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https://github.com/ConjureETS/PixelSphinx.git
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Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
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commit
71bb17694f
25
Assets/Background.cs
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25
Assets/Background.cs
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@ -0,0 +1,25 @@
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using UnityEngine;
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using System.Collections;
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public class Background : MonoBehaviour {
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public float rotationSpeed = 1.0f;
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public float rotationDirection = 1.0f;
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public bool RandomRotationSpeed = true;
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// Use this for initialization
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public void Start () {
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if (RandomRotationSpeed)
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rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 1f);
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rotationDirection = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
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}
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// Update is called once per frame
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public void FixedUpdate () {
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this.transform.Rotate(new Vector3(0, 0, 1.0f), rotationDirection * rotationSpeed * Time.deltaTime);
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}
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}
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12
Assets/Background.cs.meta
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12
Assets/Background.cs.meta
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: f0e11200b6b1f54479582f86a7d397b4
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timeCreated: 1460162938
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6,6 +6,9 @@ public class Asteroid : MonoBehaviour
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Vector3 center;
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public float speed;
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public float step;
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public float rotationSpeed = 1.0f;
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public float rotationDirection = 1.0f;
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public bool RandomRotationSpeed = true;
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// Use this for initialization
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public void Start()
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@ -13,7 +16,14 @@ public class Asteroid : MonoBehaviour
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speed = Random.Range(1.8F, 3F);
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// print(speed);
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center = new Vector3(0, 0);
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}
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if (RandomRotationSpeed)
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rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 5f);
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rotationDirection = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
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}
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// Update is called once per frame
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public void Update () {
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@ -25,6 +35,11 @@ public class Asteroid : MonoBehaviour
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{
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step = speed * Time.deltaTime;
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this.transform.position = Vector3.MoveTowards(transform.position, center, step);
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this.transform.Rotate(new Vector3(0, 0, 1.0f), rotationDirection * rotationSpeed * Time.deltaTime);
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}
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//collider must be set as "isTrigger" in unity for this method to work
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