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Keep EARTH alive
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23 changed files with 979 additions and 145 deletions
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19
Assets/Scripts/Microgame_Earth/DeleteIfTooClose.cs
Normal file
19
Assets/Scripts/Microgame_Earth/DeleteIfTooClose.cs
Normal file
|
@ -0,0 +1,19 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DeleteIfTooClose : MonoBehaviour
|
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{
|
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private GameObject player;
|
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public float threshold = 1f;
|
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|
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void Awake() {
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player = GameObject.FindGameObjectWithTag("Player");
|
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}
|
||||
|
||||
void Start() {
|
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if(Vector2.Distance(transform.position, player.transform.position) <= threshold) {
|
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Destroy(gameObject);
|
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}
|
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}
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}
|
11
Assets/Scripts/Microgame_Earth/DeleteIfTooClose.cs.meta
Normal file
11
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Normal file
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24
Assets/Scripts/Microgame_Earth/FollowMouse.cs
Normal file
24
Assets/Scripts/Microgame_Earth/FollowMouse.cs
Normal file
|
@ -0,0 +1,24 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
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public class FollowMouse : MonoBehaviour
|
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{
|
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private new Rigidbody2D rigidbody2D;
|
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|
||||
void Awake() {
|
||||
rigidbody2D = GetComponent<Rigidbody2D>();
|
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}
|
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|
||||
void Start() {
|
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Vector3 screenPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
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transform.position = new Vector3(screenPoint.x, screenPoint.y, transform.position.z);
|
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}
|
||||
|
||||
void FixedUpdate()
|
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{
|
||||
Vector3 screenPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
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rigidbody2D.MovePosition(new Vector3(screenPoint.x, screenPoint.y, transform.position.z));
|
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}
|
||||
}
|
11
Assets/Scripts/Microgame_Earth/FollowMouse.cs.meta
Normal file
11
Assets/Scripts/Microgame_Earth/FollowMouse.cs.meta
Normal file
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21
Assets/Scripts/Microgame_Earth/MoveRandomly.cs
Normal file
21
Assets/Scripts/Microgame_Earth/MoveRandomly.cs
Normal file
|
@ -0,0 +1,21 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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[RequireComponent(typeof(Rigidbody2D))]
|
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public class MoveRandomly : MonoBehaviour
|
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{
|
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public float forceMultiplier = 3f;
|
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public float torqueMultiplier = 30f;
|
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|
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private new Rigidbody2D rigidbody2D;
|
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|
||||
void Awake() {
|
||||
rigidbody2D = GetComponent<Rigidbody2D>();
|
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}
|
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|
||||
void Start() {
|
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rigidbody2D.AddForce(new Vector3(Random.value - 0.5f, Random.value - 0.5f, 0).normalized * Random.value * forceMultiplier);
|
||||
rigidbody2D.AddTorque((Random.value - 0.5f) * 2f * torqueMultiplier);
|
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}
|
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}
|
11
Assets/Scripts/Microgame_Earth/MoveRandomly.cs.meta
Normal file
11
Assets/Scripts/Microgame_Earth/MoveRandomly.cs.meta
Normal file
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23
Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs
Normal file
23
Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs
Normal file
|
@ -0,0 +1,23 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
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public class MoveTowardsPlayer : MonoBehaviour
|
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{
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public float forceMultiplier = 3f;
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public float torqueMultiplier = 30f;
|
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|
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private new Rigidbody2D rigidbody2D;
|
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private GameObject player;
|
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|
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void Awake() {
|
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rigidbody2D = GetComponent<Rigidbody2D>();
|
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player = GameObject.FindGameObjectWithTag("Player");
|
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}
|
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|
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void Start() {
|
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rigidbody2D.AddForce((player.transform.position - transform.position).normalized * Random.value * forceMultiplier);
|
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rigidbody2D.AddTorque((Random.value - 0.5f) * 2f * torqueMultiplier);
|
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}
|
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}
|
11
Assets/Scripts/Microgame_Earth/MoveTowardsPlayer.cs.meta
Normal file
11
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Normal file
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@ -4,15 +4,23 @@ using UnityEngine;
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|
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public class FailOnCollision : MonoBehaviour
|
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{
|
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public float activationDelay = 0.5f;
|
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|
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private MicrogameController microgameController;
|
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private bool active;
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|
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void Awake()
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{
|
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microgameController = GameObject.FindGameObjectWithTag("MicrogameController").GetComponent<MicrogameController>();
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Invoke("Activate", activationDelay);
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}
|
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|
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void OnTriggerEnter2D(Collider2D other) {
|
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if(other.tag == "Enemy") {
|
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void Activate() {
|
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active = true;
|
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}
|
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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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microgameController.victory = false;
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}
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}
|
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|
|
|
@ -6,16 +6,23 @@ using UnityEngine;
|
|||
public class RecolorOnCollision : MonoBehaviour
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{
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public Color color;
|
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public float activationDelay = 0.5f;
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|
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private SpriteRenderer spriteRenderer;
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private bool active;
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|
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void Awake()
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{
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spriteRenderer = GetComponent<SpriteRenderer>();
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Invoke("Activate", activationDelay);
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|
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if(other.tag == "Enemy") {
|
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void Activate() {
|
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active = true;
|
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}
|
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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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Loading…
Reference in a new issue