We got fast fuckers now

This commit is contained in:
2024-10-27 20:43:41 -07:00
parent 773a30a6b9
commit 49937d80b5
7 changed files with 246 additions and 8 deletions

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@@ -684,6 +684,7 @@ MonoBehaviour:
shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3} shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}
ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3} ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
gunThrower: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3} gunThrower: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3}
fastFucker: {fileID: 7192111562784377269, guid: 2c67a9ffe3cbdc6989fcabe398ffd2dc, type: 3}
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@@ -7,11 +7,13 @@ public class GameState : MonoBehaviour
public GameObject shop; public GameObject shop;
public GameObject ratbot; public GameObject ratbot;
public GameObject gunThrower; public GameObject gunThrower;
public GameObject fastFucker;
int[] counts = new int[2]; int[] counts = new int[3];
enum CountIndex : uint { enum CountIndex : uint {
ratbot = 0, ratbot = 0,
gunThrower = 1 gunThrower = 1,
fastFucker = 2
} }
void Start() { void Start() {
@@ -52,6 +54,7 @@ public class GameState : MonoBehaviour
for (uint _ = 0; _ <= wave; _++) { for (uint _ = 0; _ <= wave; _++) {
GameObject newRatbot = Instantiate( GameObject newRatbot = Instantiate(
SpawnRatbot(), SpawnRatbot(),
// Spawn ratbots in a circle around the player
Random.insideUnitCircle.normalized*20 Random.insideUnitCircle.normalized*20
+ new Vector2 ( + new Vector2 (
playerPosition.x, playerPosition.x,
@@ -59,6 +62,8 @@ public class GameState : MonoBehaviour
), ),
Quaternion.identity Quaternion.identity
); );
// Set ratbot damageStrength and health
// TODO: set speed
newRatbot.GetComponent<Ratbot>().damageStrength newRatbot.GetComponent<Ratbot>().damageStrength
= 5+wave*5; = 5+wave*5;
newRatbot.GetComponent<Ratbot>().health = 5+wave*2; newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
@@ -66,12 +71,19 @@ public class GameState : MonoBehaviour
wave++; wave++;
} }
public GameObject SpawnRatbot() { public GameObject SpawnRatbot() {
// TODO: Convert this mess into a switch case
if (counts[(uint)CountIndex.gunThrower] < wave/3 if (counts[(uint)CountIndex.gunThrower] < wave/3
&& wave > 3 && wave > 3
) { ) {
counts[(uint)CountIndex.gunThrower]++; counts[(uint)CountIndex.gunThrower]++;
return gunThrower; return gunThrower;
} }
if (counts[(uint)CountIndex.fastFucker] < wave/4
&& wave > 2
) {
counts[(uint)CountIndex.fastFucker]++;
return fastFucker;
}
return ratbot; return ratbot;
} }
} }

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@@ -0,0 +1,30 @@
using UnityEngine;
using System.Collections;
public class FastFucker : Ratbot
{
bool attack = true;
void Update() {
if (attack)
MoveTowardsPlayer(moveSpeed*3);
else
MoveAwayFromPlayer(moveSpeed);
}
void MoveAwayFromPlayer(float speed) {
controller.AddRelativeForce(
(transform.position - player.transform.position)
.normalized
*speed
*Time.deltaTime
);
}
new void OnCollisionStay2D (Collision2D collision) {
base.OnCollisionStay2D(collision);
StartCoroutine("RunAway");
}
IEnumerator RunAway() {
attack = false;
yield return new WaitForSeconds (1F);
attack = true;
}
}

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@@ -10,28 +10,33 @@ public class Ratbot : MonoBehaviour
public static GameState gameState; public static GameState gameState;
public static GameObject player; public static GameObject player;
public Rigidbody2D controller;
void Start() { void Start() {
SetVars(); SetVars();
} }
public void SetVars() { public void SetVars() {
controller = GetComponent<Rigidbody2D>();
// Set gameState and player objects // Set gameState and player objects
player = GameObject.FindGameObjectWithTag("Player"); player = GameObject.FindGameObjectWithTag("Player");
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>(); gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
} }
void Update() { void Update() {
MoveTowardsPlayer(); MoveTowardsPlayer(moveSpeed);
} }
public void MoveTowardsPlayer() { public void MoveTowardsPlayer(float speed) {
Rigidbody2D controller = GetComponent<Rigidbody2D>(); controller.AddRelativeForce(
Vector2 direction = (player.transform.position - transform.position).normalized; (player.transform.position - transform.position)
controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime); .normalized
*speed
*Time.deltaTime
);
} }
void OnCollisionStay2D(Collision2D collision) { public virtual void OnCollisionStay2D(Collision2D collision) {
// Deal damage when colliding with the player on a 0.5 second cooldown // Deal damage when colliding with the player on a 0.5 second cooldown
if (collision.gameObject.tag != "Player") return; if (collision.gameObject.tag != "Player") return;
if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return; if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return;