mirror of
https://github.com/Steffo99/gravity-fusion.git
synced 2024-11-22 08:24:17 +00:00
69 lines
2 KiB
C#
69 lines
2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Animations;
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public class GameController : MonoBehaviour
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{
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[Header("Constants")]
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public float gravitationConstant = 2;
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public int particlesToMerge = 5;
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public int scaleMultiplier = 3;
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public int particleDurationPerTier = 5;
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[Header("Big Bang")]
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public int bigBangParticles;
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public GameObject blackHolePrefab;
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[Header("Particles")]
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public GameObject particlePrefab;
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public Gradient[] tierGradients;
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public RuntimeAnimatorController[] tierAnimation;
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public List<Gravitation> simulatedObjects;
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public int maxTierPresent;
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[Header("Upgrades")]
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public float[] upgradePushForce;
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public float[] upgradePushRadius;
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public float[] upgradeParticleCount;
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[Header("Bought Upgrades")]
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public int levelPush = 0;
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public int levelClick = 0;
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[Header("References")]
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public SpawnOnMouseClick spawner;
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public PushOnMouseClick pusher;
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public CameraPan panner;
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public MusicManager musicManager;
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protected void Awake() {
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spawner = Camera.main.GetComponent<SpawnOnMouseClick>();
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pusher = Camera.main.GetComponent<PushOnMouseClick>();
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panner = Camera.main.GetComponent<CameraPan>();
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musicManager = GetComponent<MusicManager>();
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simulatedObjects = new List<Gravitation>();
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}
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protected void Start() {
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maxTierPresent = -1;
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}
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public void CheckNewMaxTier(int tier) {
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if(tier > maxTierPresent) {
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maxTierPresent = tier;
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musicManager.UpdateLayers(maxTierPresent);
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}
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}
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public void RecalculateMaxTier() {
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maxTierPresent = -1;
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foreach(GameObject particleObject in GameObject.FindGameObjectsWithTag("Particle")) {
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Particle particle = particleObject.GetComponent<Particle>();
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if(particle.Tier > maxTierPresent) {
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maxTierPresent = particle.Tier;
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}
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};
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musicManager.UpdateLayers(maxTierPresent);
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}
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}
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