mirror of
https://github.com/Steffo99/keep-everything-alive.git
synced 2024-11-21 17:04:20 +00:00
First commit
This commit is contained in:
parent
8ccada32ca
commit
e3b24574cb
38 changed files with 1353 additions and 66 deletions
3
.vscode/settings.json
vendored
3
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vendored
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8
Assets/Editor.meta
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8
Assets/Plugins.meta
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Assets/Plugins/BeforeAfterStart/AfterStart.cs
Normal file
4
Assets/Plugins/BeforeAfterStart/AfterStart.cs
Normal file
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@ -0,0 +1,4 @@
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|||
//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
|
||||
using UnityEngine;
|
||||
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public class AfterStart : PropertyAttribute {}
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11
Assets/Plugins/BeforeAfterStart/AfterStart.cs.meta
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Assets/Plugins/BeforeAfterStart/AfterStart.cs.meta
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Assets/Plugins/BeforeAfterStart/BeforeStart.cs
Normal file
4
Assets/Plugins/BeforeAfterStart/BeforeStart.cs
Normal file
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@ -0,0 +1,4 @@
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|||
//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
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||||
using UnityEngine;
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|
||||
public class BeforeStart : PropertyAttribute {}
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11
Assets/Plugins/BeforeAfterStart/BeforeStart.cs.meta
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11
Assets/Plugins/BeforeAfterStart/BeforeStart.cs.meta
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//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
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||||
using UnityEngine;
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using UnityEditor;
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public class AfterStartAttributeDrawer : PropertyDrawer
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{
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{
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//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
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using UnityEngine;
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using UnityEditor;
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|
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[CustomPropertyDrawer(typeof(BeforeStart))]
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public class BeforeStartAttributeDrawer : PropertyDrawer
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{
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// Necessary since some properties tend to collapse smaller than their content
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUI.GetPropertyHeight(property, label, true);
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{
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Assets/Plugins/RandomIEnumerables/RandomIEnumerables.cs
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Assets/Plugins/RandomIEnumerables/RandomIEnumerables.cs
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@ -0,0 +1,23 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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// From https://stackoverflow.com/a/2019433/
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public static class RandomIEnumerables
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{
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public static T PickRandom<T>(this IEnumerable<T> source)
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{
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return source.PickRandom(1).Single();
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}
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public static IEnumerable<T> PickRandom<T>(this IEnumerable<T> source, int count)
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{
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return source.Shuffle().Take(count);
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}
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public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> source)
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{
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return source.OrderBy(x => Guid.NewGuid());
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}
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}
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135
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Assets/Scripts/Main/GameController.cs
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132
Assets/Scripts/Main/GameController.cs
Normal file
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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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public class GameController : MonoBehaviour
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{
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[HideInInspector]
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public new Camera camera;
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[BeforeStart]
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public int startingLives = 4;
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[BeforeStart]
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public int maxLives = 4;
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private int lives;
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public delegate void OnLivesChangeHandler(int previous, int current);
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public event OnLivesChangeHandler OnLivesChange;
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public delegate void OnGameOverHandler(GameController sender);
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public event OnGameOverHandler OnGameOver;
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public int Lives {
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get {
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return lives;
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}
|
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set {
|
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OnLivesChange?.Invoke(Lives, value);
|
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lives = value;
|
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if(lives <= 0) {
|
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OnGameOver?.Invoke(this);
|
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}
|
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}
|
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}
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[BeforeStart]
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public float startingTimescale = 1.0f;
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public delegate void OnSpeedChangeHandler(float previous, float current);
|
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public event OnSpeedChangeHandler OnSpeedChange;
|
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public float Timescale {
|
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get {
|
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return Time.timeScale;
|
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}
|
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set {
|
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OnSpeedChange?.Invoke(Timescale, value);
|
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Time.timeScale = value;
|
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}
|
||||
}
|
||||
|
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[BeforeStart]
|
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public int startingDifficulty = 1;
|
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private int difficulty;
|
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public delegate void OnDifficultyChangeHandler(int previous, int current);
|
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public event OnDifficultyChangeHandler OnDifficultyChange;
|
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public int Difficulty {
|
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get {
|
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return difficulty;
|
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}
|
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set {
|
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OnDifficultyChange?.Invoke(Difficulty, value);
|
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difficulty = value;
|
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}
|
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}
|
||||
|
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[BeforeStart]
|
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public int startingScore = 0;
|
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private int score;
|
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public delegate void OnScoreChangeHandler(int previous, int current);
|
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public event OnScoreChangeHandler OnScoreChange;
|
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public int Score {
|
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get {
|
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return score;
|
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}
|
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set {
|
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OnScoreChange?.Invoke(Score, value);
|
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score = value;
|
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}
|
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}
|
||||
|
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public List<MicrogameController> microgames;
|
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private MicrogameController currentMicrogame;
|
||||
public delegate void OnMicrogameStartHandler(MicrogameController newMicrogame);
|
||||
public event OnMicrogameStartHandler OnMicrogameStart;
|
||||
public delegate void OnMicrogameEndHandler(MicrogameController endedMicrogame);
|
||||
public event OnMicrogameEndHandler OnMicrogameEnd;
|
||||
public MicrogameController CurrentMicrogame {
|
||||
get {
|
||||
return currentMicrogame;
|
||||
}
|
||||
set {
|
||||
if(value == null) {
|
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OnMicrogameEnd?.Invoke(CurrentMicrogame);
|
||||
OnMicrogameTimeLeftChange?.Invoke(CurrentMicrogame.TimeLeft, null);
|
||||
CurrentMicrogame.OnTimeLeftChange -= PropagateTimeLeftChange;
|
||||
Destroy(CurrentMicrogame.gameObject);
|
||||
}
|
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else {
|
||||
currentMicrogame = Instantiate(value.gameObject, transform).GetComponent<MicrogameController>();
|
||||
OnMicrogameTimeLeftChange?.Invoke(null, CurrentMicrogame.TimeLeft);
|
||||
CurrentMicrogame.OnTimeLeftChange += PropagateTimeLeftChange;
|
||||
OnMicrogameStart?.Invoke(CurrentMicrogame);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public delegate void OnMicrogameTimeLeftChangeHandler(float? previous, float? current);
|
||||
public event OnMicrogameTimeLeftChangeHandler OnMicrogameTimeLeftChange;
|
||||
private void PropagateTimeLeftChange(float previous, float current) {
|
||||
OnMicrogameTimeLeftChange?.Invoke(previous, current);
|
||||
}
|
||||
|
||||
private void Awake() {
|
||||
camera = Camera.main;
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
Lives = 4;
|
||||
Timescale = 1.0f;
|
||||
Difficulty = 1;
|
||||
currentMicrogame = null;
|
||||
}
|
||||
|
||||
private void CheckMicrogameResults(MicrogameController microgame) {
|
||||
Debug.Assert(microgame != null);
|
||||
if(microgame.MicrogameResults()) {
|
||||
Score += 1;
|
||||
}
|
||||
else {
|
||||
Lives -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
private MicrogameController GetRandomMicrogame() {
|
||||
return microgames.PickRandom();
|
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}
|
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}
|
11
Assets/Scripts/Main/GameController.cs.meta
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11
Assets/Scripts/Main/GameController.cs.meta
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8
Assets/Scripts/Microgame.meta
Normal file
8
Assets/Scripts/Microgame.meta
Normal file
|
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27
Assets/Scripts/Microgame/MicrogameController.cs
Normal file
27
Assets/Scripts/Microgame/MicrogameController.cs
Normal file
|
@ -0,0 +1,27 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class MicrogameController : MonoBehaviour
|
||||
{
|
||||
[BeforeStart]
|
||||
public float startingTime = 4f;
|
||||
public delegate void OnTimeLeftChangeHandler(float previous, float current);
|
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public event OnTimeLeftChangeHandler OnTimeLeftChange;
|
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private float timeLeft;
|
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public float TimeLeft {
|
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get {
|
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return timeLeft;
|
||||
}
|
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set {
|
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OnTimeLeftChange?.Invoke(TimeLeft, value);
|
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timeLeft = value;
|
||||
}
|
||||
}
|
||||
|
||||
public abstract bool MicrogameResults();
|
||||
|
||||
private void Update() {
|
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TimeLeft -= Time.deltaTime;
|
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}
|
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}
|
11
Assets/Scripts/Microgame/MicrogameController.cs.meta
Normal file
11
Assets/Scripts/Microgame/MicrogameController.cs.meta
Normal file
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8
Assets/Scripts/UI.meta
Normal file
8
Assets/Scripts/UI.meta
Normal file
|
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fileFormatVersion: 2
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41
Assets/Scripts/UI/LivesPanel.cs
Normal file
41
Assets/Scripts/UI/LivesPanel.cs
Normal file
|
@ -0,0 +1,41 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
||||
using UnityEngine.UI;
|
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|
||||
public class LivesPanel : MonoBehaviour
|
||||
{
|
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private GameController gameController;
|
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[BeforeStart]
|
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public Image lifeImagePrefab;
|
||||
[BeforeStart]
|
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public Sprite lifeFull;
|
||||
[BeforeStart]
|
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public Sprite lifeEmpty;
|
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private Image[] livesImages;
|
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|
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private void Awake() {
|
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gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();
|
||||
}
|
||||
|
||||
private void Start() {
|
||||
gameController.OnLivesChange += OnLivesChange;
|
||||
livesImages = new Image[gameController.maxLives];
|
||||
for(int i = 0; i < gameController.maxLives; i++) {
|
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Image created = Instantiate(lifeImagePrefab.gameObject, transform).GetComponent<Image>();
|
||||
livesImages[i] = created;
|
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created.rectTransform.anchoredPosition = new Vector2(i * created.rectTransform.rect.width, 0);
|
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}
|
||||
}
|
||||
|
||||
private void OnLivesChange(int previous, int current) {
|
||||
for(int i = 0; i < livesImages.Length; i++) {
|
||||
if(i <= current) {
|
||||
livesImages[i].sprite = lifeFull;
|
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}
|
||||
else {
|
||||
livesImages[i].sprite = lifeEmpty;
|
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}
|
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}
|
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}
|
||||
}
|
11
Assets/Scripts/UI/LivesPanel.cs.meta
Normal file
11
Assets/Scripts/UI/LivesPanel.cs.meta
Normal file
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Assets/Sprites/heart_empty.png
Normal file
BIN
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Normal file
Binary file not shown.
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Assets/Sprites/heart_empty.png.meta
Normal file
128
Assets/Sprites/heart_empty.png.meta
Normal file
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@ -12,11 +12,11 @@ PlayerSettings:
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|
@ -39,7 +39,9 @@ PlayerSettings:
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@ -114,11 +116,11 @@ PlayerSettings:
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|
|
Loading…
Reference in a new issue