particle[] particles, int particleCount, ParticleSystem particleSystem)
{
//Remove all particles over a span of .5 seconds
for (int i = 0; i < particleCount; i++)
{
particles[i].remainingLifetime = 0.0f;
particleSystem.SetParticles(particles, particleCount);
//instantiate freeze particles at the position of the particle
Instantiate(freezeParticles, particles[i].position, Quaternion.identity);
yield return new WaitForSeconds(0.5f/particleCount);
}
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -4,20 +4,55 @@ using UnityEngine;
public class Extinguisher : Pickup public class Extinguisher : Pickup
{ {
public ParticleSystem extinguishEffect;
public Player player;
[SerializeField]
private float amount;
public override void OnPickup() public override void OnPickup()
{ {
throw new System.NotImplementedException(); //hide renderer
GetComponent<SpriteRenderer>().enabled = false;
GetComponent<Collider>().enabled = false;
ParticleSystem particleSystem = player.trail.GetComponent<ParticleSystem>();
int particleCount = particleSystem.particleCount;
ParticleSystem.Particle[] particles = new ParticleSystem.Particle[particleCount];
particleSystem.GetParticles(particles);
for (int i = 0; i < particleCount; i++)
{
if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
{
particles[i].remainingLifetime = 0.0f;
}
//instantiate freeze particles at the position of the particle
}
particleSystem.SetParticles(particles, particleCount);
StartCoroutine(SpawnEffectsCoroutine(particles, particleCount, particleSystem));
}
IEnumerator SpawnEffectsCoroutine(ParticleSystem.Particle[] particles, int count, ParticleSystem system)
{
for (int i = 0; i < count; i+=20)
{
if (particles[i].remainingLifetime < particles[i].startLifetime * 0.95f)
{
//instantiate freeze particles at the position of the particle
Instantiate(extinguishEffect, particles[i].position, Quaternion.identity);
yield return null;
}
}
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
}
// Update is called once per frame
void Update()
{
} }
} }

View File

@@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NoTrail : Pickup
{
private Player player;
public float noTrailDuration = 5f;
// Start is called before the first frame update
void Start()
{
player = GameObject.Find("Player").GetComponent<Player>();
}
public override void OnPickup()
{
//hide sprite renderer
gameObject.GetComponent<SpriteRenderer>().enabled = false;
player.trail.SetActive(false);
}
// Update is called once per frame
void Update()
{
if (pickedUp)
{
noTrailDuration -= Time.deltaTime;
if (noTrailDuration <= 0)
{
player.trail.SetActive(true);
Destroy(gameObject);
}
}
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Slowmotion : Pickup
{
public float slowFactor = 0.5f;
public float slowDuration = 5f;
private bool isSlow = false;
public override void OnPickup()
{
Debug.Log("Slowmotion");
isSlow = true;
Time.timeScale = Time.timeScale * slowFactor;
//disable sprite renderer
GetComponent<SpriteRenderer>().enabled = false;
}
// Update is called once per frame
void Update()
{
if (isSlow)
{
slowDuration -= Time.deltaTime * (1 / slowFactor);
if (slowDuration <= 0)
{
Time.timeScale = Time.timeScale * (1 / slowFactor);
Destroy(gameObject);
}
}
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -1,24 +1,112 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
public class Player : MonoBehaviour public class Player : MonoBehaviour
{ {
public int health; public float health;
public float speed; public float speed;
public float trailLength; public GameObject trail;
public ParticleSystem trail; public float rotationSpeed;
public float direction;
public List<ParticleCollisionEvent> collisionEvents;
public float speedIncrease;
public bool isLit;
public Camera camera;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
collisionEvents = new List<ParticleCollisionEvent>();
} }
public void OnMove(InputValue value)
{
Vector2 inputVector = value.Get<Vector2>();
direction = inputVector.x;
// 90 deg directional movement
return;
float directionY = inputVector.y;
if (direction >0) {
transform.rotation = Quaternion.Euler(0, 90, 0);
}
else if (direction < 0)
{
transform.rotation = Quaternion.Euler(0, -90, 0);
}
if (directionY > 0)
{
transform.rotation = Quaternion.Euler(0, 0, 0);
}
else if (directionY < 0)
{
transform.rotation = Quaternion.Euler(0, 180, 0);
}
}
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
// Mouse direction movement
//Vector3 mousePos = Camera.main.ScreenToWorldPoint(new Vector3(Mouse.current.position.ReadValue().x, Mouse.current.position.ReadValue().y, Camera.main.transform.position.z - transform.position.z));
//mousePos.y = transform.position.y;
//transform.LookAt(mousePos);
//if isLit decrease health
//Invincible for the first 2 seconds to avoid particle collision bug
if (isLit && Time.timeSinceLevelLoad > 2)
{
health -= 100.0f * Time.deltaTime;
}
//if health below 0 die
if (health <= 0)
{
gameObject.SetActive(false);
}
/* Todo: Improve player movement
* Turning doesn't feel right, should be snappier
*/
//move player forward
transform.position += transform.forward * speed * Time.deltaTime;
//rotate based on direction
transform.Rotate(0, direction * rotationSpeed * 2 * Time.deltaTime, 0);
float horzExtent = camera.orthographicSize * Screen.width / Screen.height;
float vertExtent = camera.orthographicSize;
if (transform.position.z > vertExtent)
{
transform.position = new Vector3(transform.position.x, transform.position.y, -vertExtent);
}
else if (transform.position.z < -vertExtent)
{
transform.position = new Vector3(transform.position.x, transform.position.y, vertExtent);
}
if (transform.position.x > horzExtent)
{
transform.position = new Vector3(-horzExtent, transform.position.y, transform.position.z);
}
else if (transform.position.x < -horzExtent)
{
transform.position = new Vector3(horzExtent, transform.position.y, transform.position.z);
}
} }
public void DecreaseTrail(float val) public void DecreaseTrail(float val)
@@ -31,11 +119,20 @@ public class Player : MonoBehaviour
//Increate trail length //Increate trail length
} }
private void OnParticleCollision(GameObject other) private void OnParticleCollision(GameObject other)
{ {
//Debug.Log("Particle Collision" + other.name);
ParticleSystem ps = trail.GetComponent<ParticleSystem>();
ps.Stop();
//TODO: refactor magic number to a variable or constant
ps.startLifetime += 0.08f;
ps.Play();
if (other == trail) if (other == trail)
{ {
//Hit by trail //Debug.Log(other.name);
} }
} }
} }

View File

@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Trail : MonoBehaviour
{
public Player player;
private ParticleSystem particleSystem;
// Start is called before the first frame update
void Start()
{
particleSystem = GetComponent<ParticleSystem>();
}
// Update is called once per frame
void Update()
{
}
private void OnParticleTrigger()
{
//BUGBUG: This is a hack to get the particles to work.
List<ParticleSystem.Particle> insideList = new List<ParticleSystem.Particle>();
int numInside = particleSystem.GetTriggerParticles(ParticleSystemTriggerEventType.Enter, insideList);
if (numInside > 0)
{
player.isLit = true;
}
else
{
player.isLit = false;
}
}
}

View File

@@ -0,0 +1,11 @@
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@@ -17,8 +17,10 @@ public class ParticleTest : MonoBehaviour
} }
private void OnParticleCollision(GameObject other) private void OnParticleCollision(GameObject other)
{ {
Debug.Log(other); Debug.Log(other);
} }
} }

8
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8
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