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Some things
This commit is contained in:
parent
e8d8a704d8
commit
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22 changed files with 508 additions and 67 deletions
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@ -68,6 +68,7 @@
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<Compile Include="Assets\Scripts\InstantiateEverySeconds.cs" />
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<Compile Include="Assets\Scripts\InstantiateEverySeconds.cs" />
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<Compile Include="Assets\Scripts\InstantiateOnClick.cs" />
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<Compile Include="Assets\Scripts\InstantiateOnClick.cs" />
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<Compile Include="Assets\Scripts\KickTower.cs" />
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<Compile Include="Assets\Scripts\KickTower.cs" />
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<Compile Include="Assets\Scripts\LargeEnemyMovement.cs" />
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<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
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<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
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<Compile Include="Assets\Scripts\SnareTower.cs" />
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<Compile Include="Assets\Scripts\SnareTower.cs" />
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<Compile Include="Assets\Scripts\SongData.cs" />
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<Compile Include="Assets\Scripts\SongData.cs" />
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8
Assets/Prefabs/Large Enemy.prefab.meta
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8
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m_ObjectHideFlags: 0
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@ -6,13 +6,9 @@ public class DepthFromY : MonoBehaviour {
|
||||||
|
|
||||||
private SpriteRenderer spriteRenderer;
|
private SpriteRenderer spriteRenderer;
|
||||||
|
|
||||||
void Start () {
|
void Update () {
|
||||||
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
|
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
|
||||||
spriteRenderer.sortingOrder = Mathf.CeilToInt(-transform.position.y * 100);
|
spriteRenderer.sortingOrder = Mathf.CeilToInt(-transform.position.y * 100);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update () {
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,14 +9,24 @@ public class EnemyMovement : MonoBehaviour {
|
||||||
|
|
||||||
private int nextStop = 0;
|
private int nextStop = 0;
|
||||||
private GameStatus gameStatus;
|
private GameStatus gameStatus;
|
||||||
|
private SongData songData;
|
||||||
|
|
||||||
void Start () {
|
void Start () {
|
||||||
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
||||||
|
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
Vector3 newPosition = Vector3.MoveTowards(transform.position, path[nextStop], speed * Time.deltaTime);
|
Vector3 newPosition = Vector3.MoveTowards(transform.position, path[nextStop], speed * Mathf.Pow(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 60), 10) * Time.deltaTime);
|
||||||
if (Vector3.Distance(transform.position, newPosition) == 0)
|
if ((newPosition - transform.position).x < 0)
|
||||||
|
{
|
||||||
|
transform.localScale = new Vector3(-1, 1, 1);
|
||||||
|
}
|
||||||
|
else if ((newPosition - transform.position).x > 0)
|
||||||
|
{
|
||||||
|
transform.localScale = new Vector3(1, 1, 1);
|
||||||
|
}
|
||||||
|
if (Vector3.Distance(transform.position, path[nextStop]) == 0)
|
||||||
{
|
{
|
||||||
nextStop++;
|
nextStop++;
|
||||||
if (nextStop >= path.Length)
|
if (nextStop >= path.Length)
|
||||||
|
|
|
@ -27,7 +27,6 @@ public class GameStatus : MonoBehaviour {
|
||||||
|
|
||||||
public void EnemyFinishedPath(GameObject enemy)
|
public void EnemyFinishedPath(GameObject enemy)
|
||||||
{
|
{
|
||||||
Debug.Log("Enemy reached target.");
|
|
||||||
lives -= enemy.GetComponent<EnemyStatus>().livesCost;
|
lives -= enemy.GetComponent<EnemyStatus>().livesCost;
|
||||||
Destroy(enemy);
|
Destroy(enemy);
|
||||||
}
|
}
|
||||||
|
|
|
@ -37,8 +37,6 @@ public class HatTower : MonoBehaviour {
|
||||||
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)), 2);
|
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)), 2);
|
||||||
//Play the sound
|
//Play the sound
|
||||||
hatSource.Play();
|
hatSource.Play();
|
||||||
//Log the power to console
|
|
||||||
Debug.Log(power.ToString("0.00"));
|
|
||||||
//Start the cooldown
|
//Start the cooldown
|
||||||
cooldownRemaining = cooldown;
|
cooldownRemaining = cooldown;
|
||||||
//Change the sprite
|
//Change the sprite
|
||||||
|
|
|
@ -13,7 +13,7 @@ public class InstantiateEverySeconds : MonoBehaviour {
|
||||||
cooldown -= Time.deltaTime;
|
cooldown -= Time.deltaTime;
|
||||||
if (cooldown <= 0)
|
if (cooldown <= 0)
|
||||||
{
|
{
|
||||||
Instantiate(target);
|
Instantiate(target, transform.position, transform.rotation);
|
||||||
cooldown = period;
|
cooldown = period;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -37,8 +37,6 @@ public class KickTower : MonoBehaviour {
|
||||||
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
|
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
|
||||||
//Play the sound
|
//Play the sound
|
||||||
kickSource.Play();
|
kickSource.Play();
|
||||||
//Log the power to console
|
|
||||||
Debug.Log(power.ToString("0.00"));
|
|
||||||
//Start the cooldown
|
//Start the cooldown
|
||||||
cooldownRemaining = cooldown;
|
cooldownRemaining = cooldown;
|
||||||
//Change the sprite
|
//Change the sprite
|
||||||
|
|
59
Assets/Scripts/LargeEnemyMovement.cs
Normal file
59
Assets/Scripts/LargeEnemyMovement.cs
Normal file
|
@ -0,0 +1,59 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class LargeEnemyMovement : MonoBehaviour {
|
||||||
|
|
||||||
|
public Vector3[] path;
|
||||||
|
public float speed = 1;
|
||||||
|
|
||||||
|
public Sprite rightSprite;
|
||||||
|
public Sprite upSprite;
|
||||||
|
public Sprite downSprite;
|
||||||
|
|
||||||
|
private int nextStop = 0;
|
||||||
|
private GameStatus gameStatus;
|
||||||
|
private SongData songData;
|
||||||
|
private SpriteRenderer spriteRenderer;
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
||||||
|
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||||
|
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update () {
|
||||||
|
Vector3 newPosition = Vector3.MoveTowards(transform.position, path[nextStop], speed * Mathf.Pow(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 240), 2) * Time.deltaTime);
|
||||||
|
Vector3 difference = newPosition - transform.position;
|
||||||
|
if (difference.y > 0)
|
||||||
|
{
|
||||||
|
spriteRenderer.sprite = upSprite;
|
||||||
|
}
|
||||||
|
else if (difference.y < -0)
|
||||||
|
{
|
||||||
|
spriteRenderer.sprite = downSprite;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
spriteRenderer.sprite = rightSprite;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (difference.x < 0)
|
||||||
|
{
|
||||||
|
transform.localScale = new Vector3(-1, 1, 1);
|
||||||
|
}
|
||||||
|
else if (difference.x > 0)
|
||||||
|
{
|
||||||
|
transform.localScale = new Vector3(1, 1, 1);
|
||||||
|
}
|
||||||
|
if (Vector3.Distance(transform.position, path[nextStop]) == 0)
|
||||||
|
{
|
||||||
|
nextStop++;
|
||||||
|
if (nextStop >= path.Length)
|
||||||
|
{
|
||||||
|
gameStatus.EnemyFinishedPath(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
transform.position = newPosition;
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/LargeEnemyMovement.cs.meta
Normal file
11
Assets/Scripts/LargeEnemyMovement.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 33e6662e7a34a4d44ae78d2cc79ff439
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -37,8 +37,6 @@ public class SnareTower : MonoBehaviour {
|
||||||
float power = Mathf.Pow(Mathf.Abs(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
|
float power = Mathf.Pow(Mathf.Abs(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
|
||||||
//Play the sound
|
//Play the sound
|
||||||
snareSource.Play();
|
snareSource.Play();
|
||||||
//Log the power to console
|
|
||||||
Debug.Log(power.ToString("0.00"));
|
|
||||||
//Start the cooldown
|
//Start the cooldown
|
||||||
cooldownRemaining = cooldown;
|
cooldownRemaining = cooldown;
|
||||||
//Change the sprite
|
//Change the sprite
|
||||||
|
|
|
@ -43,7 +43,7 @@ TextureImporter:
|
||||||
spriteMode: 1
|
spriteMode: 1
|
||||||
spriteExtrude: 1
|
spriteExtrude: 1
|
||||||
spriteMeshType: 1
|
spriteMeshType: 1
|
||||||
alignment: 0
|
alignment: 7
|
||||||
spritePivot: {x: 0.5, y: 0.5}
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
spritePixelsToUnits: 120
|
spritePixelsToUnits: 120
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
|
|
@ -43,8 +43,8 @@ TextureImporter:
|
||||||
spriteMode: 1
|
spriteMode: 1
|
||||||
spriteExtrude: 1
|
spriteExtrude: 1
|
||||||
spriteMeshType: 1
|
spriteMeshType: 1
|
||||||
alignment: 0
|
alignment: 7
|
||||||
spritePivot: {x: 0.5, y: 0.5}
|
spritePivot: {x: 0.5, y: 0}
|
||||||
spritePixelsToUnits: 120
|
spritePixelsToUnits: 120
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
spriteGenerateFallbackPhysicsShape: 1
|
spriteGenerateFallbackPhysicsShape: 1
|
||||||
|
|
|
@ -43,7 +43,7 @@ TextureImporter:
|
||||||
spriteMode: 1
|
spriteMode: 1
|
||||||
spriteExtrude: 1
|
spriteExtrude: 1
|
||||||
spriteMeshType: 1
|
spriteMeshType: 1
|
||||||
alignment: 0
|
alignment: 7
|
||||||
spritePivot: {x: 0.5, y: 0.5}
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
spritePixelsToUnits: 120
|
spritePixelsToUnits: 120
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
|
|
@ -43,7 +43,7 @@ TextureImporter:
|
||||||
spriteMode: 1
|
spriteMode: 1
|
||||||
spriteExtrude: 1
|
spriteExtrude: 1
|
||||||
spriteMeshType: 1
|
spriteMeshType: 1
|
||||||
alignment: 0
|
alignment: 7
|
||||||
spritePivot: {x: 0.5, y: 0.5}
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
spritePixelsToUnits: 120
|
spritePixelsToUnits: 120
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
|
|
Loading…
Reference in a new issue