spawning added
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@ -23,6 +23,10 @@ public class CameraFollower : MonoBehaviour
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void updateFrame(){
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if(PlayerController.boosting){
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//Add boost here
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}
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float newX = Mathf.Lerp(transform.position.x, Target.position.x + offset.x, Xsmoothness);
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float newY = Mathf.Lerp(transform.position.y, Target.position.y + offset.y, Ysmoothness);
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transform.position = new Vector3(newX, newY, transform.position.z);
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@ -5,8 +5,12 @@ using UnityEngine.UI;
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public class GameManager : MonoBehaviour
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{
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public Text txt_money;
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public float moneyMultiplier = 5;
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public Vector3 txtMoneyOffset = Vector2.one;
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void Update(){
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txt_money.text = "$"+PlayerController.t.position.y.ToString();
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txt_money.text = "$"+(PlayerController.t.position.y*moneyMultiplier).ToString("n4");
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txt_money.rectTransform.position = Camera.main.WorldToScreenPoint(PlayerController.t.position + txtMoneyOffset);
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}
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}
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@ -4,9 +4,10 @@ using UnityEngine;
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public class OptionsSpawner : MonoBehaviour
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{
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public static OptionsSpawner instance{get; private set;}
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void Awake(){
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instance= this;
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public static OptionsSpawner instance { get; private set; }
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void Awake()
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{
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instance = this;
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}
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public Transform optionGood;
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public Transform optionBad;
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@ -15,41 +16,60 @@ public class OptionsSpawner : MonoBehaviour
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public float SpawnTimer = 5;
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float t;
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void Update(){
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if(!PlayerController.Started){return;}
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if(t < SpawnTimer){
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void Update()
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{
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if (!PlayerController.Started) { return; }
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if (t < SpawnTimer)
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{
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t += Time.deltaTime;
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}else{
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t=0;
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}
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else
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{
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t = 0;
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float newGoodRate = Random.Range(1.05f, 1.25f);
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float newBadRate = Random.Range(0.75f, 0.95f);
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float newGoodRate = 1.05f + GetRandomRateDiff();
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SpawnGood(newGoodRate);
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SpawnBad(newBadRate);
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for (int i = 0; i < 2; i++)
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{
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float newBadRate = 0.95f - GetRandomRateDiff();
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SpawnBad(newBadRate);
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}
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}
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}
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void SpawnGood(float rate, Vector3? position = null){
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if(position ==null){
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position = PlayerController.t.position + new Vector3(PlayerController.t.right.x * Random.Range(SpawnDistanceMin.x,SpawnDistanceMax.x), PlayerController.t.right.y * Random.Range(SpawnDistanceMin.y, SpawnDistanceMax.y));
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float GetRandomRateDiff()
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{
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float newRandom = Random.Range(1f, 100f);
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return 1- Mathf.Sqrt(newRandom) / 10f;
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}
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void SpawnGood(float rate, Vector3? position = null)
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{
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if (position == null)
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{
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position = PlayerController.t.position + new Vector3(PlayerController.t.right.x * Random.Range(SpawnDistanceMin.x, SpawnDistanceMax.x), PlayerController.t.right.y * Random.Range(SpawnDistanceMin.y, SpawnDistanceMax.y));
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}
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Transform newGood = Instantiate(optionGood, (Vector3)position, Quaternion.identity);
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newGood.GetComponentInChildren<TextMesh>().text = $"+{((rate - 1f) * 100).ToString("n0")}%";
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newGood.name += ","+rate;
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newGood.name += "," + rate;
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}
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void SpawnBad(float rate, Vector3? position = null){
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if(position ==null){
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position = PlayerController.t.position + new Vector3(PlayerController.t.right.x * Random.Range(SpawnDistanceMin.x,SpawnDistanceMax.x), PlayerController.t.right.y * Random.Range(SpawnDistanceMin.y, SpawnDistanceMax.y));
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||||
void SpawnBad(float rate, Vector3? position = null)
|
||||
{
|
||||
if (position == null)
|
||||
{
|
||||
position = PlayerController.t.position + new Vector3(PlayerController.t.right.x * Random.Range(SpawnDistanceMin.x, SpawnDistanceMax.x), PlayerController.t.right.y * Random.Range(SpawnDistanceMin.y, SpawnDistanceMax.y));
|
||||
}
|
||||
Transform newBad = Instantiate(optionBad, (Vector3)position, Quaternion.identity);
|
||||
newBad.GetComponentInChildren<TextMesh>().text = $"-{((1f-rate) * 100).ToString("n0")}%";
|
||||
newBad.name += ","+rate;
|
||||
newBad.GetComponentInChildren<TextMesh>().text = $"-{((1f - rate) * 100).ToString("n0")}%";
|
||||
newBad.name += "," + rate;
|
||||
}
|
||||
|
||||
public void Reposition(){
|
||||
public void Reposition()
|
||||
{
|
||||
// optionGood.position = PlayerController.instance.transform.position + (SpawnDistance * 1.5f);
|
||||
// optionBad.position = PlayerController.instance.transform.position + (SpawnDistance);
|
||||
|
||||
|
|
|
|||
|
|
@ -5,12 +5,17 @@ using UnityEngine;
|
|||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
public static PlayerController instance{get; private set;}
|
||||
public Sprite upwardSprite;
|
||||
public Sprite downwardSprite;
|
||||
public Sprite normalSprite;
|
||||
public static Transform t {get {return instance.transform; }}
|
||||
void Awake(){
|
||||
instance= this;
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
public Vector3 eulerAngles;
|
||||
public float movingSpeed = 1;
|
||||
public float boostSpeed= 2;
|
||||
public float turnAngle = 15;
|
||||
public GameObject trailPrefab;
|
||||
public Transform currentTrail;
|
||||
|
|
@ -18,6 +23,7 @@ public class PlayerController : MonoBehaviour
|
|||
public float senseRadius = 5;
|
||||
|
||||
public bool isUp { get { return transform.eulerAngles.z != 360-turnAngle;}}
|
||||
SpriteRenderer spriteRenderer;
|
||||
void Start()
|
||||
{
|
||||
CameraFollower.Target = transform;
|
||||
|
|
@ -51,23 +57,26 @@ public class PlayerController : MonoBehaviour
|
|||
}
|
||||
}
|
||||
}
|
||||
bool boosting =false;
|
||||
public static bool boosting =false;
|
||||
IEnumerator giveBoost(float perc){
|
||||
boosting=true;
|
||||
float newY = transform.position.y * perc;
|
||||
spriteRenderer.sprite = (perc > 1) ? upwardSprite : downwardSprite;
|
||||
if(perc > 1){
|
||||
while(transform.position.y < newY){
|
||||
transform.position += new Vector3(0,movingSpeed,0);
|
||||
transform.position += new Vector3(0,boostSpeed,0);
|
||||
|
||||
if(!isUp){SwitchSide();}
|
||||
yield return new WaitForFixedUpdate();
|
||||
}
|
||||
}else{
|
||||
while(transform.position.y > newY){
|
||||
transform.position -= new Vector3(0,movingSpeed,0);
|
||||
transform.position -= new Vector3(0,boostSpeed,0);
|
||||
if(isUp){SwitchSide();}
|
||||
yield return new WaitForFixedUpdate();
|
||||
}
|
||||
}
|
||||
spriteRenderer.sprite = normalSprite;
|
||||
boosting=false;
|
||||
}
|
||||
|
||||
|
|
@ -80,6 +89,9 @@ public class PlayerController : MonoBehaviour
|
|||
currentTrail = newTrail.transform;
|
||||
newTrail.GetComponent<TrailRenderer>().startColor = newTrail.GetComponent<TrailRenderer>().endColor = (isUp) ? Color.green:Color.red;
|
||||
|
||||
|
||||
// GetComponent<SpriteRenderer>().sprite = (isUp) ? upwardSprite : downwardSprite;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user