Level Proto Done, Pool done
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6918aec205
commit
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File diff suppressed because it is too large
Load Diff
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@ -12,4 +12,9 @@ public class Range{
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public float GetRandom(){
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public float GetRandom(){
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return Random.Range(min,max);
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return Random.Range(min,max);
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}
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}
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public override string ToString()
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{
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return $"min:{min}, max:{max}";
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}
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}
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}
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@ -8,7 +8,7 @@ public class LevelGeneratorV2 : MonoBehaviour
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public LineRenderer debugLine;
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public LineRenderer debugLine;
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[SerializeField]public Range amplitude = new Range(1,2);
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[SerializeField]public Range amplitude = new Range(1,2);
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[SerializeField]public Range distance = new Range(2,5);
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[SerializeField]public Range distance = new Range(2,5);
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[SerializeField]public Range height = new Range(3,6);
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[SerializeField]public Range[] heights;
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public float frequency = 0.1f;
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public float frequency = 0.1f;
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@ -18,6 +18,15 @@ public class LevelGeneratorV2 : MonoBehaviour
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List<SpriteShapeController> pooled,borrowed = new List<SpriteShapeController>();
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List<SpriteShapeController> pooled,borrowed = new List<SpriteShapeController>();
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public float tangentSmoothness = 1.5f;
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public float tangentSmoothness = 1.5f;
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float space =0;
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[Header("Asteroids")]
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public float asteroidGenerationHeightThreshold =6;
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public GameObject[] asteroidPrefabs;
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public Range asteroidScale = new Range(1,5);
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public Range asteroidSpeed = new Range(0.1f,0.5f);
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public Range asteroidTorque = new Range(0.1f,0.5f);
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public Range asteroidsPerBlock = new Range(4,8);
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// Start is called before the first frame update
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// Start is called before the first frame update
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@ -32,35 +41,56 @@ public class LevelGeneratorV2 : MonoBehaviour
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pooled = new List<SpriteShapeController>();
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pooled = new List<SpriteShapeController>();
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borrowed = new List<SpriteShapeController>();
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borrowed = new List<SpriteShapeController>();
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foreach(SpriteShapeController shape in shapes){pooled.Add(shape);}
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foreach(SpriteShapeController shape in shapes){pooled.Add(shape);}
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GenerateNext(amount:100);
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GenerateNext();
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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if(PlayerController.position.x > lastStart){
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if(PlayerController.position.x > lastStart + 50){
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GenerateNext();
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GenerateNext();
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Debug.Log("Generating Next");
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}
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}
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}
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}
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float lastStart;
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float lastStart;
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List<Vector3> points = new List<Vector3>();
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List<Vector3> points = new List<Vector3>();
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float a;
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float a;
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public float heightSmoothness = 0.1f;
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void GenerateNext(int amount = 100){
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void GenerateNext(int amount = 50){
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Range height = heights[Random.Range(0,heights.Length)];
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Debug.Log(height);
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if(space <= 0){space = height.GetRandom();}
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space = Mathf.Lerp(space, height.GetRandom(), heightSmoothness);
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if(points.Count <= 0){points.Add(new Vector3(0,0));}
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if(points.Count <= 0){points.Add(new Vector3(0,0));}
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int startIndex = points.Count-1;
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int startIndex = points.Count-1;
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lastStart = points[startIndex].x;
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lastStart = points[startIndex].x;
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int asteroids = 1;
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int asteroidsLimit = (int)asteroidsPerBlock.GetRandom();
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for(int i=0; i < amount; i++){
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for(int i=0; i < amount; i++){
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a+= frequency;
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a+= frequency;
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float y = Mathf.Sin(a) * amplitude.GetRandom();
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float y = Mathf.Sin(a) * amplitude.GetRandom();
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float x = points[points.Count-1].x + distance.GetRandom();
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float x = points[points.Count-1].x + distance.GetRandom();
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points.Add(new Vector3(x,y));
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points.Add(new Vector3(x,y));
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if(asteroids < Mathf.CeilToInt(i / (amount/(float)asteroidsLimit)) && height.max > asteroidGenerationHeightThreshold){
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// Rigidbody2D rb = Instantiate(asteroidPrefabs[Random.Range(0,asteroidPrefabs.Length)], new Vector3(x,y),Quaternion.identity).GetComponent<Rigidbody2D>();
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Rigidbody2D rb = ObjectPool.Spawn(asteroidPrefabs[Random.Range(0,asteroidPrefabs.Length)], new Vector3(x,y)).GetComponent<Rigidbody2D>();
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borrowedAsteroids.Add(rb.gameObject);
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rb.AddForce(new Vector2(asteroidSpeed.GetRandom(), asteroidSpeed.GetRandom()));
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rb.AddTorque(asteroidTorque.GetRandom());
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rb.transform.localScale = rb.transform.localScale * asteroidScale.GetRandom();
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asteroids++;
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}
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}
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}
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CleanupBorrowed();
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CleanupBorrowed();
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//Bottom Terrain
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SpriteShapeController bot_controller = pooled[0];
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SpriteShapeController bot_controller = pooled[0];
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borrowed.Add(pooled[0]);
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borrowed.Add(pooled[0]);
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pooled.RemoveAt(0);
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pooled.RemoveAt(0);
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@ -68,23 +98,27 @@ public class LevelGeneratorV2 : MonoBehaviour
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bot_controller.spline.Clear();
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bot_controller.spline.Clear();
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InsertNewPoint(bot_controller, points[startIndex]- new Vector3(0, 50));
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InsertNewPoint(bot_controller, points[startIndex]- new Vector3(0, 50));
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for(int i=startIndex; i < points.Count; i++){
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for(int i=startIndex; i < points.Count; i++){
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InsertNewPoint(bot_controller, points[i] - new Vector3(0, height.GetRandom()));
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InsertNewPoint(bot_controller, points[i] - new Vector3(0, space));
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}
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}
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InsertNewPoint(bot_controller, points[points.Count-1] - new Vector3(0,50));
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InsertNewPoint(bot_controller, points[points.Count-1] - new Vector3(0,50));
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bot_controller.GetComponent<PolygonCollider2D>().enabled=true;
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bot_controller.transform.position = Vector3.zero;
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bot_controller.transform.position = Vector3.zero;
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bot_controller.gameObject.SetActive(false);
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bot_controller.gameObject.SetActive(false);
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bot_controller.gameObject.SetActive(true);
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bot_controller.gameObject.SetActive(true);
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//Top Terrain
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SpriteShapeController top_controller = pooled[0];
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SpriteShapeController top_controller = pooled[0];
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borrowed.Add(pooled[0]);
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borrowed.Add(pooled[0]);
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pooled.RemoveAt(0);
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pooled.RemoveAt(0);
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top_controller.spline.Clear();
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top_controller.spline.Clear();
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InsertNewPoint(top_controller, points[startIndex]+ new Vector3(0, 50));
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InsertNewPoint(top_controller, points[startIndex]+ new Vector3(0, 50));
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for(int i=startIndex; i < points.Count; i++){
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for(int i=startIndex; i < points.Count; i++){
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InsertNewPoint(top_controller, points[i] + new Vector3(0, height.GetRandom()));
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InsertNewPoint(top_controller, points[i] + new Vector3(0, space));
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}
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}
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InsertNewPoint(top_controller, points[points.Count-1] + new Vector3(0,50));
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InsertNewPoint(top_controller, points[points.Count-1] + new Vector3(0,50));
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top_controller.GetComponent<PolygonCollider2D>().enabled=true;
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top_controller.transform.position = Vector3.zero;
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top_controller.transform.position = Vector3.zero;
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top_controller.gameObject.SetActive(false);
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top_controller.gameObject.SetActive(false);
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top_controller.gameObject.SetActive(true);
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top_controller.gameObject.SetActive(true);
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@ -92,13 +126,21 @@ public class LevelGeneratorV2 : MonoBehaviour
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UpdateLine();
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UpdateLine();
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}
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}
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public List<GameObject> borrowedAsteroids = new List<GameObject>();
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void CleanupBorrowed(){
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void CleanupBorrowed(){
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for(int i= borrowed.Count-1; i > 0; i--){
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for(int i= borrowed.Count-1; i > 0; i--){
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if(borrowed[i].spline.GetPosition(borrowed[i].spline.GetPointCount()-1).x < PlayerController.position.x -30){
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if(borrowed[i].spline.GetPosition(borrowed[i].spline.GetPointCount()-1).x < PlayerController.position.x -30){
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pooled.Add(borrowed[i]);
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pooled.Add(borrowed[i]);
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borrowed[i].GetComponent<PolygonCollider2D>().enabled = false;
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borrowed.RemoveAt(i);
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borrowed.RemoveAt(i);
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}
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}
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}
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}
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for(int i=borrowedAsteroids.Count-1; i> 0; i--){
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if(borrowedAsteroids[i].transform.position.x + 20 < PlayerController.position.x){
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ObjectPool.Despawn(borrowedAsteroids[i]);
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borrowedAsteroids.RemoveAt(i);
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}
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}
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}
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}
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void UpdateLine(){
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void UpdateLine(){
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48
Assets/Scripts/ObjectPool.cs
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48
Assets/Scripts/ObjectPool.cs
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@ -0,0 +1,48 @@
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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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public class ObjectPool : MonoBehaviour
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{
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public static ObjectPool instance;
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public static Dictionary<string, List<GameObject>> pool = new Dictionary<string, List<GameObject>>();
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void Awake(){
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pool = new Dictionary<string, List<GameObject>>();
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instance= this;
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}
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public static GameObject Spawn(GameObject obj, Vector3 position){
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if(pool.ContainsKey(obj.name)){
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// Debug.Log($"Has key : {pool[obj.name].Count}");
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//use from pool
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if(pool[obj.name].Count <=0){
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GameObject go = Instantiate(obj, position, Quaternion.identity);
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return go;
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}else{
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GameObject chosen = pool[obj.name][0].gameObject;
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chosen.gameObject.SetActive(true);
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chosen.transform.position = position;
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pool[obj.name].RemoveAt(0);
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// Debug.Log("Reusing");
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return chosen;
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}
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}else{
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GameObject go = Instantiate(obj, position, Quaternion.identity);
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return go;
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}
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}
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public static void Despawn(GameObject obj){
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string objName = obj.name.Replace("(Clone)","");
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if(!pool.ContainsKey(objName)){
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pool.Add(objName, new List<GameObject>());
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}
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pool[objName].Add(obj);
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obj.SetActive(false);
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// Debug.Log($"Adding {objName} back to pool, " + pool[objName].Count);
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}
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}
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11
Assets/Scripts/ObjectPool.cs.meta
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11
Assets/Scripts/ObjectPool.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d98f34a73480bb4739a3c4e7e95afc19
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -27,9 +27,14 @@ public class PlayerController : MonoBehaviour
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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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// Update is called once per frame
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void FixedUpdate()
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void FixedUpdate()
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{
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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,0), Space.World);
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input = Mathf.Lerp(input, dif / inputRange, inputSmoothness);
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input = Mathf.Lerp(input, dif / inputRange, inputSmoothness);
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@ -37,7 +42,7 @@ public class PlayerController : MonoBehaviour
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transform.Translate(new Vector3(0,input * verticalSpeed), Space.World);
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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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transform.localEulerAngles = new Vector3(0,0,input * rotationRange);
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txtScore.text = transform.position.x.ToString("n0");
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txtScore.text = (transform.position.x < 0) ? "" : transform.position.x.ToString("n0");
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movingSpeed += speedIncremental * Time.deltaTime;
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movingSpeed += speedIncremental * Time.deltaTime;
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BIN
Assets/Sprites/Kawaii UFO Sprite - Blank.png
Normal file
BIN
Assets/Sprites/Kawaii UFO Sprite - Blank.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
135
Assets/Sprites/Kawaii UFO Sprite - Blank.png.meta
Normal file
135
Assets/Sprites/Kawaii UFO Sprite - Blank.png.meta
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@ -0,0 +1,135 @@
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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|
buildTarget: Android
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|
maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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nameFileIdTable: {}
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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11
Assets/asteroid.physicsMaterial2D
Normal file
11
Assets/asteroid.physicsMaterial2D
Normal file
|
|
@ -0,0 +1,11 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
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|
--- !u!62 &6200000
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|
PhysicsMaterial2D:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
m_Name: asteroid
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|
friction: 0
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|
bounciness: 1
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8
Assets/asteroid.physicsMaterial2D.meta
Normal file
8
Assets/asteroid.physicsMaterial2D.meta
Normal file
|
|
@ -0,0 +1,8 @@
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|
fileFormatVersion: 2
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|
guid: 974ddea486cdf95f7aedbce5e6db4edc
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 6200000
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in New Issue
Block a user