Merge pull request #13 from dnutiu/wall-sprites

Wall sprites
This commit is contained in:
Juravski 2019-06-10 15:25:50 +03:00 committed by GitHub
commit 9251f1e84b
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36 changed files with 1197 additions and 207 deletions

7
.gitignore vendored
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# Uncomment this line if you wish to ignore the asset store tools plugin # Uncomment this line if you wish to ignore the asset store tools plugin
# [Aa]ssets/AssetStoreTools* # [Aa]ssets/AssetStoreTools*
# Ignore Rider Plugin
[Aa]ssets/Plugins/Editor/JetBrains/*
# TextMesh Pro files # TextMesh Pro files
[Aa]ssets/TextMesh*Pro/ [Aa]ssets/TextMesh*Pro/
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# Never ignore Asset meta data # Never ignore Asset meta data
![Aa]ssets/**/*.meta ![Aa]ssets/**/*.meta
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# Ignore editor plugins
Assets/Plugins/Editor/*
[Aa]ssets/Plugins/Editor/JetBrains/*
# End of https://www.gitignore.io/api/unity,rider,jetbrains,visualstudio,visualstudiocode # End of https://www.gitignore.io/api/unity,rider,jetbrains,visualstudio,visualstudiocode

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@ -8238,10 +8238,11 @@ MonoBehaviour:
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View file

@ -1,68 +1,72 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using src.Managers;
using UnityEngine; using UnityEngine;
public class BombController : MonoBehaviour, IExplosable namespace src.Ammo
{ {
public GameObject explosionPrefab; public class BombController : MonoBehaviour, IExplosable
BombStatsManager bombStatsUtil = BombStatsManager.Instance;
bool exploded = false;
// Start is called before the first frame update
void Start()
{ {
Invoke("Explode", bombStatsUtil.Timer); public GameObject explosionPrefab;
}
void Explode() private readonly BombStatsManager _bombStatsUtil = BombStatsManager.Instance;
{ private bool _exploded;
Instantiate(explosionPrefab, transform.position, Quaternion.identity);
GetComponent<SpriteRenderer>().enabled = false; // Start is called before the first frame update
transform.Find("2DCollider").gameObject.SetActive(false); void Start()
StartCoroutine(CreateExplosions(Vector3.down));
StartCoroutine(CreateExplosions(Vector3.left));
StartCoroutine(CreateExplosions(Vector3.up));
StartCoroutine(CreateExplosions(Vector3.right));
exploded = true;
Destroy(gameObject, 0.3f);
}
private IEnumerator CreateExplosions(Vector3 direction)
{
for (int i = 1; i < bombStatsUtil.Power; i++)
{ {
RaycastHit2D hit = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y), direction, i, 1 << 8); Invoke(nameof(Explode), _bombStatsUtil.Timer);
if (!hit.collider)
{
Instantiate(explosionPrefab, transform.position + (i * direction), explosionPrefab.transform.rotation);
}
else
{
break;
}
} }
yield return new WaitForSeconds(0.05f); void Explode()
}
public void OnTriggerEnter2D(Collider2D other)
{
if (!exploded && other.CompareTag("Explosion"))
{ {
onExplosion(); Instantiate(explosionPrefab, transform.position, Quaternion.identity);
}
}
public void onExplosion() GetComponent<SpriteRenderer>().enabled = false;
{ transform.Find("2DCollider").gameObject.SetActive(false);
//In caz ca o bomba loveste bomba, dam cancel la explozie sa nu explodeze twice si o explodam automagic
CancelInvoke("Explode"); StartCoroutine(CreateExplosions(Vector3.down));
Explode(); StartCoroutine(CreateExplosions(Vector3.left));
StartCoroutine(CreateExplosions(Vector3.up));
StartCoroutine(CreateExplosions(Vector3.right));
_exploded = true;
Destroy(gameObject, 0.3f);
}
private IEnumerator CreateExplosions(Vector3 direction)
{
for (int i = 1; i < _bombStatsUtil.Power; i++)
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, direction, i,
1 << 8);
if (!hit.collider)
{
Instantiate(explosionPrefab, transform.position + i * direction,
explosionPrefab.transform.rotation);
}
else
{
break;
}
}
yield return new WaitForSeconds(0.05f);
}
public void OnTriggerEnter2D(Collider2D other)
{
if (!_exploded && other.CompareTag("Explosion"))
{
onExplosion();
}
}
public void onExplosion()
{
// In caz ca o bomba loveste bomba, dam cancel la explozie
// sa nu explodeze twice si o explodam automagic
CancelInvoke(nameof(Explode));
Explode();
}
} }
} }

View file

@ -1,13 +1,14 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using src.Managers;
using UnityEngine; using UnityEngine;
public class Explosion : MonoBehaviour public class Explosion : MonoBehaviour
{ {
BombStatsManager bombUtil = BombStatsManager.Instance; private readonly BombStatsManager _bombUtil = BombStatsManager.Instance;
public void Start() public void Start()
{ {
Destroy(gameObject, bombUtil.ExplosionDuration); Destroy(gameObject, _bombUtil.ExplosionDuration);
} }
} }

View file

@ -0,0 +1,14 @@
using UnityEngine;
using Random = UnityEngine.Random;
namespace src.Helpers
{
public static class ArrayExtensions
{
public static T ChoseRandom<T>(this T[] arr)
{
var randomIndex = Mathf.FloorToInt(Random.Range(0, arr.Length));
return arr[randomIndex];
}
}
}

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View file

@ -1,36 +1,27 @@
using System.Collections; namespace src.Managers
using System.Collections.Generic;
public sealed class BombStatsManager
{ {
public sealed class BombStatsManager
private static readonly BombStatsManager instance = new BombStatsManager();
const int MAX_POWER = 7;
public int Power { get; private set; } = 3;
public float Timer { get; } = 3.0f;
public float ExplosionDuration { get; } = 0.55f;
private BombStatsManager()
{ {
} private const int MaxPower = 7;
public static BombStatsManager Instance public int Power { get; private set; } = 3;
{
get public float Timer { get; } = 3.0f;
public float ExplosionDuration { get; } = 0.55f;
private BombStatsManager()
{ {
return instance; }
public static BombStatsManager Instance { get; } = new BombStatsManager();
public void IncreasePower()
{
if (Power <= MaxPower)
{
Power++;
}
} }
} }
public void increasePower()
{
if(Power <= MAX_POWER)
{
Power++;
}
}
} }

View file

@ -51,7 +51,7 @@ namespace src.Managers
/* Holds the starting position of the player */ /* Holds the starting position of the player */
public Transform startPosition; public Transform startPosition;
public GameObject indestructibleWallPrefab; public GameObject indestructibleWallPrefab;
public GameObject destructibleWallPrefab; public GameObject[] destructibleWallPrefabs;
/* Specifies how many objects we want per level. */ /* Specifies how many objects we want per level. */
private Count _destructibleWallCount = new Count(150, 350); private Count _destructibleWallCount = new Count(150, 350);
@ -160,7 +160,8 @@ namespace src.Managers
private void PlaceDestructibleTile(Vector3 position) private void PlaceDestructibleTile(Vector3 position)
{ {
Debug.Log($"PlaceDestructibleTile: x:{position.x} y:{position.y}"); Debug.Log($"PlaceDestructibleTile: x:{position.x} y:{position.y}");
var instance = Instantiate(destructibleWallPrefab, position, Quaternion.identity); var randomWall = destructibleWallPrefabs.ChoseRandom();
var instance = Instantiate(randomWall, position, Quaternion.identity);
_destructibleWalls.Add(instance); _destructibleWalls.Add(instance);
instance.transform.SetParent(boardHolder); instance.transform.SetParent(boardHolder);
} }

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