Merge pull request #11 from dnutiu/fix-bombs

Fix bombs
This commit is contained in:
Denis-Cosmin Nutiu 2019-06-09 19:15:18 +03:00 committed by GitHub
commit ac22074b99
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26 changed files with 7624 additions and 1365 deletions

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@ -2,13 +2,11 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class BombController : MonoBehaviour public class BombController : MonoBehaviour, IExplosable
{ {
public LayerMask levelMask;
public GameObject explosionPrefab; public GameObject explosionPrefab;
BombStatsUtil bombStatsUtil = BombStatsUtil.Instance; BombStatsManager bombStatsUtil = BombStatsManager.Instance;
bool exploded = false; bool exploded = false;
// Start is called before the first frame update // Start is called before the first frame update
@ -21,52 +19,23 @@ public class BombController : MonoBehaviour
{ {
Instantiate(explosionPrefab, transform.position, Quaternion.identity); Instantiate(explosionPrefab, transform.position, Quaternion.identity);
GetComponent<SpriteRenderer>().enabled = false;
transform.Find("2DCollider").gameObject.SetActive(false); transform.Find("2DCollider").gameObject.SetActive(false);
//StartCoroutine(CreateExplosions(Vector3.up)); StartCoroutine(CreateExplosions(Vector3.down));
//StartCoroutine(CreateExplosions(Vector3.down)); StartCoroutine(CreateExplosions(Vector3.left));
//StartCoroutine(CreateExplosions(Vector3.left)); StartCoroutine(CreateExplosions(Vector3.up));
//StartCoroutine(CreateExplosions(Vector3.right)); StartCoroutine(CreateExplosions(Vector3.right));
CreateExplosions(Vector3.up);
CreateExplosions(Vector3.down);
CreateExplosions(Vector3.left);
CreateExplosions(Vector3.right);
GetComponent<SpriteRenderer>().enabled = false;
exploded = true; exploded = true;
Destroy(gameObject, 0.3f);
//Destroy(gameObject, 0.3f);
Destroy(gameObject);
} }
//private IEnumerator CreateExplosions(Vector3 direction) private IEnumerator CreateExplosions(Vector3 direction)
//{
// for (int i = 1; i < bombStatsUtil.Power; i++)
// {
// RaycastHit2D hit = Physics2D.Raycast(transform.position + new Vector3(0, .5f, 0), direction, i, levelMask);
// if (!hit.collider)
// {
// Instantiate(explosionPrefab, transform.position + (i * direction), explosionPrefab.transform.rotation);
// }
// else
// {
// break;
// }
// }
// yield return new WaitForSeconds(0.05f);
//}
private void CreateExplosions(Vector3 direction)
{ {
for (int i = 1; i < bombStatsUtil.Power; i++) for (int i = 1; i < bombStatsUtil.Power; i++)
{ {
RaycastHit2D hit = Physics2D.Raycast(transform.position + new Vector3(0, .5f, 0), direction, i, levelMask); RaycastHit2D hit = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y), direction, i, 1 << 8);
if (!hit.collider) if (!hit.collider)
{ {
Instantiate(explosionPrefab, transform.position + (i * direction), explosionPrefab.transform.rotation); Instantiate(explosionPrefab, transform.position + (i * direction), explosionPrefab.transform.rotation);
@ -78,15 +47,22 @@ public class BombController : MonoBehaviour
} }
yield return new WaitForSeconds(0.05f);
} }
public void OnTriggerEnter2D(Collider2D other) public void OnTriggerEnter2D(Collider2D other)
{ {
if (!exploded && other.CompareTag("Explosion")) if (!exploded && other.CompareTag("Explosion"))
{ {
//In caz ca o bomba loveste bomba, dam cancel la explozie sa nu explodeze twice si o explodam automagic onExplosion();
CancelInvoke("Explode");
Explode();
} }
} }
public void onExplosion()
{
//In caz ca o bomba loveste bomba, dam cancel la explozie sa nu explodeze twice si o explodam automagic
CancelInvoke("Explode");
Explode();
}
} }

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@ -4,10 +4,10 @@ using UnityEngine;
public class Explosion : MonoBehaviour public class Explosion : MonoBehaviour
{ {
BombStatsManager bombUtil = BombStatsManager.Instance;
public void Start() public void Start()
{ {
Destroy(gameObject, 1); Destroy(gameObject, bombUtil.ExplosionDuration);
} }
} }

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@ -3,7 +3,7 @@ using UnityEngine;
namespace src.Base namespace src.Base
{ {
public abstract class PlayerBase : GameplayComponent public abstract class PlayerBase : GameplayComponent, IExplosable
{ {
public float movementSpeed = 4f; public float movementSpeed = 4f;
@ -14,5 +14,18 @@ namespace src.Base
{ {
Rigidbody2d = GetComponent<Rigidbody2D>(); Rigidbody2d = GetComponent<Rigidbody2D>();
} }
public void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Explosion"))
{
onExplosion();
}
}
public void onExplosion()
{
Debug.Log("Player hit by explosion");
}
} }
} }

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@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IExplosable
{
void onExplosion();
}

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@ -1,27 +1,23 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
public sealed class BombStatsUtil public sealed class BombStatsManager
{ {
private static readonly BombStatsUtil instance = new BombStatsUtil(); private static readonly BombStatsManager instance = new BombStatsManager();
const int MAX_POWER = 7; const int MAX_POWER = 7;
public int Power { get; private set; } = 3; public int Power { get; private set; } = 3;
public float Timer { get; } = 3.0f; public float Timer { get; } = 3.0f;
// Explicit static constructor to tell C# compiler public float ExplosionDuration { get; } = 0.55f;
// not to mark type as beforefieldinit
static BombStatsUtil() private BombStatsManager()
{ {
} }
private BombStatsUtil() public static BombStatsManager Instance
{
}
public static BombStatsUtil Instance
{ {
get get
{ {

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@ -1,6 +1,7 @@
using System; using System;
using src.Base; using src.Base;
using UnityEngine; using UnityEngine;
using UnityEngine.Tilemaps;
namespace src.Player namespace src.Player
{ {
@ -8,7 +9,6 @@ namespace src.Player
{ {
public Transform respawnPosition; public Transform respawnPosition;
public GameObject bombPrefab; public GameObject bombPrefab;
protected new void Start() protected new void Start()
@ -56,10 +56,10 @@ namespace src.Player
} }
private void PlaceBomb() private void PlaceBomb()
{ {
Instantiate(bombPrefab, new Vector3(Mathf.RoundToInt(transform.position.x), var absX = Mathf.RoundToInt(transform.position.x);
bombPrefab.transform.position.y, 0f), var absY = Mathf.RoundToInt(transform.position.y);
bombPrefab.transform.rotation); Instantiate(bombPrefab, new Vector3(absX, absY, 0), Quaternion.identity);
} }
private void HandleBomb() private void HandleBomb()
@ -80,5 +80,14 @@ namespace src.Player
{ {
transform.position = respawnPosition.position; transform.position = respawnPosition.position;
} }
public void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Bomb"))
{
other.isTrigger = false;
}
}
} }
} }

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m_ShowColliderSleep: 1 m_ShowColliderSleep: 1
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@ -53,4 +53,4 @@ Physics2DSettings:
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