Browse Source

First prototype + git.ignore

master
Joshua Reason 7 years ago
commit
86dc8424c1
171 changed files with 80407 additions and 0 deletions
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      .gitignore
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      singleTap/SingleTap/Assets/EnemyMissile.prefab
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      singleTap/SingleTap/Assets/Scripts/EnemyController.cs
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      singleTap/SingleTap/Assets/Scripts/MissileController.cs
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.gitignore View File

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# Created by https://www.gitignore.io/api/unity
### Unity ###
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/Assets/AssetStoreTools*
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
# Unity3D generated meta files
*.pidb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage

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singleTap/SingleTap/Assets/EnemyMissile.prefab View File


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singleTap/SingleTap/Assets/Materials/PlayerPointer.mat View File


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singleTap/SingleTap/Assets/Scripts/EnemyController.cs View File

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using UnityEngine;
using System.Collections;
public class EnemyController : InteractableObject {
public int health;
private GameObject player;
private Rigidbody2D playerRigid;
public GameObject bullet;
public float shotCoolDown = 0.5f;
private float lastShotTime = 0.0f;
private GameObject healthDisp;
// Use this for initialization
void Start () {
healthDisp = GetComponentInChildren<ParticleSystem>().gameObject;
player = GameObject.FindGameObjectWithTag("Player");
playerRigid = player.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate () {
if (Time.time - lastShotTime >= shotCoolDown) {
lastShotTime = Time.time;
shoot(Vector2.up);
shoot(Vector2.down);
shoot(Vector2.left);
shoot(Vector2.right);
}
}
private void shoot(Vector2 startVelocity) {
GameObject bulletClone = (GameObject)Instantiate(bullet, transform.position, transform.rotation);
MissileController bulletScript = bulletClone.GetComponent<MissileController>();
bulletScript.startVelocity = startVelocity;
bulletScript.targetPos = player.transform.position;
bulletScript.target = player;
bulletScript.targetRigid = playerRigid;
bulletScript.ignoreList = GetComponentsInChildren<Collider2D>();
bulletScript.spawningObject = this;
bulletScript.enabled = true;
}
public override void shot() {
health--;
//Debug.Log("I got hit, health: " + health);
if (health <= 0) {
Destroy(gameObject);
}
Vector3 newScale = new Vector3(health / 10f, health / 10f, health / 10f);
Debug.Log("new scale = " + newScale);
healthDisp.transform.localScale = newScale;
transform.localScale = newScale;
}
}

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singleTap/SingleTap/Assets/Scripts/EnemyController.cs.meta View File

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singleTap/SingleTap/Assets/Scripts/InteractableObject.cs View File

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using UnityEngine;
using System.Collections;
public class InteractableObject : MonoBehaviour {
public virtual void shot() {
}
}

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singleTap/SingleTap/Assets/Scripts/InteractableObject.cs.meta View File

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singleTap/SingleTap/Assets/Scripts/MissileController.cs View File

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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody2D))]
public class MissileController : MonoBehaviour {
public float speed = 1;
public float initVelocity = 5;
public float boostCoolDown = 0.3f;
public float difficulty = 0.0f;
[HideInInspector]
public Vector3 startVelocity;
[HideInInspector]
public Vector3 targetPos;
[HideInInspector]
public GameObject target;
[HideInInspector]
public Rigidbody2D targetRigid;
[HideInInspector]
public Collider2D[] ignoreList;
[HideInInspector]
public InteractableObject spawningObject;
private Rigidbody2D rigid;
private float startTime = 0.0f;
private int reCalibrate = 0;
// Use this for initialization
void Start () {
startTime = Time.time;
Collider2D thisCollider = GetComponent<Collider2D>();
if (thisCollider != null) {
foreach (Collider2D collider in ignoreList) {
Physics2D.IgnoreCollision(thisCollider, collider);
}
}
rigid = GetComponent<Rigidbody2D>();
rigid.velocity = startVelocity * initVelocity;
Destroy(gameObject, 1.5f);
}
// Update is called once per frame
void FixedUpdate () {
if (Time.time - startTime >= boostCoolDown && reCalibrate < 2) {
if (reCalibrate == 0) {
targetPos = target.transform.position;
}
if (target != null) {
moveTorwards(target);
} else {
moveTorwards(targetPos);
}
reCalibrate++;
startTime = Time.time;
}
}
private void moveTorwards(Vector3 pos) {
Vector2 direction = (pos - transform.position).normalized;
Debug.DrawLine(transform.position, pos, Color.green,0.3f);
rigid.velocity = direction * speed;
//rigid.AddForce(direction * speed, ForceMode2D.Impulse);
}
private void moveTorwards(GameObject target) {
if (targetRigid != null && reCalibrate == 1) {
Debug.DrawLine(targetPos, target.transform.position, Color.blue, 0.3f);
Vector2 pos = Vector3.Lerp( targetPos,target.transform.position,difficulty);
moveTorwards(pos);
return;
}
moveTorwards(target.transform.position);
}
void OnCollisionEnter2D(Collision2D coll) {
InteractableObject colScript = coll.gameObject.GetComponent<InteractableObject>();
if (colScript == null || colScript == spawningObject ) {
Debug.Log("I ignored " + coll.gameObject.name);
return;
}
Debug.Log("I hit " + coll.gameObject.name);
colScript.shot();
}
}

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singleTap/SingleTap/Assets/Scripts/MissileController.cs.meta View File

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fileFormatVersion: 2
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singleTap/SingleTap/Assets/Scripts/PlayerController.cs View File

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using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody2D))]
public class PlayerController : MonoBehaviour {
public GameObject bullet;
public float speed;
private int bulletDirection = -1;
private Rigidbody2D rigid;
private GameObject[] targets;
// Use this for initialization
void Start() {
targets = GameObject.FindGameObjectsWithTag("Enemy");
rigid = GetComponent<Rigidbody2D>();
rigid.AddForce(Vector2.up * 200);
}
// Update is called once per frame
void Update() {
}
public void rotatePlayer() {
rigid.velocity = Vector3.zero;
transform.Rotate(new Vector3(0, 0, 5f));
}
public void movePlayer() {
rigid.AddForce(transform.right * speed,ForceMode2D.Impulse);
}
GameObject findClosestTarget(GameObject[] targets) {
GameObject tMin = null;
float minDist = Mathf.Infinity;
Vector3 currentPos = transform.position;
foreach (GameObject t in targets) {
float dist = Vector3.Distance(t.transform.position, currentPos);
if (dist < minDist) {
tMin = t;
minDist = dist;
}
}
return tMin;
}
public void shoot() {
GameObject bulletClone = (GameObject)Instantiate(bullet, transform.position + (transform.up * bulletDirection * 0.1f), transform.rotation);
MissileController bulletScript = bulletClone.GetComponent<MissileController>();
bulletScript.startVelocity = transform.up * bulletDirection;
bulletDirection = -bulletDirection;
bulletScript.target = findClosestTarget(targets);
bulletScript.enabled = true;
}
}

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singleTap/SingleTap/Assets/Scripts/PlayerController.cs.meta View File

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singleTap/SingleTap/Assets/Scripts/TapDetector.cs View File

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using UnityEngine;
using System.Collections;
public class TapDetector : MonoBehaviour {
public float shortPressTime = 0.5f;
public PlayerController playerScript;
private bool isKeyDown;
private float timeDown = -1f;
private bool isLongDown = false;
// Use this for initialization
void Start () {
playerScript = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
}
// Update is called once per frame
void Update () {
if (Input.anyKey) {
if (timeDown == -1f) {
timeDown = Time.time;
}else if (Time.time - timeDown >= shortPressTime) {
if (!isLongDown)
longPressDown();
longPress();
isLongDown = true;
}
}else {
if (timeDown != -1 && Time.time - timeDown < shortPressTime) {
shortPress();
}else if (timeDown != -1) {
longPressUp();
isLongDown = false;
}
timeDown = -1f;
}
}
private void longPressDown() {
Debug.Log("longPressDown");
//playerScript.linkHook();
}
private void longPress() {
Debug.Log("holdingKey");
Debug.DrawRay(transform.position, Vector3.up * 20, Color.red);
playerScript.rotatePlayer();
}
private void longPressUp() {
Debug.Log("LongPressUp");
//playerScript.unlinkHook();
playerScript.movePlayer();
}
private void shortPress() {
Debug.Log("shorPress");
Debug.DrawRay(transform.position, Vector3.up * 20, Color.green,0.3f);
playerScript.shoot();
}
}

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