mirror of
https://github.com/Steffo99/beat-td.git
synced 2024-11-21 14:54:18 +00:00
Done some more stuff
This commit is contained in:
parent
73aae2abcc
commit
6b78b2f701
21 changed files with 1533 additions and 58 deletions
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@ -75,6 +75,7 @@
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<Compile Include="Assets\Scripts\LargeEnemyMovement.cs" />
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<Compile Include="Assets\Scripts\LoadSceneOnClick.cs" />
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<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
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<Compile Include="Assets\Scripts\SnareCollision.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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129
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7
Assets/Scenes/Over.unity.meta
Normal file
7
Assets/Scenes/Over.unity.meta
Normal file
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@ -0,0 +1,7 @@
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@ -5,23 +5,34 @@ using UnityEngine;
|
|||
public class EnemyStatus : MonoBehaviour {
|
||||
|
||||
public int livesCost = 1;
|
||||
public int health = 10;
|
||||
public int masks = 1;
|
||||
public float baseHealth = 10f;
|
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public float healthPerSecond = 0.6f;
|
||||
|
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private GameStatus gameStatus;
|
||||
private SongData songData;
|
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private float health;
|
||||
|
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void Start()
|
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{
|
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gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
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songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||
health = baseHealth + healthPerSecond * songData.songTime;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
KickCollision kickCollision = collision.GetComponent("KickCollision") as KickCollision;
|
||||
SnareCollision snareCollision = collision.GetComponent("SnareCollision") as SnareCollision;
|
||||
if (kickCollision != null)
|
||||
{
|
||||
health -= kickCollision.damage;
|
||||
}
|
||||
if (snareCollision != null)
|
||||
{
|
||||
health -= snareCollision.damage;
|
||||
Destroy(snareCollision.gameObject);
|
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}
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
|
|
@ -2,23 +2,55 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GameStatus : MonoBehaviour {
|
||||
|
||||
public int money = 0;
|
||||
public int lives = 10;
|
||||
|
||||
public int[] towerCosts = new int[] { 0, 0, 0 };
|
||||
|
||||
public GameObject moneyTextObject;
|
||||
|
||||
private SongData songData;
|
||||
private Text moneyText;
|
||||
private bool gameOver;
|
||||
|
||||
void Start()
|
||||
{
|
||||
moneyText = moneyTextObject.GetComponent<Text>();
|
||||
songData = GetComponent<SongData>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
moneyText.text = money.ToString();
|
||||
if (moneyText != null)
|
||||
{
|
||||
moneyText.text = money.ToString();
|
||||
}
|
||||
if (lives <= 0 && !gameOver)
|
||||
{
|
||||
GameOver();
|
||||
}
|
||||
else if(gameOver)
|
||||
{
|
||||
GameObject.FindGameObjectWithTag("Score").GetComponent<Text>().text = "You survived " + songData.songTime.ToString("0.0") + " seconds.";
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void GameOver()
|
||||
{
|
||||
gameOver = true;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
foreach(Transform child in transform)
|
||||
{
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
Time.timeScale = 0;
|
||||
GetComponent<AudioSource>().Stop();
|
||||
SceneManager.LoadScene("Over");
|
||||
}
|
||||
|
||||
public void EnemyFinishedPath(GameObject enemy)
|
||||
|
|
|
@ -35,7 +35,7 @@ public class HatTower : MonoBehaviour {
|
|||
{
|
||||
//Calculate the power of the
|
||||
//power = Sqrt(Cos(pi * t))
|
||||
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown), 2);
|
||||
float power = Mathf.Sqrt(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown));
|
||||
//Play the sound
|
||||
hatSource.volume = power;
|
||||
hatSource.Play();
|
||||
|
|
|
@ -7,9 +7,6 @@ public class LoadSceneOnClick : MonoBehaviour {
|
|||
|
||||
public void Play () {
|
||||
SceneManager.LoadScene("Game");
|
||||
Scene menu = SceneManager.GetSceneByName("Menu");
|
||||
Scene game = SceneManager.GetSceneByName("Game");
|
||||
SceneManager.SetActiveScene(game);
|
||||
SceneManager.UnloadSceneAsync(menu);
|
||||
Time.timeScale = 1;
|
||||
}
|
||||
}
|
||||
|
|
23
Assets/Scripts/SnareCollision.cs
Normal file
23
Assets/Scripts/SnareCollision.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SnareCollision : MonoBehaviour {
|
||||
|
||||
public int damage;
|
||||
public float maxRange;
|
||||
public float speed;
|
||||
private float distance = 0;
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if(distance >= maxRange)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
distance += speed * Time.deltaTime;
|
||||
transform.Translate(Vector3.down * speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
|
||||
}
|
11
Assets/Scripts/SnareCollision.cs.meta
Normal file
11
Assets/Scripts/SnareCollision.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 12e817cc5c12bdd4bb95e359298b8d56
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -6,6 +6,9 @@ public class SnareTower : MonoBehaviour {
|
|||
|
||||
public Sprite standardSprite;
|
||||
public Sprite alternateSprite;
|
||||
public GameObject projectileObject;
|
||||
public float maxRange;
|
||||
public float maxDamage;
|
||||
|
||||
private AudioSource snareSource;
|
||||
private SongData songData;
|
||||
|
@ -38,6 +41,12 @@ public class SnareTower : MonoBehaviour {
|
|||
//Play the sound
|
||||
snareSource.volume = power;
|
||||
snareSource.Play();
|
||||
//Instantiate the projectile
|
||||
GameObject projectile = Instantiate(projectileObject, transform.position, transform.rotation);
|
||||
SnareCollision sc = projectile.GetComponent<SnareCollision>();
|
||||
sc.maxRange = power * maxRange;
|
||||
sc.damage = Mathf.CeilToInt(power * maxDamage);
|
||||
projectile.transform.localScale = new Vector3(power, power, 1);
|
||||
//Start the cooldown
|
||||
cooldownRemaining = cooldown;
|
||||
//Change the sprite
|
||||
|
|
|
@ -5,11 +5,16 @@ using UnityEngine;
|
|||
public class TowerPlacer : MonoBehaviour
|
||||
{
|
||||
public GameObject selected = null;
|
||||
|
||||
GameStatus gameStatus;
|
||||
TowerSelector towerSelector;
|
||||
SpriteRenderer cursorSprite;
|
||||
SpriteRenderer towerGhost;
|
||||
|
||||
void Start()
|
||||
{
|
||||
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
||||
towerSelector = gameObject.GetComponent<TowerSelector>();
|
||||
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
|
||||
foreach (SpriteRenderer spriteRenderer in spriteRenderers)
|
||||
{
|
||||
|
@ -23,27 +28,49 @@ public class TowerPlacer : MonoBehaviour
|
|||
}
|
||||
|
||||
void Update () {
|
||||
//Check if the player has enough money to place the tower
|
||||
bool hasEnoughMoney = gameStatus.money >= gameStatus.towerCosts[towerSelector.index];
|
||||
//Check if there's nothing else under the cursor
|
||||
Collider2D collider = Physics2D.OverlapPoint(transform.position);
|
||||
if (collider == null || collider.tag == "Hit")
|
||||
{
|
||||
cursorSprite.color = Color.white;
|
||||
towerGhost.color = Color.white;
|
||||
if (hasEnoughMoney)
|
||||
{
|
||||
cursorSprite.color = Color.white;
|
||||
}
|
||||
else
|
||||
{
|
||||
cursorSprite.color = Color.yellow;
|
||||
}
|
||||
towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
cursorSprite.color = Color.red;
|
||||
towerGhost.color = new Color(1, 1, 1, 0);
|
||||
towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 0);
|
||||
}
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
//Check if something is selected
|
||||
if (selected == null) return;
|
||||
//Check if the player has enough money
|
||||
if (!hasEnoughMoney) return;
|
||||
//Ensure there is nothing below
|
||||
if (collider != null && collider.tag != "Hit") return;
|
||||
//Place the item
|
||||
Vector3 position = new Vector3(transform.position.x, transform.position.y, 0);
|
||||
Instantiate(selected, position, transform.rotation);
|
||||
//Deduct the money
|
||||
gameStatus.money -= gameStatus.towerCosts[towerSelector.index];
|
||||
//Increase the costs
|
||||
if(gameStatus.towerCosts[towerSelector.index] == 0)
|
||||
{
|
||||
//TODO: quick hack
|
||||
gameStatus.towerCosts = new int[] { 1, 1, 1 };
|
||||
}
|
||||
else
|
||||
{
|
||||
gameStatus.towerCosts[towerSelector.index] *= 2;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,12 +5,12 @@ using UnityEngine;
|
|||
public class TowerSelector : MonoBehaviour {
|
||||
|
||||
public GameObject[] towerList;
|
||||
public int index;
|
||||
|
||||
private int index;
|
||||
private TowerPlacer towerPlacer;
|
||||
private SpriteRenderer towerGhost;
|
||||
|
||||
void Start () {
|
||||
void Start () {
|
||||
index = 0;
|
||||
towerPlacer = gameObject.GetComponent<TowerPlacer>();
|
||||
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
|
||||
|
@ -25,7 +25,7 @@ public class TowerSelector : MonoBehaviour {
|
|||
}
|
||||
|
||||
void Update () {
|
||||
if (Input.GetAxis("Mouse ScrollWheel") > 0)
|
||||
if (Input.GetAxis("Mouse ScrollWheel") > 0)
|
||||
{
|
||||
//Go to the next tower
|
||||
index++;
|
||||
|
|
|
@ -45,7 +45,7 @@ TextureImporter:
|
|||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 64
|
||||
spritePixelsToUnits: 32
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 0
|
||||
alphaUsage: 1
|
||||
|
|
|
@ -5,7 +5,16 @@ EditorBuildSettings:
|
|||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 0
|
||||
path:
|
||||
guid: 00000000000000000000000000000000
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/SampleScene.unity
|
||||
path: Assets/Scenes/Menu.unity
|
||||
guid: 9729010b44bf87041aaee0bc130b9c44
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Game.unity
|
||||
guid: 2cda990e2423bbf4892e6590ba056729
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Over.unity
|
||||
guid: b3190d5ca2b9a164488b703447670060
|
||||
m_configObjects: {}
|
||||
|
|
|
@ -7,6 +7,7 @@ TagManager:
|
|||
- Enemy
|
||||
- Tower
|
||||
- Hit
|
||||
- Score
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
|
Loading…
Reference in a new issue