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Add the three towers
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parent
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commit
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37 changed files with 1203 additions and 123 deletions
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@ -60,9 +60,14 @@
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<Compile Include="Assets\Scripts\AlignToGridContinuous.cs" />
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<Compile Include="Assets\Scripts\HatTower.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\PositionFromMouse.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\TowerPlacer.cs" />
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39
Assets/Scripts/HatTower.cs
Normal file
39
Assets/Scripts/HatTower.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class HatTower : MonoBehaviour {
|
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private AudioSource hatSource;
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private SongData songData;
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private float cooldown;
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private float cooldownRemaining = 0;
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void Start()
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{
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hatSource = gameObject.GetComponent<AudioSource>();
|
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songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
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//The period is 30 / bpm
|
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cooldown = 11 / songData.bpm;
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}
|
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|
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void Update () {
|
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cooldownRemaining -= Time.deltaTime;
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if (cooldownRemaining <= 0)
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{
|
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cooldownRemaining = 0;
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if (Input.GetKeyDown(KeyCode.Z))
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{
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//Calculate the power of the
|
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//power = Sqrt(Cos(pi * t))
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float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)), 2);
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//Play the sound
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hatSource.Play();
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//Log the power to console
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Debug.Log(power.ToString("0.00"));
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//Start the cooldown
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cooldownRemaining = cooldown;
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}
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}
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}
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}
|
11
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11
Assets/Scripts/HatTower.cs.meta
Normal file
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39
Assets/Scripts/KickTower.cs
Normal file
39
Assets/Scripts/KickTower.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class KickTower : MonoBehaviour {
|
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|
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private AudioSource kickSource;
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private SongData songData;
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private float cooldown;
|
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private float cooldownRemaining = 0;
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void Start()
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{
|
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kickSource = gameObject.GetComponent<AudioSource>();
|
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songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
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//The period is 120 / bpm
|
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cooldown = 44 / songData.bpm;
|
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}
|
||||
|
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void Update () {
|
||||
cooldownRemaining -= Time.deltaTime;
|
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if (cooldownRemaining <= 0)
|
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{
|
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cooldownRemaining = 0;
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if (Input.GetKeyDown(KeyCode.X))
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{
|
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//Calculate the power of the
|
||||
//power = Sqrt(Cos(pi * t))
|
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float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
|
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//Play the sound
|
||||
kickSource.Play();
|
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//Log the power to console
|
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Debug.Log(power.ToString("0.00"));
|
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//Start the cooldown
|
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cooldownRemaining = cooldown;
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}
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}
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|
11
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Normal file
11
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Normal file
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39
Assets/Scripts/SnareTower.cs
Normal file
39
Assets/Scripts/SnareTower.cs
Normal file
|
@ -0,0 +1,39 @@
|
|||
using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
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public class SnareTower : MonoBehaviour {
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private AudioSource snareSource;
|
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private SongData songData;
|
||||
private float cooldown;
|
||||
private float cooldownRemaining = 0;
|
||||
|
||||
void Start()
|
||||
{
|
||||
snareSource = gameObject.GetComponent<AudioSource>();
|
||||
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||
//The period is 120 / bpm
|
||||
cooldown = 44 / songData.bpm;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
cooldownRemaining -= Time.deltaTime;
|
||||
if (cooldownRemaining <= 0)
|
||||
{
|
||||
cooldownRemaining = 0;
|
||||
if (Input.GetKeyDown(KeyCode.C))
|
||||
{
|
||||
//Calculate the power of the
|
||||
//power = Sqrt(Cos(pi * t))
|
||||
float power = Mathf.Pow(Mathf.Abs(Mathf.Sin(songData.songTime * Mathf.PI * songData.bpm / 120)), 2);
|
||||
//Play the sound
|
||||
snareSource.Play();
|
||||
//Log the power to console
|
||||
Debug.Log(power.ToString("0.00"));
|
||||
//Start the cooldown
|
||||
cooldownRemaining = cooldown;
|
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}
|
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}
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}
|
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}
|
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Assets/Scripts/SongData.cs
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
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public class SongData : MonoBehaviour {
|
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public float bpm;
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public float delay;
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public float songTime;
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void Start () {
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songTime = delay;
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}
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void Update () {
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songTime += Time.deltaTime;
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}
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}
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||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
m_Sprite: {fileID: 21300000, guid: d5ff12c405991e8499ef1dda13fcf028, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
m_DrawMode: 0
|
||||
m_Size: {x: 1, y: 1}
|
||||
m_AdaptiveModeThreshold: 0.5
|
||||
m_SpriteTileMode: 0
|
||||
m_WasSpriteAssigned: 1
|
||||
m_MaskInteraction: 0
|
||||
m_SpriteSortPoint: 0
|
|
@ -38,13 +38,13 @@ InputManager:
|
|||
axis: 0
|
||||
joyNum: 0
|
||||
- serializedVersion: 3
|
||||
m_Name: Fire1
|
||||
m_Name: Charleston
|
||||
descriptiveName:
|
||||
descriptiveNegativeName:
|
||||
negativeButton:
|
||||
positiveButton: left ctrl
|
||||
positiveButton: z
|
||||
altNegativeButton:
|
||||
altPositiveButton: mouse 0
|
||||
altPositiveButton:
|
||||
gravity: 1000
|
||||
dead: 0.001
|
||||
sensitivity: 1000
|
||||
|
|
Loading…
Reference in a new issue