mirror of
https://github.com/Steffo99/keep-everything-alive.git
synced 2024-11-21 17:04:20 +00:00
Add sounds and new microgame
This commit is contained in:
parent
4cbcade2be
commit
412cf2606e
45 changed files with 2445 additions and 49 deletions
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29
Assets/Scripts/Generic/SoundOnCollisionWithEnemy.cs
Normal file
29
Assets/Scripts/Generic/SoundOnCollisionWithEnemy.cs
Normal file
|
@ -0,0 +1,29 @@
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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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[RequireComponent(typeof(AudioSource))]
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public class SoundOnCollisionWithEnemy : MonoBehaviour
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{
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public float activationDelay = 0.5f;
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private AudioSource audioSource;
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private bool active;
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void Awake()
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{
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audioSource = GetComponent<AudioSource>();
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Invoke("Activate", activationDelay);
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}
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void Activate() {
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active = true;
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}
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void OnTriggerStay2D(Collider2D other) {
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if(other.tag == "Enemy" && active) {
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audioSource.Play();
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active = false;
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}
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}
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}
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11
Assets/Scripts/Generic/SoundOnCollisionWithEnemy.cs.meta
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8
Assets/Scripts/Microgame_Nothing.meta
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8
Assets/Scripts/Microgame_Nothing.meta
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38
Assets/Scripts/Microgame_Nothing/Destructible.cs
Normal file
38
Assets/Scripts/Microgame_Nothing/Destructible.cs
Normal file
|
@ -0,0 +1,38 @@
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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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[RequireComponent(typeof(SpriteRenderer))]
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[RequireComponent(typeof(AudioSource))]
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public class Destructible : MonoBehaviour {
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public Sprite normalSprite;
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public Sprite destroyedSprite;
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private Animator animator;
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private SpriteRenderer spriteRenderer;
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private AudioSource audioSource;
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private bool destroyed;
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public bool Destroyed {
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get {
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return destroyed;
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}
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set {
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destroyed = value;
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spriteRenderer.sprite = (value ? destroyedSprite : normalSprite);
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if(animator != null) {
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animator.enabled = !value;
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}
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if(value) {
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audioSource.Play();
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}
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}
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}
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private void Awake() {
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animator = GetComponent<Animator>();
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spriteRenderer = GetComponent<SpriteRenderer>();
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audioSource = GetComponent<AudioSource>();
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}
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}
|
11
Assets/Scripts/Microgame_Nothing/Destructible.cs.meta
Normal file
11
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Normal file
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53
Assets/Scripts/Microgame_Nothing/FlyAI.cs
Normal file
53
Assets/Scripts/Microgame_Nothing/FlyAI.cs
Normal file
|
@ -0,0 +1,53 @@
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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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|
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[RequireComponent(typeof(SpriteRenderer))]
|
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public class FlyAI : MonoBehaviour
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{
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public float speed;
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public Rect bounds;
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private Vector2 direction;
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private SpriteRenderer spriteRenderer;
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private bool flippedX;
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private bool flippedY;
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public static Vector2[] directions = new Vector2[4] {
|
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(Vector2.left + Vector2.up).normalized,
|
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(Vector2.left + Vector2.down).normalized,
|
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(Vector2.right + Vector2.up).normalized,
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(Vector2.right + Vector2.down).normalized
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};
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void Awake() {
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spriteRenderer = GetComponent<SpriteRenderer>();
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}
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void Start() {
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direction = directions.PickRandom();
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flippedX = false;
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flippedY = false;
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}
|
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void Update()
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{
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if(!flippedX && (transform.position.x < bounds.xMin || transform.position.x > bounds.xMax)) {
|
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direction = new Vector2(-direction.x, direction.y);
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flippedX = true;
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}
|
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else {
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flippedX = false;
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}
|
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if(!flippedY && (transform.position.y < bounds.yMin || transform.position.y > bounds.yMax)) {
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direction = new Vector2(direction.x, -direction.y);
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flippedY = true;
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}
|
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else {
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flippedY = false;
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}
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transform.Translate(speed * Time.deltaTime * direction);
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spriteRenderer.flipX = (direction.x > 0);
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}
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}
|
11
Assets/Scripts/Microgame_Nothing/FlyAI.cs.meta
Normal file
11
Assets/Scripts/Microgame_Nothing/FlyAI.cs.meta
Normal file
|
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43
Assets/Scripts/Microgame_Nothing/NothingController.cs
Normal file
43
Assets/Scripts/Microgame_Nothing/NothingController.cs
Normal file
|
@ -0,0 +1,43 @@
|
|||
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)) {
|
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Collider2D clicked = Physics2D.OverlapPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
|
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if(clicked != null) {
|
||||
Destructible d = clicked.GetComponent<Destructible>();
|
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if(!d.Destroyed) {
|
||||
d.Destroyed = true;
|
||||
currentDestructions += 1;
|
||||
if(currentDestructions >= requiredDestructions) {
|
||||
microgameController.victory = true;
|
||||
}
|
||||
}
|
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}
|
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}
|
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}
|
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}
|
11
Assets/Scripts/Microgame_Nothing/NothingController.cs.meta
Normal file
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Assets/Scripts/Microgame_Nothing/NothingController.cs.meta
Normal file
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Loading…
Reference in a new issue