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keep-everything-alive/Assets/Scripts/Microgame_Nothing/NothingController.cs

43 lines
1.2 KiB
C#

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)) {
Collider2D clicked = Physics2D.OverlapPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
if(clicked != null) {
Destructible d = clicked.GetComponent<Destructible>();
if(!d.Destroyed) {
d.Destroyed = true;
currentDestructions += 1;
if(currentDestructions >= requiredDestructions) {
microgameController.victory = true;
}
}
}
}
}
}