Merge branch 'main' into jason

This commit is contained in:
misabiko 2022-05-14 16:09:22 -04:00
commit 43f2114a49
153 changed files with 33069 additions and 682 deletions

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@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
public class CannonScript : MonoBehaviour public class CannonScript : MonoBehaviour
{ {
@ -12,6 +13,8 @@ public class CannonScript : MonoBehaviour
[SerializeField] private float fireRate = 0.5f; [SerializeField] private float fireRate = 0.5f;
[SerializeField]private float fireTimer; [SerializeField]private float fireTimer;
private bool firing = false; private bool firing = false;
[SerializeField]private float damage = 1f;
private Vector3 lookDir; private Vector3 lookDir;
@ -24,12 +27,27 @@ public class CannonScript : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if(firing){ if(firing && !EventSystem.current.IsPointerOverGameObject()){
fireTimer += Time.deltaTime; fireTimer += Time.deltaTime;
if(fireTimer >= fireRate){ if(fireTimer >= fireRate){
GameObject proj = Instantiate(projectile, transform.position, cannon.transform.rotation); GameObject proj = Instantiate(projectile, transform.position, cannon.transform.rotation);
proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse); proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
fireTimer = 0; fireTimer = 0;
RaycastHit hit;
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
{
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow);
GameObject hitObject = hit.collider.gameObject;
if (hitObject.tag == "Enemy")
{
hitObject.GetComponent<Enemy>().IsShot();
}
}
} }
}else if(fireTimer < fireRate){ }else if(fireTimer < fireRate){
fireTimer += Time.deltaTime; fireTimer += Time.deltaTime;
@ -61,4 +79,20 @@ public class CannonScript : MonoBehaviour
} }
} }
public void SetFireRate(float nFireRate){
this.fireRate = nFireRate;
}
public float GetFireRate(){
return fireRate;
}
public void SetDamage(float dmg){
this.damage = dmg;
}
public float GetDamage(){
return damage;
}
} }

45
Assets/Scripts/Enemy.cs Normal file
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@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
public Transform landingPoint;
public float flyingSpeed;
Vector3 launchDirection;
private void Update()
{
//Debug.DrawRay(transform.position, launchDirection, Color.red);
}
public void SetLandingPoint(Transform landingPoint)
{
this.landingPoint = landingPoint;
gameObject.transform.LookAt(landingPoint);
GetLaunchDirection();
}
void SpawnFinished()
{
Launch();
}
//TODO: find direction between spawn point and landing point
void GetLaunchDirection()
{
this.launchDirection = transform.position - landingPoint.position;
}
void Launch()
{
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * flyingSpeed;
}
public void IsShot()
{
Destroy(gameObject);
}
}

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@ -7,10 +7,11 @@ public class PlayerController : MonoBehaviour
[SerializeField] private float points; [SerializeField] private float points;
[SerializeField] private CannonScript cannon; [SerializeField] private CannonScript cannon;
//private FireRateUpgrade fireRateUpgrade;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
points = 0; //fireRateUpgrade = new FireRateUpgrade("Fire rate 1", 10, 0.4f);
} }
// Update is called once per frame // Update is called once per frame
@ -19,22 +20,37 @@ public class PlayerController : MonoBehaviour
} }
public bool OnUpgrade(Upgrade selectedUpgrade){
if(points >= selectedUpgrade.GetCost()){
points = points - selectedUpgrade.GetCost();
return true;
}
return false;
}
public float getPoints(){ public void UpgradeFireRate(FireRateUpgrade upgrade){
cannon.SetFireRate(upgrade.GetFireRate());
}
public void UpgradeDamage(DamageUpgrade upgrade){
cannon.SetDamage(upgrade.GetDamage());
}
public float GetPoints(){
return points; return points;
} }
public void setPoints(float nPoints){ public void SetPoints(float nPoints){
points = nPoints; points = nPoints;
} }
public void spendPoints(float amount){ public void SpendPoints(float amount){
if(amount <= points){ if(amount <= points){
points = points - amount; points = points - amount;
} }
} }
public void gainPoints(float amount){ public void GainPoints(float amount){
points += amount; points += amount;
} }
} }

View File

@ -5,6 +5,7 @@ using UnityEngine;
public class Projectile : MonoBehaviour public class Projectile : MonoBehaviour
{ {
[SerializeField]private float lifeTime = 1f; [SerializeField]private float lifeTime = 1f;
private float damage;
private float timer; private float timer;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
@ -20,4 +21,12 @@ public class Projectile : MonoBehaviour
Destroy(gameObject); Destroy(gameObject);
} }
} }
public void SetDamage(float dmg){
this.damage = dmg;
}
public float GetDamage(){
return damage;
}
} }

View File

@ -0,0 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpawnManager : MonoBehaviour
{
public GameObject[] spawningEnemies;
public Transform[] spawnPoints;
public GameObject[] landingPoints;
public bool running = true;
float elapsedTime;
private int lastSpawn = -1;
// Start is called before the first frame update
void Start()
{
//Eventually put timer in game manager
StartCoroutine("SpawnNewEnemy");
}
private void Update()
{
elapsedTime += Time.deltaTime;
}
IEnumerator SpawnNewEnemy()
{
while (running)
{
GameObject spawned = Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform);
//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
yield return new WaitForSeconds(2f);
}
}
GameObject GetRandomEnemy()
{
int index = Random.Range(0, spawningEnemies.Length);
return spawningEnemies[index];
}
GameObject GetRandomLandingPoint()
{
int index = Random.Range(0, landingPoints.Length);
return landingPoints[index];
}
/**
* Get a random spawn point in array.
* You can't get the same spawn point twice
*/
Transform GetRandomSpawn()
{
int index = Random.Range(0, spawnPoints.Length);
if (lastSpawn != -1)
{
while (index == lastSpawn)
{
index = Random.Range(0, spawnPoints.Length);
}
}
lastSpawn = index;
return spawnPoints[index];
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class UIController : MonoBehaviour
{
[SerializeField]private PlayerController player;
[SerializeField]private TMP_Text pointsTxt;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DamageUpgrade : Upgrade
{
[SerializeField]private float[] damages;
public DamageUpgrade(string name, float[] cost, float[] damages){
this.cost = cost;
this.upgradeName = name;
this.damages = damages;
}
public void SetDamages(float[] nDamages){
this.damages = nDamages;
}
public float GetDamage(){
return damages[lvlUnlocked-1];
}
public override void Activate(){
if(base.UpgradeAttempt()){
player.UpgradeDamage(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireRateUpgrade : Upgrade
{
[SerializeField]private float[] fireRates;
public FireRateUpgrade(string name, float[] cost, float[] fireRate){
this.cost = cost;
this.upgradeName = name;
this.fireRates = fireRate;
}
public void SetFireRates(float[] nFireRate){
this.fireRates = nFireRate;
}
public float GetFireRate(){
return fireRates[lvlUnlocked-1];
}
public override void Activate(){
if(base.UpgradeAttempt()){
player.UpgradeFireRate(this);
}
}
}

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@ -0,0 +1,55 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
public abstract class Upgrade : MonoBehaviour
{
[SerializeField]protected float[] cost;
[SerializeField]protected TMP_Text costTxt;
[SerializeField]protected string upgradeName;
protected int lvlUnlocked;
[SerializeField]protected Sprite unlockedSprite;
[SerializeField]protected GameObject hoverObj;
[SerializeField]protected Image[] imgs;
[SerializeField]protected PlayerController player;
private void Start() {
lvlUnlocked = 0;
costTxt.text = cost[lvlUnlocked].ToString();
}
private void Update() {
// if(EventSystem.current.IsPointerOverGameObject()){
// hoverObj.SetActive(true);
// }else{
// hoverObj.SetActive(false);
// }
}
public float GetCost(){
return cost[lvlUnlocked];
}
public string GetName(){
return name;
}
public virtual void Activate(){
UpgradeAttempt();
}
protected bool UpgradeAttempt(){
if(lvlUnlocked < imgs.Length && player.OnUpgrade(this)){
imgs[lvlUnlocked].sprite = unlockedSprite;
lvlUnlocked++;
if(lvlUnlocked < imgs.Length){
costTxt.text = cost[lvlUnlocked].ToString();
}else{
costTxt.text = "--";
}
return true;
}
return false;
}
}

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xrSystemData: {fileID: 11400000, guid: 60e1133243b97e347b653163a8c01b64, type: 2}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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