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0.5f, Random.value - 0.5f, 0).normalized * Random.value * forceMultiplier); + rigidbody2D.AddTorque((Random.value - 0.5f) * 2f * torqueMultiplier); + } +} diff --git a/Assets/Scripts/Microgame_Earth/MoveRandomly.cs.meta b/Assets/Scripts/Microgame_Earth/MoveRandomly.cs.meta new file mode 100644 index 0000000..04343d3 --- /dev/null +++ b/Assets/Scripts/Microgame_Earth/MoveRandomly.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 231f5e0e56a14804b804968d836b01a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs b/Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs new file mode 100644 index 0000000..e23871f --- /dev/null +++ b/Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[RequireComponent(typeof(Rigidbody2D))] +public class MoveTowardsPlayer : MonoBehaviour +{ + public float forceMultiplier = 3f; + public float torqueMultiplier = 30f; + + private new Rigidbody2D rigidbody2D; + private GameObject player; + + void Awake() { + rigidbody2D = GetComponent(); + player = GameObject.FindGameObjectWithTag("Player"); + } + + void Start() { + rigidbody2D.AddForce((player.transform.position - transform.position).normalized * Random.value * forceMultiplier); + rigidbody2D.AddTorque((Random.value - 0.5f) * 2f * torqueMultiplier); + } +} diff --git a/Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs.meta b/Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs.meta new file mode 100644 index 0000000..e3ce91d --- /dev/null +++ b/Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a8cb9edc83d8914ebb4089f78d579df +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 200 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Microgame_YourShip/FailOnCollision.cs b/Assets/Scripts/Microgame_YourShip/FailOnCollision.cs index 2fb1611..040f9e6 100644 --- a/Assets/Scripts/Microgame_YourShip/FailOnCollision.cs +++ b/Assets/Scripts/Microgame_YourShip/FailOnCollision.cs @@ -4,15 +4,23 @@ using UnityEngine; public class FailOnCollision : MonoBehaviour { + public float activationDelay = 0.5f; + private MicrogameController microgameController; + private bool active; void Awake() { microgameController = GameObject.FindGameObjectWithTag("MicrogameController").GetComponent(); + Invoke("Activate", activationDelay); } - void OnTriggerEnter2D(Collider2D other) { - if(other.tag == "Enemy") { + void Activate() { + active = true; + } + + void OnTriggerStay2D(Collider2D other) { + if(other.tag == "Enemy" && active) { microgameController.victory = false; } } diff --git a/Assets/Scripts/Microgame_YourShip/RecolorOnCollision.cs b/Assets/Scripts/Microgame_YourShip/RecolorOnCollision.cs index 1390bb0..7d9c171 100644 --- a/Assets/Scripts/Microgame_YourShip/RecolorOnCollision.cs +++ b/Assets/Scripts/Microgame_YourShip/RecolorOnCollision.cs @@ -6,16 +6,23 @@ using UnityEngine; public class RecolorOnCollision : MonoBehaviour { public Color color; + public float activationDelay = 0.5f; private SpriteRenderer spriteRenderer; + private bool active; void Awake() { spriteRenderer = GetComponent(); + Invoke("Activate", activationDelay); + } + + void Activate() { + active = true; } - void OnTriggerEnter2D(Collider2D other) { - if(other.tag == "Enemy") { + void OnTriggerStay2D(Collider2D other) { + if(other.tag == "Enemy" && active) { spriteRenderer.color = color; } } diff --git a/Assets/Sprites/Microgame_Earth/earth.png.meta b/Assets/Sprites/Microgame_Earth/earth.png.meta index dad7c7d..5a4edff 100644 --- a/Assets/Sprites/Microgame_Earth/earth.png.meta +++ b/Assets/Sprites/Microgame_Earth/earth.png.meta @@ -45,7 +45,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - 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