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Maxim Lobovsky 2018-12-01 18:59:43 +01:00
commit 11f6d4ae50
26 changed files with 821 additions and 5 deletions

8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
#region Fields
public int damage = 1;
#endregion
#region On collision enter - 2D
/// <summary>
/// Checks whether the game object has hit
/// the player.
/// </summary>
void OnCollisionEnter2D (Collision2D collision)
{
var collidedObj = collision.gameObject;
if (collidedObj.CompareTag("Player"))
{
var healthComponent =
collidedObj.GetComponent<HealthController>();
healthComponent.Damage(damage);
}
}
#endregion
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HealthController : MonoBehaviour {
public int currentHealth;
public int maximumHealth = 1;
void Start()
{
currentHealth = maximumHealth;
}
public void Damage(int amount)
{
//Negative damage doesn't exist
if (amount <= 0)
{
return;
}
//Damage the unit
currentHealth -= amount;
//Do not go beyond zero
if (currentHealth <= 0)
{
currentHealth = 0;
BroadcastMessage("Die");
}
}
public void Heal(int amount)
{
currentHealth += amount;
//Positive healing
if (amount >= 0)
{
if (currentHealth > maximumHealth)
{
currentHealth = maximumHealth;
}
}
//Negative healing: non-lethal!
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{
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{
currentHealth = 1;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
public float movementSpeed = 1f;
public float initialJumpForce = 10f;
public float pushDownOnReleaseForce = 5f;
public bool jumpAvailable = true;
private new Rigidbody2D rigidbody;
private void Start()
{
rigidbody = GetComponent<Rigidbody2D>();
}
private void FixedUpdate () {
float horizontalMovement = 0;
if(Input.GetKey(KeyCode.A)) {
horizontalMovement -= movementSpeed;
}
if(Input.GetKey(KeyCode.D))
{
horizontalMovement += movementSpeed;
}
if(jumpAvailable && Input.GetKeyDown(KeyCode.W))
{
jumpAvailable = false;
rigidbody.AddForce(Vector2.up * initialJumpForce);
}
if(Input.GetKeyUp(KeyCode.W))
{
rigidbody.AddForce(Vector2.down * pushDownOnReleaseForce);
}
rigidbody.velocity = new Vector3(horizontalMovement * movementSpeed, rigidbody.velocity.y);
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.CompareTag("Terrain"))
{
jumpAvailable = true;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateTowardsMouse : MonoBehaviour {
//Circa qualcosa così
void Update() {
//Trova la direzione tra il transform e il braccio
Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position);
Vector2 direction = (Vector2)Input.mousePosition - screenPosition;
//Cambia la rotazione dell'oggetto
transform.rotation = Quaternion.identity;
}
}

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spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: 4
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline:
- - {x: -2, y: -2}
- {x: -2, y: 2}
- {x: 2, y: 2}
- {x: 2, y: -2}
physicsShape:
- - {x: -2, y: -2}
- {x: -2, y: 2}
- {x: 2, y: 2}
- {x: 2, y: -2}
bones: []
spriteID: 9fae2c7626d04b04fa594deded286159
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:

View file

@ -13,9 +13,9 @@ InputManager:
positiveButton: right positiveButton: right
altNegativeButton: a altNegativeButton: a
altPositiveButton: d altPositiveButton: d
gravity: 3 gravity: 100000000
dead: 0.001 dead: 0.001
sensitivity: 3 sensitivity: 100000000
snap: 1 snap: 1
invert: 0 invert: 0
type: 0 type: 0

View file

@ -5,7 +5,7 @@ Physics2DSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 3 serializedVersion: 3
m_Gravity: {x: 0, y: -9.81} m_Gravity: {x: 0, y: -9.81}
m_DefaultMaterial: {fileID: 0} m_DefaultMaterial: {fileID: 6200000, guid: fbaa84dbda1fd274a8d3d7f5ed845199, type: 2}
m_VelocityIterations: 8 m_VelocityIterations: 8
m_PositionIterations: 3 m_PositionIterations: 3
m_VelocityThreshold: 1 m_VelocityThreshold: 1
@ -19,10 +19,28 @@ Physics2DSettings:
m_LinearSleepTolerance: 0.01 m_LinearSleepTolerance: 0.01
m_AngularSleepTolerance: 2 m_AngularSleepTolerance: 2
m_DefaultContactOffset: 0.01 m_DefaultContactOffset: 0.01
m_JobOptions:
serializedVersion: 2
useMultithreading: 0
useConsistencySorting: 0
m_InterpolationPosesPerJob: 100
m_NewContactsPerJob: 30
m_CollideContactsPerJob: 100
m_ClearFlagsPerJob: 200
m_ClearBodyForcesPerJob: 200
m_SyncDiscreteFixturesPerJob: 50
m_SyncContinuousFixturesPerJob: 50
m_FindNearestContactsPerJob: 100
m_UpdateTriggerContactsPerJob: 100
m_IslandSolverCostThreshold: 100
m_IslandSolverBodyCostScale: 1
m_IslandSolverContactCostScale: 10
m_IslandSolverJointCostScale: 10
m_IslandSolverBodiesPerJob: 50
m_IslandSolverContactsPerJob: 50
m_AutoSimulation: 1 m_AutoSimulation: 1
m_QueriesHitTriggers: 1 m_QueriesHitTriggers: 1
m_QueriesStartInColliders: 1 m_QueriesStartInColliders: 1
m_ChangeStopsCallbacks: 0
m_CallbacksOnDisable: 1 m_CallbacksOnDisable: 1
m_AutoSyncTransforms: 1 m_AutoSyncTransforms: 1
m_AlwaysShowColliders: 0 m_AlwaysShowColliders: 0