created victory object and level progression
also tried to create a way to launch the game from any scene, but it doesn't really work. don't use anything in the folder called "DEBUG"
This commit is contained in:
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1b809cfa06
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Normal file
34
Assets/Prefabs/DEBUG/DEBUG_persistent_data.cs
Normal file
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using System.Collections;
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this.gameObject.tag = "DEBUG";
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Assets/Prefabs/DEBUG/DEBUG_persistent_data.cs.meta
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1540
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Normal file
1540
Assets/Prefabs/DEBUG/PersistantData/DebugCanvas.prefab
Normal file
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Normal file
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Normal file
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
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@ -76,6 +76,14 @@ PrefabInstance:
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propertyPath: m_Name
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value: SpawnPoint (1) Variant
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value: SpawnPoint (1) Variant
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m_AddedGameObjects: []
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -6,6 +6,8 @@ public class ProjectileEnemy : MonoBehaviour {
|
|||||||
|
|
||||||
[SerializeField] GameObject projectile;
|
[SerializeField] GameObject projectile;
|
||||||
[SerializeField] GameObject firePoint;
|
[SerializeField] GameObject firePoint;
|
||||||
|
[SerializeField] [Range(0.1f, 3f)] float fireSpeed;
|
||||||
|
[SerializeField] float projectileSpeed;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start() {
|
void Start() {
|
||||||
@ -13,9 +15,9 @@ public class ProjectileEnemy : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator Fire() {
|
IEnumerator Fire() {
|
||||||
yield return new WaitForSeconds(3f);
|
yield return new WaitForSeconds(1/fireSpeed);
|
||||||
GameObject newProjectile = Instantiate(projectile, firePoint.transform.position, firePoint.transform.rotation);
|
GameObject newProjectile = Instantiate(projectile, firePoint.transform.position, firePoint.transform.rotation);
|
||||||
newProjectile.GetComponent<Rigidbody2D>().AddRelativeForce(new Vector2(80, 0));
|
newProjectile.GetComponent<Rigidbody2D>().AddRelativeForce(new Vector2(projectileSpeed, 0));
|
||||||
newProjectile.transform.Rotate(new Vector3(0,0,-90));
|
newProjectile.transform.Rotate(new Vector3(0,0,-90));
|
||||||
StartCoroutine(Fire());
|
StartCoroutine(Fire());
|
||||||
}
|
}
|
||||||
|
@ -22,6 +22,9 @@ public class StateController : MonoBehaviour {
|
|||||||
[Header("Enemies")]
|
[Header("Enemies")]
|
||||||
GameObject[] enemiesInScene;
|
GameObject[] enemiesInScene;
|
||||||
|
|
||||||
|
[Header("LevelProgression")]
|
||||||
|
GameObject victoryCanvas;
|
||||||
|
|
||||||
void Awake() {
|
void Awake() {
|
||||||
// check to see if a state controller already exists
|
// check to see if a state controller already exists
|
||||||
if (GameObject.FindGameObjectWithTag("StateController") != null) {
|
if (GameObject.FindGameObjectWithTag("StateController") != null) {
|
||||||
@ -33,7 +36,7 @@ public class StateController : MonoBehaviour {
|
|||||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||||
|
|
||||||
if (inDebugMode) {
|
if (inDebugMode) {
|
||||||
debugCanvas = GameObject.Find("DebugCanvas");
|
debugCanvas = GameObject.FindGameObjectWithTag("DebugCanvas");
|
||||||
debugCanvas.SetActive(false);
|
debugCanvas.SetActive(false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -53,6 +56,13 @@ public class StateController : MonoBehaviour {
|
|||||||
TogglePauseMenu(false);
|
TogglePauseMenu(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
victoryCanvas = GameObject.Find("VictoryCanvas");
|
||||||
|
if (victoryCanvas != null) {
|
||||||
|
Button continueButton = GameObject.Find("ContinueButton").GetComponent<Button>();
|
||||||
|
continueButton.onClick.AddListener(ContinueToNextLevel);
|
||||||
|
victoryCanvas.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
// keep track of all enemies
|
// keep track of all enemies
|
||||||
enemiesInScene = GameObject.FindGameObjectsWithTag("Enemy");
|
enemiesInScene = GameObject.FindGameObjectsWithTag("Enemy");
|
||||||
// print(enemiesInScene);
|
// print(enemiesInScene);
|
||||||
@ -107,4 +117,12 @@ public class StateController : MonoBehaviour {
|
|||||||
public void SetDeathCanvasActive(bool activeState) {
|
public void SetDeathCanvasActive(bool activeState) {
|
||||||
deathCanvas.SetActive(activeState);
|
deathCanvas.SetActive(activeState);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ShowVictoryCanvas() {
|
||||||
|
victoryCanvas.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ContinueToNextLevel() {
|
||||||
|
GameObject.FindGameObjectWithTag("SceneManager").GetComponent<SceneController>().NextScene();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
30
Assets/Scripts/VictoryObjectBehavior.cs
Normal file
30
Assets/Scripts/VictoryObjectBehavior.cs
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class VictoryObjectBehavior : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float height = 1f;
|
||||||
|
public float speed = 1f;
|
||||||
|
Vector2 initPosition;
|
||||||
|
|
||||||
|
void Awake() {
|
||||||
|
initPosition = this.transform.position;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
transform.position = new Vector2(initPosition.x, initPosition.y + Mathf.Sin(Time.time * speed) * height);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDrawGizmos() {
|
||||||
|
Gizmos.DrawLine(new Vector3(transform.position.x, transform.position.y - height, transform.position.z), new Vector3(transform.position.x, transform.position.y + height, transform.position.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnTriggerEnter2D(Collider2D col) {
|
||||||
|
if (col.tag == "Player") {
|
||||||
|
GameObject.FindGameObjectWithTag("StateController").GetComponent<StateController>().ShowVictoryCanvas();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
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||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
File diff suppressed because one or more lines are too long
@ -18,6 +18,7 @@ TagManager:
|
|||||||
- DebugCanvas
|
- DebugCanvas
|
||||||
- Door
|
- Door
|
||||||
- Trumpet
|
- Trumpet
|
||||||
|
- DEBUG
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
Loading…
Reference in New Issue
Block a user