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MaxSensei666 2018-04-22 15:14:50 +02:00
commit 0f3a9e3889
57 changed files with 5264 additions and 106 deletions

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.gitignore vendored
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# Builds
*.apk
*.unitypackage
Build.7z

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</ItemGroup>
<ItemGroup>
<Compile Include="Assets\Scripts\AlignToGridContinuous.cs" />
<Compile Include="Assets\Scripts\DepthFromY.cs" />
<Compile Include="Assets\Scripts\EnemyMovement.cs" />
<Compile Include="Assets\Scripts\EnemyStatus.cs" />
<Compile Include="Assets\Scripts\GameStatus.cs" />
<Compile Include="Assets\Scripts\HatTower.cs" />
<Compile Include="Assets\Scripts\InstantiateEverySeconds.cs" />
<Compile Include="Assets\Scripts\InstantiateOnClick.cs" />
<Compile Include="Assets\Scripts\KickTower.cs" />
<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
<Compile Include="Assets\Scripts\SnareTower.cs" />
<Compile Include="Assets\Scripts\SongData.cs" />
<Compile Include="Assets\Scripts\TowerPlacer.cs" />
<Compile Include="Assets\Scripts\TowerSelector.cs" />
<None Include="Assets\Sounds\credit.txt" />
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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DepthFromY : MonoBehaviour {
private SpriteRenderer spriteRenderer;
void Start () {
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
spriteRenderer.sortingOrder = Mathf.CeilToInt(-transform.position.y * 100);
}
// Update is called once per frame
void Update () {
}
}

View file

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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyMovement : MonoBehaviour {
public Vector3[] path;
public float speed = 1;
private int nextStop = 0;
private GameStatus gameStatus;
void Start () {
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
}
void Update () {
Vector3 newPosition = Vector3.MoveTowards(transform.position, path[nextStop], speed * Time.deltaTime);
if (Vector3.Distance(transform.position, newPosition) == 0)
{
nextStop++;
if (nextStop >= path.Length)
{
gameStatus.EnemyFinishedPath(gameObject);
}
}
transform.position = newPosition;
}
}

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@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyStatus : MonoBehaviour {
public int livesCost = 1;
public int health = 10;
}

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@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameStatus : MonoBehaviour {
public int money = 0;
public int lives = 10;
public GameObject moneyTextObject;
private Text moneyText;
public GameObject livesTextObject;
private Text livesText;
void Start()
{
moneyText = moneyTextObject.GetComponent<Text>();
livesText = livesTextObject.GetComponent<Text>();
}
void Update()
{
moneyText.text = money.ToString();
livesText.text = lives.ToString();
}
public void EnemyFinishedPath(GameObject enemy)
{
Debug.Log("Enemy reached target.");
lives -= enemy.GetComponent<EnemyStatus>().livesCost;
Destroy(enemy);
}
}

View file

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View file

@ -4,8 +4,12 @@ using UnityEngine;
public class HatTower : MonoBehaviour {
public Sprite standardSprite;
public Sprite alternateSprite;
private AudioSource hatSource;
private SongData songData;
private SpriteRenderer spriteRenderer;
private float cooldown;
private float cooldownRemaining = 0;
@ -13,8 +17,12 @@ public class HatTower : MonoBehaviour {
{
hatSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
//The period is 30 / bpm
cooldown = 11 / songData.bpm;
//Find next beat
float nextBeatIn = 30 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 30 * songData.bpm) * 30 / songData.bpm));
InvokeRepeating("OnBeat", nextBeatIn, 30 / songData.bpm);
}
void Update () {
@ -33,7 +41,26 @@ public class HatTower : MonoBehaviour {
Debug.Log(power.ToString("0.00"));
//Start the cooldown
cooldownRemaining = cooldown;
//Change the sprite
spriteRenderer.sprite = alternateSprite;
Invoke("OnEndAnimation", Time.fixedDeltaTime * 6);
}
}
}
void OnEndAnimation()
{
spriteRenderer.sprite = standardSprite;
}
void OnBeat()
{
spriteRenderer.color = Color.yellow;
Invoke("ResetColor", Time.fixedDeltaTime * 2);
}
void ResetColor()
{
spriteRenderer.color = Color.white;
}
}

View file

@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InstantiateEverySeconds : MonoBehaviour {
public GameObject target;
public float period;
private float cooldown = 0;
void Update () {
cooldown -= Time.deltaTime;
if (cooldown <= 0)
{
Instantiate(target);
cooldown = period;
}
}
}

View file

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View file

@ -4,8 +4,12 @@ using UnityEngine;
public class KickTower : MonoBehaviour {
public Sprite standardSprite;
public Sprite alternateSprite;
private AudioSource kickSource;
private SongData songData;
private SpriteRenderer spriteRenderer;
private float cooldown;
private float cooldownRemaining = 0;
@ -13,8 +17,12 @@ public class KickTower : MonoBehaviour {
{
kickSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
//The period is 120 / bpm
cooldown = 44 / songData.bpm;
//Find next beat
float nextBeatIn = 120 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 120 * songData.bpm) * 120 / songData.bpm));
InvokeRepeating("OnBeat", nextBeatIn, 120 / songData.bpm);
}
void Update () {
@ -33,7 +41,27 @@ public class KickTower : MonoBehaviour {
Debug.Log(power.ToString("0.00"));
//Start the cooldown
cooldownRemaining = cooldown;
//Change the sprite
spriteRenderer.sprite = alternateSprite;
Invoke("OnEndAnimation", Time.fixedDeltaTime * 20);
}
}
}
void OnEndAnimation()
{
spriteRenderer.sprite = standardSprite;
}
void OnBeat()
{
spriteRenderer.color = Color.yellow;
Invoke("ResetColor", Time.fixedDeltaTime * 2);
}
void ResetColor()
{
spriteRenderer.color = Color.white;
}
}

View file

@ -4,8 +4,12 @@ using UnityEngine;
public class SnareTower : MonoBehaviour {
public Sprite standardSprite;
public Sprite alternateSprite;
private AudioSource snareSource;
private SongData songData;
private SpriteRenderer spriteRenderer;
private float cooldown;
private float cooldownRemaining = 0;
@ -13,8 +17,12 @@ public class SnareTower : MonoBehaviour {
{
snareSource = gameObject.GetComponent<AudioSource>();
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
//The period is 120 / bpm
cooldown = 44 / songData.bpm;
//Find next beat
float nextBeatIn = 180 / songData.bpm - (songData.songTime - (Mathf.Floor(songData.songTime / 120 * songData.bpm) * 120 / songData.bpm));
InvokeRepeating("OnBeat", nextBeatIn, 120 / songData.bpm);
}
void Update () {
@ -33,7 +41,26 @@ public class SnareTower : MonoBehaviour {
Debug.Log(power.ToString("0.00"));
//Start the cooldown
cooldownRemaining = cooldown;
//Change the sprite
spriteRenderer.sprite = alternateSprite;
Invoke("OnEndAnimation", Time.fixedDeltaTime * 10);
}
}
}
void OnEndAnimation()
{
spriteRenderer.sprite = standardSprite;
}
void OnBeat()
{
spriteRenderer.color = Color.yellow;
Invoke("ResetColor", Time.fixedDeltaTime * 2);
}
void ResetColor()
{
spriteRenderer.color = Color.white;
}
}

View file

@ -7,9 +7,12 @@ public class SongData : MonoBehaviour {
public float bpm;
public float delay;
public float songTime;
private AudioSource song;
void Start () {
songTime = delay;
song = GetComponent<AudioSource>();
song.Play();
}
void Update () {

View file

@ -6,10 +6,20 @@ public class TowerPlacer : MonoBehaviour
{
public GameObject selected = null;
SpriteRenderer cursorSprite;
SpriteRenderer towerGhost;
void Start()
{
cursorSprite = gameObject.GetComponent<SpriteRenderer>();
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach (SpriteRenderer spriteRenderer in spriteRenderers)
{
if (spriteRenderer.gameObject == gameObject)
{
cursorSprite = spriteRenderer;
continue;
}
towerGhost = spriteRenderer;
}
}
void Update () {
@ -18,10 +28,12 @@ public class TowerPlacer : MonoBehaviour
if (collider == null)
{
cursorSprite.color = Color.white;
towerGhost.color = Color.white;
}
else
{
cursorSprite.color = Color.red;
towerGhost.color = new Color(1, 1, 1, 0);
}
if (Input.GetMouseButtonDown(0))
{

View file

@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TowerSelector : MonoBehaviour {
public GameObject[] towerList;
private int index;
private TowerPlacer towerPlacer;
private SpriteRenderer towerGhost;
void Start () {
index = 0;
towerPlacer = gameObject.GetComponent<TowerPlacer>();
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
foreach(SpriteRenderer spriteRenderer in spriteRenderers)
{
if(spriteRenderer.gameObject == gameObject)
{
continue;
}
towerGhost = spriteRenderer;
}
}
void Update () {
if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
//Go to the next tower
index++;
if (index >= towerList.Length)
{
index = 0;
}
towerPlacer.selected = towerList[index];
towerGhost.sprite = towerList[index].GetComponent<SpriteRenderer>().sprite;
}
else if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
//Go to the previous tower
index--;
if (index < 0)
{
index = towerList.Length - 1;
}
towerPlacer.selected = towerList[index];
towerGhost.sprite = towerList[index].GetComponent<SpriteRenderer>().sprite;
}
}
}

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