21
Assets/Enemy/Gun.cs
Normal file
21
Assets/Enemy/Gun.cs
Normal file
@@ -0,0 +1,21 @@
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||||
using UnityEngine;
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||||
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||||
public class Gun : MonoBehaviour
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{
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public float damageStrength;
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void OnTriggerEnter2D (Collider2D hit) {
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// Damage player and destroy self on impact
|
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if (hit.tag != "Player") return;
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hit.GetComponent<Teo>().health -= damageStrength;
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Destroy(gameObject);
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}
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void Update() {
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transform.Rotate(new Vector3 (0, 0, Time.deltaTime * 1000));
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if (Vector3.Distance(
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transform.position,
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GameObject.FindGameObjectWithTag("Player").transform.position
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) > 20) Destroy(gameObject);
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}
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}
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178
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7
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m_EditorClassIdentifier:
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wave: 0
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ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
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--- !u!4 &745837569
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Transform:
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@@ -4,8 +4,16 @@ public class GameState : MonoBehaviour
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{
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public State state;
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public uint wave;
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public GameObject ratbot;
|
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public GameObject shop;
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public GameObject ratbot;
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public GameObject gunThrower;
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int[] counts = new int[2];
|
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enum CountIndex : uint {
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ratbot = 0,
|
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gunThrower = 1
|
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}
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void Start() {
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OpenShop();
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}
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@@ -20,7 +28,9 @@ public class GameState : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0 && state == State.Wave) {
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if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0
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&& state == State.Wave
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) {
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OpenShop();
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}
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}
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@@ -34,16 +44,34 @@ public class GameState : MonoBehaviour
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// Spawn ratbots around the player
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// Amount, health, and damage scale with waves
|
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state = State.Wave;
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Vector3 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
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Vector3 playerPosition
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= GameObject
|
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.FindGameObjectWithTag("Player")
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.transform
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.position;
|
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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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SpawnRatbot(),
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Random.insideUnitCircle.normalized*20
|
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+ new Vector2 (
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playerPosition.x,
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playerPosition.y
|
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),
|
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Quaternion.identity
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);
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newRatbot.GetComponent<Ratbot>().damageStrength = 5+wave*5;
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newRatbot.GetComponent<Ratbot>().damageStrength
|
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= 5+wave*5;
|
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newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
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}
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wave++;
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}
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public GameObject SpawnRatbot() {
|
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if (counts[(uint)CountIndex.gunThrower] < wave/3
|
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&& wave > 3
|
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) {
|
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counts[(uint)CountIndex.gunThrower]++;
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return gunThrower;
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}
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return ratbot;
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}
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}
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8
Assets/Scripts C#/Ratbots.meta
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8
Assets/Scripts C#/Ratbots.meta
Normal file
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userData:
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28
Assets/Scripts C#/Ratbots/GunThrower.cs
Normal file
28
Assets/Scripts C#/Ratbots/GunThrower.cs
Normal file
@@ -0,0 +1,28 @@
|
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using UnityEngine;
|
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|
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public class GunThrower : Ratbot
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{
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public GameObject gun;
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public float throwSpeed;
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void Start() {
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SetVars();
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InvokeRepeating(
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"ThrowGun",
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Random.Range(1, 3),
|
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Random.Range(1, 3)
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);
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}
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void ThrowGun() {
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GameObject thrown = Instantiate(
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gun,
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transform.position,
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Quaternion.identity
|
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);
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thrown.GetComponent<Rigidbody2D>().AddRelativeForce((
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player.transform.position - thrown.transform.position
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).normalized * throwSpeed);
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thrown.GetComponent<Gun>().damageStrength = damageStrength;
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}
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}
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2
Assets/Scripts C#/Ratbots/GunThrower.cs.meta
Normal file
2
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Normal file
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fileFormatVersion: 2
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guid: 3ebac0379db13f0c3932982bc0ebed28
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@@ -7,17 +7,25 @@ public class Ratbot : MonoBehaviour
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public float damageTimeoutSeconds;
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public float health = 10;
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float lastDamageTime;
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GameState gameState;
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GameObject player;
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public static GameState gameState;
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public static GameObject player;
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void Start() {
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SetVars();
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}
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public void SetVars() {
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// Set gameState and player objects
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player = GameObject.FindGameObjectWithTag("Player");
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gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
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}
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void Update() {
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// Constantly move towards player
|
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MoveTowardsPlayer();
|
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}
|
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public void MoveTowardsPlayer() {
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Rigidbody2D controller = GetComponent<Rigidbody2D>();
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Vector2 direction = (player.transform.position - transform.position).normalized;
|
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controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime);
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Reference in New Issue
Block a user