Catch - Added special object, bomb removes 3 score
CubeGravity - Added increased gravity to the special object BoxTP_Catch - Added spcial object, more items spawn as timer goes down, at 0 game stops.
This commit is contained in:
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1463
Assets/Scenes/Catch.unity
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63
Assets/Scripts/Catch/BoxTP_Catch.cs
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Assets/Scripts/Catch/BoxTP_Catch.cs
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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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using TMPro;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//TODO Create Catch Game:
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//* Objects constantly and randomly spawn in the air
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//* Player must catch (just touch) the objects before they hit the ground
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//* The player has a score that increases by 1 for each object caught
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//* The player has a timer that counts down from 60 seconds
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//* The game ends when the timer reaches 0
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//TODO Some objects are worth more points than others and fall faster
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//TODO Some objects are bombs and will decrease the player's score if in radius
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//TODO Objects smash on the ground if not caught, create particles
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public class BoxTP_Catch : MonoBehaviour
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{
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public GameObject[] objects;
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public TextMeshProUGUI scoreText;
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public float defaultSpeed = 1.5f;
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public float timerSpeed;
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public Timer timer;
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public bool canSpawn = true;
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void Start()
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{
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scoreText.text = "Score: 0";
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}
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void FixedUpdate() {
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timerSpeed = defaultSpeed * (timer.timeRemaining/60);
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//spawn object a random object from the list every few seconds, randomly on the x and z axis
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//if the object is not caught, destroy it
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//if the object is caught, increase score by 1
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if(timer.timeRemaining-1 > 0)
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{
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if (canSpawn) {
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GameObject currentObject = Instantiate(objects[Random.Range(0, objects.Length)], new Vector3(Random.Range(5f, -5f), 15,- Random.Range(-5f, 5f)), Quaternion.identity);
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currentObject.GetComponent<Rigidbody>().useGravity = true;
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canSpawn = false;
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StartCoroutine(SpawnTimer());
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}
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}
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}
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IEnumerator SpawnTimer() {
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yield return new WaitForSeconds(timerSpeed);
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canSpawn = true;
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}
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private void OnTriggerEnter(Collider other) {
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if(other.gameObject.tag == "PickupObject" || other.gameObject.tag == "Bomb" || other.gameObject.tag == "SpecialObject")
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{
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Destroy(other.gameObject);
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}
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}
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}
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11
Assets/Scripts/Catch/BoxTP_Catch.cs.meta
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46
Assets/Scripts/Catch/Catch.cs
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Assets/Scripts/Catch/Catch.cs
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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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using TMPro;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//* Fix objects giving the player double points
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public class Catch : MonoBehaviour
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{
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public int score;
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public TextMeshProUGUI scoreText;
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public Movement movement;
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private void OnTriggerEnter(Collider other) {
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if(other.gameObject.tag == "PickupObject")
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{
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Destroy(other.gameObject);
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score = score + 1;
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scoreText.text = "Score: " + score;
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}
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else if(other.gameObject.tag == "Bomb")
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{
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Destroy(other.gameObject);
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score = score - 3;
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scoreText.text = "Score: " + score;
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StartCoroutine(ConcussionTime());
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}
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else if(other.gameObject.tag == "SpecialObject")
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{
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Destroy(other.gameObject);
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score = score + 2;
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scoreText.text = "Score: " + score;
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}
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}
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IEnumerator ConcussionTime()
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{
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movement.speed = 0;
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yield return new WaitForSeconds(2);
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movement.speed = 7.0f;
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}
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}
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Assets/Scripts/Catch/Catch.cs.meta
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24
Assets/Scripts/Catch/CubeGravity.cs
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Assets/Scripts/Catch/CubeGravity.cs
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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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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//TODO Increase the gravity of the object attached to this script
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public class CubeGravity : MonoBehaviour
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{
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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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// Update is called once per frame
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void FixedUpdate()
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{
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GetComponent<Rigidbody>().AddForce(Physics.gravity *1.75f, ForceMode.Acceleration);
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}
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}
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Assets/Scripts/Catch/CubeGravity.cs.meta
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20
Assets/Scripts/Catch/TouchFloor.cs
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Assets/Scripts/Catch/TouchFloor.cs
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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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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class TouchFloor : MonoBehaviour
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{
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void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.tag == "Floor")
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{
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Destroy(gameObject);
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}
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}
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}
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7
Assets/Scripts/Catch/TouchFloor.cs.meta
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@ -5,7 +5,7 @@ using UnityEngine;
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public class Movement : MonoBehaviour
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{
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public float speed = 5.0f;
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public float speed = 7.0f;
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public float turnSpeed;
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public float sprintSpeed = 10.0f;
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public float jumpForce;
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8
Assets/Scripts/Sorting.meta
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56
Assets/Scripts/Sorting/BoxTeleport_Sort.cs
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Assets/Scripts/Sorting/BoxTeleport_Sort.cs
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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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using TMPro;
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|
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
|
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//! Bugs or Issues
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//? Questions or Suggestions
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public class BoxTeleport_Sort : MonoBehaviour
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{
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private GameObject currentContainer;
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public int waitTime = 3;
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public TextMeshProUGUI scoreText;
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private int score;
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void Start()
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{
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scoreText.text = "Score: 0";
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}
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private void OnTriggerEnter(Collider other)
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{
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if(other.gameObject.tag == "Container")
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{
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currentContainer = other.gameObject;
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//* If the box is not the same colour as the container, teleport the box after a few seconds
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if(currentContainer.gameObject.GetComponentInParent<Renderer>().material.name == gameObject.GetComponent<Renderer>().material.name)
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{
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StartCoroutine(BoxSpawnCorrectDelay());
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}
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else
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{
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StartCoroutine(BoxSpawnDIncorrectDelay());
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}
|
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|
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}
|
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}
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IEnumerator BoxSpawnCorrectDelay()
|
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{
|
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yield return new WaitForSeconds(.5f);
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gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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score =+ 1;
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scoreText.text = "Score: " + score;
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}
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|
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//* Teleport the box to a random location in the air
|
||||
IEnumerator BoxSpawnDIncorrectDelay()
|
||||
{
|
||||
yield return new WaitForSeconds(waitTime);
|
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gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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}
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}
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11
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33
Assets/Scripts/Sorting/Colours.cs
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Assets/Scripts/Sorting/Colours.cs
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.Serialization;
|
||||
using Unity.VisualScripting;
|
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using UnityEngine;
|
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|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
public class Colours : MonoBehaviour
|
||||
{
|
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public GameObject Box;
|
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public GameObject[] containers;
|
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public List<Material> materials = new List<Material>();
|
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private GameObject currentBox;
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private int num;
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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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//* Instantiate 8 containers with random colours at the start of the game
|
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for (int i = 0; i < containers.Length; i++)
|
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{
|
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currentBox = Instantiate(Box, new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10)), Quaternion.identity);
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num = Random.Range(0, materials.Count);
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currentBox.GetComponent<Renderer>().material = materials[num];
|
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containers[i].GetComponent<Renderer>().material = materials[num];
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materials.RemoveAt(num);
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}
|
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}
|
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}
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101
Assets/Scripts/Sorting/PickUpObject.cs
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using System;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using Unity.VisualScripting;
|
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using UnityEngine;
|
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using UnityEngine.Animations;
|
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using UnityEngine.UIElements;
|
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|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//! Somtimes boxes get thrown further than other times. Boxes also sometimes get thrown into random directions.
|
||||
public class PickUpObject : MonoBehaviour
|
||||
{
|
||||
public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried
|
||||
public bool insideTrigger = false; // checks if player is inside the trigger of a pickup object
|
||||
public bool playerIsCarrying = false; // checks if player is carrying an object
|
||||
public GameObject nearestCarriableObject;
|
||||
public GameObject previousObject; // previous object that player was carrying
|
||||
public GameObject heldObject; // object that player is currently holding
|
||||
public float throwForce;
|
||||
/// <summary>
|
||||
/// Cooldown time between picking up objects in seconds
|
||||
/// </summary>
|
||||
public float cooldownSeconds = 1;
|
||||
public bool cooldownActive = true;
|
||||
public KeyCode interactKey = KeyCode.F;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// * Cubes are quite hot so need time to cool off
|
||||
cooldownSeconds -= Time.deltaTime;
|
||||
cooldownActive = cooldownSeconds > 0;
|
||||
|
||||
// * Old objects deserve gravity too
|
||||
if(previousObject != null && previousObject.GetComponent<Rigidbody>().useGravity == false)
|
||||
{
|
||||
previousObject.GetComponent<Rigidbody>().useGravity = true;
|
||||
}
|
||||
|
||||
if(insideTrigger && Input.GetKeyDown(KeyCode.F) && !cooldownActive)
|
||||
{
|
||||
// * Who needs gravity
|
||||
nearestCarriableObject.GetComponent<Rigidbody>().useGravity = false;
|
||||
playerIsCarrying = true;
|
||||
heldObject = nearestCarriableObject;
|
||||
cooldownSeconds = 1;
|
||||
}
|
||||
// * YEET
|
||||
else if(playerIsCarrying && Input.GetKeyDown(KeyCode.F))
|
||||
{
|
||||
heldObject.GetComponent<Rigidbody>().useGravity = true;
|
||||
previousObject = heldObject;
|
||||
playerIsCarrying = false;
|
||||
previousObject.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
|
||||
Debug.Log("Yoted!");
|
||||
}
|
||||
|
||||
// * Cubes not stored above heads are highly dangerous
|
||||
if(playerIsCarrying)
|
||||
{
|
||||
nearestCarriableObject.transform.position = carryPosition.transform.position;
|
||||
nearestCarriableObject.transform.rotation = carryPosition.transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
//* Called when the player is inside a trigger tagged as PickupObject
|
||||
void OnTriggerStay(Collider otherObject)
|
||||
{
|
||||
if(otherObject.gameObject.tag == "PickupObject" && !cooldownActive)
|
||||
{
|
||||
nearestCarriableObject = otherObject.gameObject;
|
||||
insideTrigger = true;
|
||||
// * old cube is boring
|
||||
if(heldObject != null && heldObject != nearestCarriableObject && playerIsCarrying)
|
||||
{
|
||||
previousObject = heldObject;
|
||||
cooldownSeconds = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//* If player is not inside trigger, then they probably aren't inside it
|
||||
void OnTriggerExit(Collider otherObject)
|
||||
{
|
||||
if(otherObject.gameObject.tag == "PickupObject")
|
||||
{
|
||||
insideTrigger = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//! To make player launch self:
|
||||
//! add public GameObject player; and place player in it fron inspector
|
||||
//! in if(insiderTrigger && Input.GetKeyDown(KeyCode.F))
|
||||
//! Place the code below:
|
||||
//! player.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
|
||||
//! Run the game and press F to launch the player
|
11
Assets/Scripts/Sorting/PickUpObject.cs.meta
Normal file
11
Assets/Scripts/Sorting/PickUpObject.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eca94ba4e2f880644ab196f816624ee6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/WhackAMole.meta
Normal file
8
Assets/Scripts/WhackAMole.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff9f43726664c7948b2c9e8d6ebdadea
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
80
Assets/Scripts/WhackAMole/Hamor.cs
Normal file
80
Assets/Scripts/WhackAMole/Hamor.cs
Normal file
@ -0,0 +1,80 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Dynamic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//* Prevent player from moving when they are hitting the moles
|
||||
public class Hamor : MonoBehaviour
|
||||
{
|
||||
public Animator hamorAnimator;
|
||||
public GameObject bonkParticles;
|
||||
public GameObject contact;
|
||||
public bool particles = false;
|
||||
public TextMeshProUGUI scoreText;
|
||||
public int score = 0;
|
||||
public Moles_IsHit moles;
|
||||
public Movement movement;
|
||||
//* Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//* Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(Input.GetMouseButtonDown(0))
|
||||
{
|
||||
movement.hammer = true;
|
||||
hamorAnimator.SetTrigger("Bonk"); //* Play the bonk animation
|
||||
StartCoroutine(MoveTimer());
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator MoveTimer()
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
movement.hammer = false;
|
||||
}
|
||||
IEnumerator BonkTimer()
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
particles = false;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other) {
|
||||
if(particles == false)
|
||||
{
|
||||
if(other.tag != "Player")
|
||||
{
|
||||
//* Play the bonk particles
|
||||
var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity);
|
||||
Destroy(parLocation, 1);
|
||||
particles = true;
|
||||
StartCoroutine(BonkTimer());
|
||||
}
|
||||
}
|
||||
|
||||
if(other.gameObject.tag == "Mole")
|
||||
{
|
||||
//* Get the Moles_IsHit script from the mole
|
||||
moles = other.gameObject.GetComponent<Moles_IsHit>();
|
||||
|
||||
//* If the mole has not been hit, increase the score and change bool
|
||||
if(moles.IsHit == false)
|
||||
{
|
||||
score += 1;
|
||||
scoreText.text = "Score: " + score.ToString();
|
||||
moles.IsHit = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/WhackAMole/Hamor.cs.meta
Normal file
11
Assets/Scripts/WhackAMole/Hamor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 388458319b483a949a166a07083c9590
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
110
Assets/Scripts/WhackAMole/Moles.cs
Normal file
110
Assets/Scripts/WhackAMole/Moles.cs
Normal file
@ -0,0 +1,110 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using JetBrains.Annotations;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
//TODO Moles need to change textures when hit to show they have been hit - need textures for this
|
||||
//* As the time goes on, moles appear and disappear faster
|
||||
//* Moles that are hit slowly move down into their hole
|
||||
//TODO Ajust the speed of the moles appearing and disappearing based on the time remaining
|
||||
|
||||
public class Moles : MonoBehaviour
|
||||
{
|
||||
public GameObject hole1, hole2, hole3, hole4, hole5, hole6, hole7, hole8, hole9;
|
||||
public GameObject mole;
|
||||
private float defaultSpeed = 10f;
|
||||
public float timerSpeed;
|
||||
public float lifeTime = 4f;
|
||||
public float timerlifeTime;
|
||||
public bool moleCanAppear = false;
|
||||
public int randomHole, randomHole2, randomHole3;
|
||||
public Timer timer;
|
||||
//* Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
moleCanAppear = true;
|
||||
}
|
||||
|
||||
//* Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
timerSpeed = defaultSpeed * (timer.timeRemaining/120);
|
||||
timerlifeTime = lifeTime * (timer.timeRemaining/120);
|
||||
if(moleCanAppear)
|
||||
{
|
||||
randomHole = Random.Range(1, 9);
|
||||
randomHole2 = Random.Range(1, 9);
|
||||
while(randomHole2 == randomHole)
|
||||
{
|
||||
randomHole2 = Random.Range(1, 9);
|
||||
}
|
||||
randomHole3 = Random.Range(1, 9);
|
||||
while(randomHole3 == randomHole || randomHole3 == randomHole2)
|
||||
{
|
||||
randomHole3 = Random.Range(1, 9);
|
||||
}
|
||||
moleCanAppear = false;
|
||||
holeSelection(randomHole);
|
||||
holeSelection(randomHole2);
|
||||
holeSelection(randomHole3);
|
||||
StartCoroutine(MoleTimer());
|
||||
}
|
||||
}
|
||||
|
||||
void holeSelection(int randomHole)
|
||||
{
|
||||
//* Prevent the same hole from being selected twice
|
||||
switch (randomHole)
|
||||
{
|
||||
case 1:
|
||||
var boxLocation = Instantiate(mole, hole1.transform.position, Quaternion.identity);
|
||||
|
||||
Destroy(boxLocation, timerlifeTime);
|
||||
break;
|
||||
case 2:
|
||||
var boxLocation2 = Instantiate(mole, hole2.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation2, timerlifeTime);
|
||||
break;
|
||||
case 3:
|
||||
var boxLocation3 = Instantiate(mole, hole3.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation3, timerlifeTime);
|
||||
break;
|
||||
case 4:
|
||||
var boxLocation4 = Instantiate(mole, hole4.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation4, timerlifeTime);
|
||||
break;
|
||||
case 5:
|
||||
var boxLocation5 = Instantiate(mole, hole5.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation5, timerlifeTime);
|
||||
break;
|
||||
case 6:
|
||||
var boxLocation6 = Instantiate(mole, hole6.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation6, timerlifeTime);
|
||||
break;;
|
||||
case 7:
|
||||
var boxLocation7 = Instantiate(mole, hole7.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation7, timerlifeTime);
|
||||
break;
|
||||
case 8:
|
||||
var boxLocation8 = Instantiate(mole, hole8.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation8, timerlifeTime);
|
||||
break;
|
||||
case 9:
|
||||
var boxLocation9 = Instantiate(mole, hole9.transform.position, Quaternion.identity);
|
||||
Destroy(boxLocation9, timerlifeTime);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator MoleTimer()
|
||||
{
|
||||
yield return new WaitForSeconds(timerSpeed);
|
||||
moleCanAppear = true;
|
||||
}
|
||||
}
|
11
Assets/Scripts/WhackAMole/Moles.cs.meta
Normal file
11
Assets/Scripts/WhackAMole/Moles.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2a05eee06c231ea4f849ab3415485fe1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
28
Assets/Scripts/WhackAMole/Moles_IsHit.cs
Normal file
28
Assets/Scripts/WhackAMole/Moles_IsHit.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//* General Comments or Finished Tasks
|
||||
//TODO Tasks left to be done for game
|
||||
//! Bugs or Issues
|
||||
//? Questions or Suggestions
|
||||
|
||||
public class Moles_IsHit : MonoBehaviour
|
||||
{
|
||||
public bool IsHit;
|
||||
//* Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
IsHit = false; //* Mole starts as not being hit
|
||||
}
|
||||
|
||||
//* Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(IsHit)
|
||||
{
|
||||
//* Slowly move the mole down into the hole
|
||||
transform.position = new Vector3(transform.position.x, transform.position.y - 0.01f, transform.position.z);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/WhackAMole/Moles_IsHit.cs.meta
Normal file
11
Assets/Scripts/WhackAMole/Moles_IsHit.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd50fe78e80ef7046a1452af2b97de93
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -9,6 +9,7 @@ TagManager:
|
||||
- Mole
|
||||
- Container
|
||||
- Bomb
|
||||
- SpecialObject
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
Loading…
Reference in New Issue
Block a user