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Add sounds and new microgame

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Steffo 2020-04-20 19:34:49 +02:00
parent 4cbcade2be
commit 412cf2606e
45 changed files with 2445 additions and 49 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class SoundOnCollisionWithEnemy : MonoBehaviour
{
public float activationDelay = 0.5f;
private AudioSource audioSource;
private bool active;
void Awake()
{
audioSource = GetComponent<AudioSource>();
Invoke("Activate", activationDelay);
}
void Activate() {
active = true;
}
void OnTriggerStay2D(Collider2D other) {
if(other.tag == "Enemy" && active) {
audioSource.Play();
active = false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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[RequireComponent(typeof(AudioSource))]
public class Destructible : MonoBehaviour {
public Sprite normalSprite;
public Sprite destroyedSprite;
private Animator animator;
private SpriteRenderer spriteRenderer;
private AudioSource audioSource;
private bool destroyed;
public bool Destroyed {
get {
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}
private void Awake() {
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audioSource = GetComponent<AudioSource>();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(SpriteRenderer))]
public class FlyAI : MonoBehaviour
{
public float speed;
public Rect bounds;
private Vector2 direction;
private SpriteRenderer spriteRenderer;
private bool flippedX;
private bool flippedY;
public static Vector2[] directions = new Vector2[4] {
(Vector2.left + Vector2.up).normalized,
(Vector2.left + Vector2.down).normalized,
(Vector2.right + Vector2.up).normalized,
(Vector2.right + Vector2.down).normalized
};
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flippedX = true;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NothingController : MonoBehaviour
{
[Header("Microgame Config")]
public int requiredDestructions = 3;
[Header("References")]
private MicrogameController microgameController;
[Header("Microgame State")]
private int currentDestructions;
private void Awake() {
microgameController = GameObject.FindGameObjectWithTag("MicrogameController").GetComponent<MicrogameController>();
}
private void Start() {
microgameController.victory = false;
}
private void Update() {
DetectClicks();
}
private void DetectClicks() {
if(Input.GetMouseButtonDown(0)) {
Collider2D clicked = Physics2D.OverlapPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
if(clicked != null) {
Destructible d = clicked.GetComponent<Destructible>();
if(!d.Destroyed) {
d.Destroyed = true;
currentDestructions += 1;
if(currentDestructions >= requiredDestructions) {
microgameController.victory = true;
}
}
}
}
}
}

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