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Add YOUR SHIP microgame

This commit is contained in:
Steffo 2020-04-19 16:24:38 +02:00
parent 40b04dd614
commit e01b037570
63 changed files with 8256 additions and 112 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FailOnCollision : MonoBehaviour
{
private MicrogameController microgameController;
void Awake()
{
microgameController = GameObject.FindGameObjectWithTag("MicrogameController").GetComponent<MicrogameController>();
}
void OnTriggerEnter2D(Collider2D other) {
if(other.tag == "Enemy") {
microgameController.victory = false;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour {
private Rigidbody2D rb;
public GameObject hull;
public float horizontalShipSpeed = 5f;
public float verticalShipSpeed = 30;
public float maxJetFuel = 2f;
public float jetFuelRechargeSpeed = 0.1f;
private float jetFuel;
void Start () {
rb = GetComponent<Rigidbody2D>();
jetFuel = maxJetFuel;
}
void FixedUpdate () {
if (Input.GetAxis("Horizontal") < 0)
{
hull.transform.localScale = new Vector3(-1, 1, 1);
rb.AddForce(Vector2.right * -horizontalShipSpeed);
}
if (Input.GetAxis("Horizontal") > 0)
{
hull.transform.localScale = new Vector3(1, 1, 1);
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{
jetFuel = Mathf.Clamp(jetFuel - Time.deltaTime, 0, maxJetFuel);
rb.AddForce(Vector2.up * verticalShipSpeed);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(SpriteRenderer))]
public class RecolorOnCollision : MonoBehaviour
{
public Color color;
private SpriteRenderer spriteRenderer;
void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
void OnTriggerEnter2D(Collider2D other) {
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spriteRenderer.color = color;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnInArea : MonoBehaviour
{
public GameObject instantiate;
public Vector2 min;
public Vector2 max;
public int multiplier;
private GameController gameController;
private void Awake() {
gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
}
private void Start()
{
for(int i = 0; i < gameController.Difficulty * multiplier; i++) {
Instantiate(instantiate, new Vector2(Random.Range(min.x, max.x), Random.Range(min.y, max.y)), Quaternion.identity, transform);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tide : MonoBehaviour
{
public GameObject seaTextures;
public float speed = 0.01f;
private BuoyancyEffector2D buoyancyEffector2D;
void Start()
{
buoyancyEffector2D = GetComponentInChildren<BuoyancyEffector2D>();
}
void Update()
{
if (buoyancyEffector2D.surfaceLevel > 0)
{
buoyancyEffector2D.surfaceLevel = buoyancyEffector2D.surfaceLevel - (Time.deltaTime * speed);
}
seaTextures.transform.Translate(Vector3.down * Time.deltaTime * speed * 8);
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using System.Collections.Generic;
using UnityEngine;
public abstract class MicrogameController : MonoBehaviour
public class MicrogameController : MonoBehaviour
{
[Header("Microgame Settings")]
[BeforeStart]

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestMicrogame : MicrogameController
{
}

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