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Add fish stealing

This commit is contained in:
Steffo 2018-08-13 16:53:11 +02:00
parent a26fe1fa56
commit 97e7944ebb
26 changed files with 815 additions and 214 deletions

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View file

@ -49,7 +49,7 @@ public class EnemyShipAi : MonoBehaviour {
fishAi.targetedBy = gameObject; fishAi.targetedBy = gameObject;
} }
} }
timeBeforeChangingTarget = 0f; timeSinceLastTarget = 0f;
} }
} }

View file

@ -35,6 +35,10 @@ public class FishAi : MonoBehaviour {
{ {
rb.MovePosition(hook.transform.position); rb.MovePosition(hook.transform.position);
} }
if(Physics2D.OverlapPoint(transform.position) != GetComponent<Collider2D>())
{
ChangeDirection();
}
} }
void OnCollisionEnter2D(Collision2D collision) void OnCollisionEnter2D(Collision2D collision)

View file

@ -41,7 +41,7 @@ public class FishCatcher : MonoBehaviour {
{ {
break; break;
} }
if (fishCaught > fishPileStages[currentStage]) if (fishCaught >= fishPileStages[currentStage])
{ {
currentStage++; currentStage++;
} }

View file

@ -21,7 +21,7 @@ public class FishSpawner : MonoBehaviour {
GameObject newFish = Instantiate(fish); GameObject newFish = Instantiate(fish);
newFish.transform.position = transform.position; newFish.transform.position = transform.position;
newFish.GetComponent<FishAi>().sea = sea; newFish.GetComponent<FishAi>().sea = sea;
timeToSpawn = Random.Range(spawnTime - randomFactor, spawnTime + randomFactor); timeToSpawn = Random.Range(spawnTime, spawnTime + randomFactor);
} }
if(transform.position.y > sea.transform.position.y) if(transform.position.y > sea.transform.position.y)
{ {

View file

@ -5,6 +5,7 @@ using UnityEngine;
public class Harpoon : MonoBehaviour { public class Harpoon : MonoBehaviour {
public float returnSpeed = 5f; public float returnSpeed = 5f;
public GameObject fish;
private Rigidbody2D rb; private Rigidbody2D rb;
private bool going = true; private bool going = true;
@ -39,8 +40,7 @@ public class Harpoon : MonoBehaviour {
rb.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.parent.position, returnSpeed * Time.deltaTime)); rb.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.parent.position, returnSpeed * Time.deltaTime));
if(Physics2D.OverlapPoint(transform.position) == linker.firstObject.transform.parent.GetComponent<Collider2D>()) if(Physics2D.OverlapPoint(transform.position) == linker.firstObject.transform.parent.GetComponent<Collider2D>())
{ {
cannon.harpoonAvailable = true; Invoke("SelfDestruct", 0.1f);
Destroy(gameObject);
} }
} }
else else
@ -48,9 +48,7 @@ public class Harpoon : MonoBehaviour {
rb.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.position, returnSpeed * Time.deltaTime)); rb.MovePosition(Vector3.MoveTowards(transform.position, linker.firstObject.transform.position, returnSpeed * Time.deltaTime));
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{ {
EnemyShipAi enemyShipAi = linker.firstObject.GetComponent<EnemyShipAi>(); Invoke("SelfDestruct", 0.1f);
enemyShipAi.harpoonAvailable = true;
Destroy(gameObject);
} }
} }
} }
@ -69,8 +67,41 @@ public class Harpoon : MonoBehaviour {
} }
if (collision.gameObject.tag == "Fish") if (collision.gameObject.tag == "Fish")
{ {
collision.gameObject.GetComponent<FishAi>().hook = gameObject; FishAi fishAi = collision.gameObject.GetComponent<FishAi>();
fishAi.hook = gameObject;
} }
}
void OnTriggerEnter2D(Collider2D other)
{
FishCatcher fc = other.gameObject.GetComponentInParent<FishCatcher>();
if (fc != null && fc.fishCaught > 0 && other.gameObject.layer != gameObject.layer)
{
fc.LoseFish();
Invoke("SpawnCaughtFish", 0.1f);
}
}
void SelfDestruct()
{
Cannon cannon = linker.firstObject.GetComponent<Cannon>();
if(cannon != null)
{
cannon.harpoonAvailable = true;
}
else
{
EnemyShipAi enemyShipAi = linker.firstObject.GetComponent<EnemyShipAi>();
enemyShipAi.harpoonAvailable = true;
}
Destroy(gameObject);
}
void SpawnCaughtFish()
{
GameObject newFish = Instantiate(fish);
newFish.transform.position = transform.position;
newFish.GetComponent<FishAi>().sea = GameObject.FindGameObjectWithTag("SeaTextures");
newFish.GetComponent<FishAi>().hook = gameObject;
} }
} }

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