Fixed problems due to textmeshpro font

This commit is contained in:
craftwill 2022-05-15 15:01:17 -04:00
commit 860ed467b0
32 changed files with 26538 additions and 297 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HighScoreManager : MonoBehaviour
{
private Transform entryContainer;
private Transform entryTemplate;
private List<HighScoreEntry> highScoreEntryList;
private List<Transform> highScoreEntryTransformList;
private void Awake()
{
entryContainer = transform.Find("EntryContainer");
entryTemplate = entryContainer.Find("EntryTemplate");
entryTemplate.gameObject.SetActive(false);
highScoreEntryList = new List<HighScoreEntry>()
{
new HighScoreEntry{score = 1000, time = "60"},
new HighScoreEntry{score = 9000, time = "60"},
new HighScoreEntry{score = 3000, time = "60"},
new HighScoreEntry{score = 8000, time = "60"},
};
highScoreEntryList.Sort((s1, s2) => s1.score.CompareTo(s2.score));
highScoreEntryTransformList = new List<Transform>();
foreach(HighScoreEntry highScoreEntry in highScoreEntryList)
{
CreateHighScoreEntryTransform(highScoreEntry, entryContainer, highScoreEntryTransformList);
}
}
private void CreateHighScoreEntryTransform(HighScoreEntry entry, Transform container, List<Transform> transformList)
{
float templateHeight = 50f;
Transform entryTransform = Instantiate(entryTemplate, container);
RectTransform entryRectTransform = entryTransform.GetComponent<RectTransform>();
entryRectTransform.anchoredPosition = new Vector2(0, -templateHeight * transformList.Count);
entryTransform.gameObject.SetActive(true);
entryTransform.Find("Rank").GetComponent<Text>().text = $"{transformList.Count + 1}";
entryTransform.Find("Score").GetComponent<Text>().text = $"{entry.score}";
entryTransform.Find("Time").GetComponent<Text>().text = entry.time;
transformList.Add(entryTransform);
}
private class HighScoreEntry
{
public int score;
public string time;
}
}

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@ -8,9 +8,25 @@ public class SpawnManager : MonoBehaviour
public Transform[] spawnPoints;
public GameObject[] landingPoints;
public bool running = true;
public Animator animator;
float elapsedTime;
private int lastSpawn = -1;
[SerializeField]
private int worldSeed = 1111;
[SerializeField]
private int countEnemies;
[SerializeField]
private GameObject EnemyAlert;
void OnEnable()
{
Random.InitState(worldSeed);
}
// Start is called before the first frame update
void Start()
{
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spawned.layer = gameObject.layer;
spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform);
countEnemies++;
animator.SetInteger("Enemies", countEnemies);
//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
yield return new WaitForSeconds(2f);
}

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