Last commit?
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40
Assets/Scripts/BossEnemyMovement.cs
Normal file
|
@ -0,0 +1,40 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class BossEnemyMovement : MonoBehaviour {
|
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public Vector3[] path;
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public float speed = 1;
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private int nextStop = 0;
|
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private GameStatus gameStatus;
|
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private SongData songData;
|
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|
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void Start () {
|
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gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
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songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
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}
|
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void Update()
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{
|
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Vector3 newPosition = Vector3.MoveTowards(transform.position, path[nextStop], speed * Mathf.Pow(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 480), 10) * Time.deltaTime);
|
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if ((newPosition - transform.position).x < 0)
|
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{
|
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transform.localScale = new Vector3(-1, 1, 1);
|
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}
|
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else if ((newPosition - transform.position).x > 0)
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{
|
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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;
|
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}
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}
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11
Assets/Scripts/BossEnemyMovement.cs.meta
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@ -0,0 +1,11 @@
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|
@ -33,6 +33,10 @@ public class EnemyStatus : MonoBehaviour {
|
|||
health -= snareCollision.damage;
|
||||
Destroy(snareCollision.gameObject);
|
||||
}
|
||||
if (collision.gameObject.tag == "Tower")
|
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{
|
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Destroy(collision.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
|
|
@ -11,7 +11,7 @@ public class GameStatus : MonoBehaviour {
|
|||
|
||||
public int[] towerCosts = new int[] { 0, 0, 0 };
|
||||
|
||||
public GameObject moneyTextObject;
|
||||
public GameObject moneyTextObject = null;
|
||||
|
||||
private SongData songData;
|
||||
private Text moneyText;
|
||||
|
|
|
@ -6,12 +6,24 @@ public class HatTower : MonoBehaviour {
|
|||
|
||||
public Sprite standardSprite;
|
||||
public Sprite alternateSprite;
|
||||
public GameObject projectile;
|
||||
public float maxRange = 1.5f;
|
||||
public float maxDamage = 4f;
|
||||
|
||||
private AudioSource hatSource;
|
||||
private SongData songData;
|
||||
private SpriteRenderer spriteRenderer;
|
||||
private float cooldown;
|
||||
private float cooldownRemaining = 0;
|
||||
private bool diagonal = false;
|
||||
|
||||
private Vector3[] diagDirections =
|
||||
{
|
||||
(Vector3.up + Vector3.left) / 1.414f,
|
||||
(Vector3.up + Vector3.right) / 1.414f,
|
||||
(Vector3.down + Vector3.left) / 1.414f,
|
||||
(Vector3.down + Vector3.right) / 1.414f,
|
||||
};
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
@ -35,10 +47,36 @@ public class HatTower : MonoBehaviour {
|
|||
{
|
||||
//Calculate the power of the
|
||||
//power = Sqrt(Cos(pi * t))
|
||||
float power = Mathf.Sqrt(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown));
|
||||
float power = Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown);
|
||||
//Play the sound
|
||||
hatSource.volume = power;
|
||||
hatSource.Play();
|
||||
//Instantiate the projectiles
|
||||
if(diagonal)
|
||||
{
|
||||
foreach(Vector3 direction in diagDirections)
|
||||
{
|
||||
GameObject proj = Instantiate(projectile, transform.position, transform.rotation);
|
||||
proj.transform.localScale = new Vector3(0.5f * power, 0.5f * power, 1);
|
||||
SnareCollision sc = proj.GetComponent<SnareCollision>();
|
||||
sc.direction = direction;
|
||||
sc.maxRange = maxRange * power;
|
||||
sc.damage = Mathf.CeilToInt(maxDamage * power);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach(Vector3 direction in new Vector3[] { Vector3.up, Vector3.down, Vector3.left, Vector3.right })
|
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{
|
||||
GameObject proj = Instantiate(projectile, transform.position, transform.rotation);
|
||||
proj.transform.localScale = new Vector3(0.5f * power, 0.5f * power, 1);
|
||||
SnareCollision sc = proj.GetComponent<SnareCollision>();
|
||||
sc.direction = direction;
|
||||
sc.maxRange = maxRange * power;
|
||||
sc.damage = Mathf.CeilToInt(maxDamage * power);
|
||||
}
|
||||
}
|
||||
diagonal = !diagonal;
|
||||
//Start the cooldown
|
||||
cooldownRemaining = cooldown;
|
||||
//Change the sprite
|
||||
|
|
|
@ -7,6 +7,7 @@ public class SnareCollision : MonoBehaviour {
|
|||
public int damage;
|
||||
public float maxRange;
|
||||
public float speed;
|
||||
public Vector3 direction = Vector3.down;
|
||||
private float distance = 0;
|
||||
|
||||
private void Update()
|
||||
|
@ -16,7 +17,7 @@ public class SnareCollision : MonoBehaviour {
|
|||
Destroy(gameObject);
|
||||
}
|
||||
distance += speed * Time.deltaTime;
|
||||
transform.Translate(Vector3.down * speed * Time.deltaTime);
|
||||
transform.Translate(direction * speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
|
||||
|
|
22
Assets/Scripts/TextFromCost.cs
Normal file
|
@ -0,0 +1,22 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class TextFromCost : MonoBehaviour {
|
||||
|
||||
TowerSelector towerSelector;
|
||||
GameStatus gameStatus;
|
||||
Text text;
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
towerSelector = GetComponentInParent<TowerSelector>();
|
||||
text = GetComponent<Text>();
|
||||
gameStatus = GetComponentInParent<GameStatus>();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
text.text = gameStatus.towerCosts[towerSelector.index].ToString();
|
||||
}
|
||||
}
|
11
Assets/Scripts/TextFromCost.cs.meta
Normal file
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@ -0,0 +1,11 @@
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|
@ -10,6 +10,7 @@ public class TowerPlacer : MonoBehaviour
|
|||
TowerSelector towerSelector;
|
||||
SpriteRenderer cursorSprite;
|
||||
SpriteRenderer towerGhost;
|
||||
SpriteRenderer costCounter;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
@ -23,7 +24,14 @@ public class TowerPlacer : MonoBehaviour
|
|||
cursorSprite = spriteRenderer;
|
||||
continue;
|
||||
}
|
||||
towerGhost = spriteRenderer;
|
||||
if (spriteRenderer.gameObject.name == "Tower Ghost")
|
||||
{
|
||||
towerGhost = spriteRenderer;
|
||||
}
|
||||
if (spriteRenderer.gameObject.name == "Cost Counter")
|
||||
{
|
||||
costCounter = spriteRenderer;
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
|
@ -34,14 +42,7 @@ public class TowerPlacer : MonoBehaviour
|
|||
Collider2D collider = Physics2D.OverlapPoint(transform.position);
|
||||
if (collider == null || collider.tag == "Hit")
|
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{
|
||||
if (hasEnoughMoney)
|
||||
{
|
||||
cursorSprite.color = Color.white;
|
||||
}
|
||||
else
|
||||
{
|
||||
cursorSprite.color = Color.yellow;
|
||||
}
|
||||
cursorSprite.color = Color.white;
|
||||
towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 1);
|
||||
}
|
||||
else
|
||||
|
@ -49,6 +50,14 @@ public class TowerPlacer : MonoBehaviour
|
|||
cursorSprite.color = Color.red;
|
||||
towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 0);
|
||||
}
|
||||
if (hasEnoughMoney)
|
||||
{
|
||||
costCounter.color = Color.white;
|
||||
}
|
||||
else
|
||||
{
|
||||
costCounter.color = Color.red;
|
||||
}
|
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if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
//Check if the player has enough money
|
||||
|
@ -64,12 +73,9 @@ public class TowerPlacer : MonoBehaviour
|
|||
if(gameStatus.towerCosts[towerSelector.index] == 0)
|
||||
{
|
||||
//TODO: quick hack
|
||||
gameStatus.towerCosts = new int[] { 1, 1, 1 };
|
||||
}
|
||||
else
|
||||
{
|
||||
gameStatus.towerCosts[towerSelector.index] *= 2;
|
||||
gameStatus.towerCosts = new int[] { 5, 5, 5 };
|
||||
}
|
||||
gameStatus.towerCosts[towerSelector.index] *= 2;
|
||||
|
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