deathScreen and timer
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@ -11,6 +11,7 @@ public class Character : MonoBehaviour
|
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[SerializeField] private float moveSpeed;
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[SerializeField] private GameObject characterSprite;
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[SerializeField] private Animator characterAnimator;
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[SerializeField] private GameObject mainCamera;
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private float horInpt;
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private float verInpt;
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@ -54,6 +55,15 @@ void Update()
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characterAnimator.SetBool("IsRun", true);
|
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transform.position += new Vector3(0,verInpt * moveSpeed,0);
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}
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MoveCamera();
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}
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private void MoveCamera()
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{
|
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mainCamera.transform.position = new Vector3(transform.position.x, transform.position.y,-10);
|
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}
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public StatReturn GetStats()
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@ -71,4 +81,9 @@ public void ApplyDamage(float damage)
|
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{
|
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health -= damage;
|
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}
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public float GetHealth()
|
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{
|
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return health;
|
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}
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}
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@ -10,8 +10,10 @@ public class DebugUI : MonoBehaviour
|
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[SerializeField] private Text characterHealthText;
|
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[SerializeField] private Text characterDamageText;
|
||||
[SerializeField] private Text timerText;
|
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|
||||
[SerializeField] private Character character;
|
||||
[SerializeField] private Gameplay gameplay;
|
||||
|
||||
|
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// Start is called before the first frame update
|
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@ -29,6 +31,8 @@ void Update()
|
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|
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characterHealthText.text = "health = " + characterStats.Health;
|
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characterDamageText.text = "damage = " + characterStats.Damage;
|
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}
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52
ldjam50/Assets/Scripts/Gameplay.cs
Normal file
52
ldjam50/Assets/Scripts/Gameplay.cs
Normal file
@ -0,0 +1,52 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
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public class Gameplay : MonoBehaviour
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{
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[SerializeField] private GameObject character;
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private Character _characterCharacterClass;
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[SerializeField] private GameObject overMind;
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[SerializeField] private float timeOnStart;
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[SerializeField] private GameObject DeathScreen;
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private float _time;
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public enum GameStates
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{
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Game,
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GameOver,
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NewAbility
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}
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void Start()
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{
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|
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_time = timeOnStart;
|
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_characterCharacterClass = character.GetComponent<Character>();
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}
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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 (_time < 0 || _characterCharacterClass.GetHealth() <= 0)
|
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{
|
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_curGameState = GameStates.GameOver;
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}
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if (_curGameState == GameStates.Game)
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{
|
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_time -= Time.deltaTime;
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}
|
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if (_curGameState == GameStates.GameOver)
|
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{
|
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character.SetActive(false);
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overMind.SetActive(false);
|
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|
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DeathScreen.SetActive(true);
|
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}
|
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}
|
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public float GetTimer()
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{
|
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return _time;
|
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}
|
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}
|
11
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Loading…
Reference in New Issue
Block a user