Initial framework for upgrade shop
@@ -5,30 +5,32 @@ public class GameState : MonoBehaviour
|
||||
public string state;
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public uint wave = 1;
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||||
public GameObject ratbot;
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||||
public GameObject shop;
|
||||
void Start() {
|
||||
NewWave();
|
||||
OpenShop();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0 && state == "WAVE") {
|
||||
OpenShop();
|
||||
NewWave();
|
||||
}
|
||||
}
|
||||
void OpenShop() {
|
||||
state = "SHOP";
|
||||
NewWave();
|
||||
Instantiate(shop);
|
||||
}
|
||||
void CloseShop() {
|
||||
|
||||
Destroy(GameObject.FindGameObjectWithTag("Shop"));
|
||||
NewWave();
|
||||
}
|
||||
public void NewWave() {
|
||||
// Spawn ratbots around the player
|
||||
// Amount, health, and damage scale with waves
|
||||
state = "WAVE";
|
||||
Vector3 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
|
||||
for (uint _ = 0; _ < wave; _++) {
|
||||
for (uint _ = 0; _ <= wave; _++) {
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||||
GameObject newRatbot = Instantiate(
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ratbot,
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Random.insideUnitCircle.normalized*20,
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@@ -520,6 +521,7 @@ MonoBehaviour:
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state: Start
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wave: 0
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ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
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shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}
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8
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2196
Assets/Shop/Shop.prefab
Normal file
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Normal file
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Assets/Shop/attackCooldown.png
Normal file
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Assets/ShopButton.cs
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using UnityEngine;
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public class ShopButton : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
2
Assets/ShopButton.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a8661788ccc10d9fd9d1c9c2019bf2d3
|
||||
8
Assets/UI overlay.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3d8121a4c7ddf328a493dc0565428a6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
17
Assets/UI overlay/WaveIndicator.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class WaveIndicator : MonoBehaviour
|
||||
{
|
||||
GameState gameState;
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
GetComponent<TMPro.TMP_Text>().text = "Wave: "+gameState.wave;
|
||||
}
|
||||
}
|
||||
2
Assets/UI overlay/WaveIndicator.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 718783a6a2d0457d590a9bbe51b7d5e4
|
||||
|
After Width: | Height: | Size: 16 KiB |
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f807b7cd879fdcafe9500244a30f4c60
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -39,6 +39,7 @@
|
||||
- [x] Wave spawns enemies
|
||||
- [x] Detect when wave ends
|
||||
- [ ] Activate new waves after powerup has been chosen by player
|
||||
- [ ] Dash ability
|
||||
|
||||
### Enemy:
|
||||
- [x] All Enemies have simple pathfinding towards the player
|
||||
@@ -52,6 +53,14 @@
|
||||
- [ ] Round / Wave on bottom left (?)
|
||||
- [ ] Maybe show enemy remaining count? (We can make a hard mode that removes UI except health)
|
||||
- [ ] Upon round end, pop-up menu for selecting powerup
|
||||
- [ ] Damage
|
||||
- [ ] Attack distance
|
||||
- [ ] Attack range
|
||||
- [ ] Attack cooldown
|
||||
- [ ] Health
|
||||
- [ ] Speed
|
||||
- [ ] Dash cooldown
|
||||
- [ ] Dash distance
|
||||
|
||||
|
||||
### UI / AUDIO:
|
||||
|
||||