Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7f7596e0c4 | |||
| cbfd83e9e2 | |||
| f5d183322e | |||
| 76a807f599 | |||
| 49937d80b5 | |||
| 773a30a6b9 |
5162
Assets/Enemy/Creeper.prefab
Normal file
5162
Assets/Enemy/Creeper.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
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181
Assets/Enemy/FastFucker.prefab
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181
Assets/Enemy/FastFucker.prefab
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7
Assets/Enemy/FastFucker.prefab.meta
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7
Assets/Enemy/FastFucker.prefab.meta
Normal file
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state: 0
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wave: 0
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ratbot: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3}
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shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}
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ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
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gunThrower: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3}
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fastFucker: {fileID: 7192111562784377269, guid: 2c67a9ffe3cbdc6989fcabe398ffd2dc, type: 3}
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creeper: {fileID: 398740452138961375, guid: ffe7e66eebc0e53d993926c0304591da, type: 3}
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@@ -7,11 +7,15 @@ public class GameState : MonoBehaviour
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public GameObject shop;
|
||||
public GameObject ratbot;
|
||||
public GameObject gunThrower;
|
||||
public GameObject fastFucker;
|
||||
public GameObject creeper;
|
||||
|
||||
int[] counts = new int[2];
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||||
int[] counts = new int[4];
|
||||
enum CountIndex : uint {
|
||||
ratbot = 0,
|
||||
gunThrower = 1
|
||||
gunThrower = 1,
|
||||
fastFucker = 2,
|
||||
creeper = 3
|
||||
}
|
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void Start() {
|
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@@ -52,6 +56,7 @@ public class GameState : MonoBehaviour
|
||||
for (uint _ = 0; _ <= wave; _++) {
|
||||
GameObject newRatbot = Instantiate(
|
||||
SpawnRatbot(),
|
||||
// Spawn ratbots in a circle around the player
|
||||
Random.insideUnitCircle.normalized*20
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||||
+ new Vector2 (
|
||||
playerPosition.x,
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||||
@@ -59,6 +64,8 @@ public class GameState : MonoBehaviour
|
||||
),
|
||||
Quaternion.identity
|
||||
);
|
||||
// Set ratbot damageStrength and health
|
||||
// TODO: set speed
|
||||
newRatbot.GetComponent<Ratbot>().damageStrength
|
||||
= 5+wave*5;
|
||||
newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
|
||||
@@ -66,12 +73,26 @@ public class GameState : MonoBehaviour
|
||||
wave++;
|
||||
}
|
||||
public GameObject SpawnRatbot() {
|
||||
return creeper;
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||||
// TODO: Convert this mess into a switch case
|
||||
if (counts[(uint)CountIndex.gunThrower] < wave/3
|
||||
&& wave > 3
|
||||
&& wave > 2
|
||||
) {
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||||
counts[(uint)CountIndex.gunThrower]++;
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||||
return gunThrower;
|
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}
|
||||
if (counts[(uint)CountIndex.fastFucker] < wave/4
|
||||
&& wave > 3
|
||||
) {
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||||
counts[(uint)CountIndex.fastFucker]++;
|
||||
return fastFucker;
|
||||
}
|
||||
if (counts[(uint)CountIndex.creeper] < wave/6
|
||||
&& wave > 4
|
||||
) {
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||||
counts[(uint)CountIndex.creeper]++;
|
||||
return creeper;
|
||||
}
|
||||
return ratbot;
|
||||
}
|
||||
}
|
||||
|
||||
26
Assets/Scripts C#/Ratbots/Creeper.cs
Normal file
26
Assets/Scripts C#/Ratbots/Creeper.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class Creeper : Ratbot
|
||||
{
|
||||
public GameObject particles;
|
||||
float countdown;
|
||||
|
||||
void Update() {
|
||||
if (Vector3.Distance(player.transform.position, transform.position) > 5) {
|
||||
MoveTowardsPlayer(moveSpeed);
|
||||
float newTime = countdown + Time.deltaTime;
|
||||
countdown = Mathf.Min(newTime, 1);
|
||||
} else {
|
||||
countdown -= Time.deltaTime;
|
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if (countdown < 0) Explode();
|
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}
|
||||
transform.GetChild(0).localScale = new Vector3 (countdown * 3.5F, 0.25F, 1);
|
||||
}
|
||||
void Explode() {
|
||||
Destroy(gameObject);
|
||||
Instantiate(particles);
|
||||
if (Vector3.Distance(player.transform.position, transform.position) < 5) {
|
||||
player.GetComponent<Teo>().health -= damageStrength;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts C#/Ratbots/Creeper.cs.meta
Normal file
2
Assets/Scripts C#/Ratbots/Creeper.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: d23c0105448702c45b209f27f497780f
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30
Assets/Scripts C#/Ratbots/FastFucker.cs
Normal file
30
Assets/Scripts C#/Ratbots/FastFucker.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class FastFucker : Ratbot
|
||||
{
|
||||
bool attack = true;
|
||||
void Update() {
|
||||
if (attack)
|
||||
MoveTowardsPlayer(moveSpeed*3);
|
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else
|
||||
MoveAwayFromPlayer(moveSpeed);
|
||||
}
|
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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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2
Assets/Scripts C#/Ratbots/FastFucker.cs.meta
Normal file
2
Assets/Scripts C#/Ratbots/FastFucker.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: 07603fdf7ab38f05493e2a22ef5cae06
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@@ -10,28 +10,33 @@ public class Ratbot : MonoBehaviour
|
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|
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public static GameState gameState;
|
||||
public static GameObject player;
|
||||
public Rigidbody2D controller;
|
||||
|
||||
void Start() {
|
||||
SetVars();
|
||||
}
|
||||
|
||||
public void SetVars() {
|
||||
controller = GetComponent<Rigidbody2D>();
|
||||
// Set gameState and player objects
|
||||
player = GameObject.FindGameObjectWithTag("Player");
|
||||
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
|
||||
}
|
||||
|
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void Update() {
|
||||
MoveTowardsPlayer();
|
||||
MoveTowardsPlayer(moveSpeed);
|
||||
}
|
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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);
|
||||
public void MoveTowardsPlayer(float speed) {
|
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controller.AddRelativeForce(
|
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(player.transform.position - transform.position)
|
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.normalized
|
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*speed
|
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*Time.deltaTime
|
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);
|
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}
|
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|
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void OnCollisionStay2D(Collision2D collision) {
|
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public virtual void OnCollisionStay2D(Collision2D collision) {
|
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// Deal damage when colliding with the player on a 0.5 second cooldown
|
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if (collision.gameObject.tag != "Player") return;
|
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if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return;
|
||||
|
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@@ -94,21 +94,9 @@ public class Teo : MonoBehaviour
|
||||
).normalized * dashDistance);
|
||||
// Wait 0.2 seconds before ending the dash
|
||||
yield return new WaitForSeconds(0.2F);
|
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// Re enable collision and linearDamping after dash
|
||||
// Re enable collision and linearDamping after dash complete
|
||||
dashing = false;
|
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controller.linearDamping = 15;
|
||||
// Push enemies away at end of dash
|
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foreach (Collider2D hit in Physics2D.OverlapCircleAll(
|
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transform.position, 3
|
||||
)) {
|
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if (hit.tag != "Ratbot") continue;
|
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hit.GetComponent<Rigidbody2D>().AddRelativeForce(
|
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(hit.transform.position - transform.position)
|
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.normalized * dashDistance
|
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);
|
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}
|
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// Don't take damage at end of dash
|
||||
yield return new WaitForSeconds(0.2F);
|
||||
collider.enabled = true;
|
||||
controller.linearDamping = 15;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user