Near finish
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@@ -1,14 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using Newtonsoft.Json;
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public class PlayerController : MonoBehaviour
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{
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void Awake(){
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instance = this;
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if(!DataManager.isLogged){
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Application.LoadLevel(0);
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}
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}
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public static PlayerController instance;
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@@ -23,23 +27,21 @@ public class PlayerController : MonoBehaviour
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public Text txtScore;
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public GameObject ExplosionFX;
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public AudioClip ExplosionSFX;
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void Start()
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{
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}
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// float t2=0;
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// Update is called once per frame
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float serverTimer = 0;
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void FixedUpdate()
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{
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// if(t2 < 1){
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// t2+=Time.deltaTime;
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// return;
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// }
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transform.Translate(new Vector3(movingSpeed,0), Space.World);
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transform.Translate(new Vector3(movingSpeed * (PowerupActive? PowerupSpeedMult : 1),0), Space.World);
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input = Mathf.Lerp(input, dif / inputRange, inputSmoothness);
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input = Mathf.Clamp(Mathf.Lerp(input, dif / inputRange, inputSmoothness),-1,1);
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transform.Translate(new Vector3(0,input * verticalSpeed), Space.World);
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transform.localEulerAngles = new Vector3(0,0,input * rotationRange);
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@@ -48,7 +50,32 @@ public class PlayerController : MonoBehaviour
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movingSpeed += speedIncremental * Time.deltaTime;
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if(serverTimer < 10){
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serverTimer+=Time.deltaTime;
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}else{
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serverTimer=0;
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TalkWithServer();
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}
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playtime+=Time.deltaTime;
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if(powerupTimer > 0){
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powerupTimer-=Time.deltaTime;
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}
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}
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float playtime=0;
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int score=0;
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async void TalkWithServer(){
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await DataManager.UpdateGame((int)playtime, (int)(transform.position.x-score), (int)transform.position.x);
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playtime=0;
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score=(int)transform.position.x;
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}
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public float input = 0;
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public float inputSmoothness =0.1f;
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public float inputRange = 200;
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@@ -71,13 +98,36 @@ public class PlayerController : MonoBehaviour
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dif = 0;
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startedPos = 0;
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}
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public Animator nearMissAnim;
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public static void NearMissFX(){
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instance.nearMissAnim.gameObject.SetActive(true);
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instance.nearMissAnim.CrossFade("txt_intro",0.01f);
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}
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public float PowerupLife = 30;
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public float PowerupSpeedMult = 1.3f;
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public bool PowerupActive => powerupTimer > 0;
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public float powerupTimer = 0;
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public void ActivatePowerup(){
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powerupTimer = PowerupLife;
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}
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public void GameOver(){
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public async void GameOver(){
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// Application.LoadLevel(0);
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TalkWithServer();
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DataManager.AddItem("add_game.php");
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Instantiate(ExplosionFX, transform.position, Quaternion.identity);
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AudioManager.PlayExplosion();
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Destroy(gameObject);
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await Task.Delay(500);
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GameOverUI.Activate();
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Instantiate(ExplosionFX, transform.position, Quaternion.identity);
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Destroy(this);
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}
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public void SpawnExplosionFX(Vector3 pos){
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Instantiate(ExplosionFX,pos, Quaternion.identity);
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AudioManager.PlayExplosion();
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}
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}
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