tilesets, mobs and firstroomprefab
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8
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158
ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab
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158
ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab
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7
ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab.meta
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ldjam50/Assets/Prefabs/Abilities/Ultraviolet.prefab.meta
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7004
ldjam50/Assets/Prefabs/Chunks/Tilemap_02.prefab
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7004
ldjam50/Assets/Prefabs/Chunks/Tilemap_02.prefab
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ldjam50/Assets/Prefabs/Chunks/Tilemap_02.prefab.meta
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7004
ldjam50/Assets/Prefabs/Chunks/Tilemap_03.prefab
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7004
ldjam50/Assets/Prefabs/Chunks/Tilemap_03.prefab
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7
ldjam50/Assets/Prefabs/Chunks/Tilemap_03.prefab.meta
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health: 250
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damage: 10
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8
ldjam50/Assets/Scripts/Abilities.meta
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8
ldjam50/Assets/Scripts/Abilities.meta
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34
ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs
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ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs
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@ -0,0 +1,34 @@
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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 Ultraviolet : MonoBehaviour
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{
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[SerializeField] private GameObject beam;
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[SerializeField] private float rotationSpeed;
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[SerializeField] private float damage;
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// Start is called before the first frame update
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void Start()
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{
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||||
}
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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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//beam.transform.rotation.eulerAngles += new Vector3(0, 0 0.2f);
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beam.transform.Rotate(new Vector3(0,0,1), rotationSpeed * Time.deltaTime);
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||||
}
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||||
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||||
void OnTriggerEnter2D(Collider2D col)
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||||
{
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||||
Debug.Log("PIZDAAAAAA");
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||||
if (col.gameObject.CompareTag("Mob"))
|
||||
{
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||||
Debug.Log("PIZDAAAAAA");
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||||
col.gameObject.GetComponent<Mob>().SendMessage("ApplyDamage", damage);
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||||
}
|
||||
}
|
||||
}
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11
ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs.meta
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ldjam50/Assets/Scripts/Abilities/Ultraviolet.cs.meta
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@ -29,5 +29,6 @@ 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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}
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@ -10,37 +10,148 @@ public class OverMind : MonoBehaviour
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||||
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||||
[SerializeField] private GameObject characterObject;
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||||
[SerializeField] private float mobMoveSpeed;
|
||||
[SerializeField] private float mobHealth;
|
||||
[SerializeField] private float mobDamage;
|
||||
|
||||
[SerializeField] private GameObject mobPull;
|
||||
[SerializeField] private GameObject activeMobs;
|
||||
|
||||
private List<GameObject> _pullEnemies;
|
||||
|
||||
|
||||
public struct SpawnRegions
|
||||
{
|
||||
public Vector4 TopRegion;
|
||||
public Vector4 BottomRegion;
|
||||
public Vector4 LeftRegion;
|
||||
public Vector4 RightRegion;
|
||||
}
|
||||
|
||||
private SpawnRegions generatedSpawnRegions;
|
||||
|
||||
public struct MobParameters
|
||||
{
|
||||
public float MoveSpeed;
|
||||
public GameObject Character;
|
||||
public OverMind OverMind;
|
||||
public float Health;
|
||||
public float Damage;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
PreHeaterSpawn();
|
||||
StartCoroutine (spawnMobsCourutine());
|
||||
print(GenerateSpawnRegions().TopRegion);
|
||||
generatedSpawnRegions = GenerateSpawnRegions();
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||||
|
||||
}
|
||||
|
||||
|
||||
public SpawnRegions GenerateSpawnRegions()
|
||||
{
|
||||
const float spawnBorder = 2f;
|
||||
var stageDimensions = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height,0));
|
||||
print(stageDimensions);
|
||||
|
||||
var generatedSpawnRegions = new SpawnRegions();
|
||||
generatedSpawnRegions.TopRegion = new Vector4(
|
||||
-stageDimensions.x, stageDimensions.x,
|
||||
stageDimensions.y, stageDimensions.y + spawnBorder);
|
||||
generatedSpawnRegions.BottomRegion = new Vector4(
|
||||
-stageDimensions.x, stageDimensions.x,
|
||||
-stageDimensions.y, -stageDimensions.y - spawnBorder);
|
||||
generatedSpawnRegions.LeftRegion = new Vector4(
|
||||
-stageDimensions.x, -stageDimensions.x - spawnBorder,
|
||||
stageDimensions.y, -stageDimensions.y);
|
||||
generatedSpawnRegions.RightRegion = new Vector4(
|
||||
stageDimensions.x, -stageDimensions.x + spawnBorder,
|
||||
stageDimensions.y, -stageDimensions.y);
|
||||
|
||||
|
||||
return generatedSpawnRegions;
|
||||
}
|
||||
|
||||
private Vector4 PickRandomSpawnBorder()
|
||||
{
|
||||
var randomIndex = Random.Range(1, 4);
|
||||
var _randomSpawnBorder = new Vector4();
|
||||
switch (randomIndex)
|
||||
{
|
||||
case 1:
|
||||
_randomSpawnBorder = generatedSpawnRegions.TopRegion;
|
||||
break;
|
||||
case 2:
|
||||
_randomSpawnBorder = generatedSpawnRegions.BottomRegion;
|
||||
break;
|
||||
case 3:
|
||||
_randomSpawnBorder = generatedSpawnRegions.LeftRegion;
|
||||
break;
|
||||
case 4:
|
||||
_randomSpawnBorder = generatedSpawnRegions.RightRegion;
|
||||
break;
|
||||
}
|
||||
return _randomSpawnBorder;
|
||||
}
|
||||
private void PreHeaterSpawn()
|
||||
{
|
||||
for (var i = 0; i < pullSize; i++)
|
||||
{
|
||||
var newMob = Instantiate(mob,transform);
|
||||
var newMob = Instantiate(mob,mobPull.transform);
|
||||
//_mobsPull.Add(newMob);
|
||||
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|
||||
|
||||
var newMobParameters = new MobParameters
|
||||
{
|
||||
MoveSpeed = mobMoveSpeed,
|
||||
Character = characterObject
|
||||
Character = characterObject,
|
||||
OverMind = this,
|
||||
Health = mobHealth,
|
||||
Damage = mobDamage,
|
||||
};
|
||||
|
||||
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|
||||
}
|
||||
}
|
||||
|
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Vector3 GenerateRandomSpawnMobPoint()
|
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{
|
||||
var _randomSpawnRegion = PickRandomSpawnBorder();
|
||||
var spawnPoint = new Vector3(
|
||||
Random.Range(_randomSpawnRegion.x,_randomSpawnRegion.y),
|
||||
Random.Range(_randomSpawnRegion.z,_randomSpawnRegion.w),
|
||||
0
|
||||
);
|
||||
|
||||
return spawnPoint;
|
||||
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|
||||
|
||||
|
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IEnumerator spawnMobsCourutine()
|
||||
{
|
||||
while(true)
|
||||
{
|
||||
//Debug.Log ("OnCoroutine: "+(int)Time.time);
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
var mobToSpawn = mobPull.transform.GetChild(0);
|
||||
|
||||
mobToSpawn.transform.position = GenerateRandomSpawnMobPoint();
|
||||
mobToSpawn.parent = activeMobs.transform;
|
||||
|
||||
mobToSpawn.gameObject.SetActive(true);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void DeathGoToPull(GameObject mob)
|
||||
{
|
||||
mob.SetActive(false);
|
||||
mob.transform.parent = mobPull.transform;
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
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}
|
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user