game mechanics done, new ui

This commit is contained in:
Sewmina Dilshan 2023-02-14 09:50:28 +05:30
parent f89528452e
commit 90041f3d71
5253 changed files with 258437 additions and 65 deletions

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@ -1,17 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public static GameManager instance{get; private set;}
void Awake(){
instance=this;
}
public Rigidbody2D ball;
public float holeCheckRadius =1;
public Transform cam;
public Vector3 camTargetPos;
public float cameraSmoothness = 0.1f;
public Vector3 cameraOffset ;
public float inputSensitivity = 100f;
public float BallFriction = 0.1f;
public float BallFrictionStop = 0.1f;
public float StopVelocity = 0.01f;
public float SlowVelocity = 1f;
public float StopTime = 0.1f;
public float curVelocity;
@ -19,18 +31,60 @@ public class GameManager : MonoBehaviour
public Transform ballProjection;
public float ballProjectionScaleMin, ballProjectionScaleMax;
[Header("Game")]
public int MaxStrokes;
[SerializeField]private int m_curStrokes;
public int CurStrokes{get{return m_curStrokes;} set{ m_curStrokes=value; UpdateUI();}}
private int m_curScore;
public int Score{get {return m_curScore;} set{ m_curScore = value; UpdateUI(); }}
public Text StrokesTxt;
public Text ScoreTxt;
public GameObject GameOverUI;
public Animator HoleInOne;
public int curHoleIndex;
void Start()
{
camTargetPos = ball.transform.position;
CurStrokes =1;
lastPosition = ball.transform.position;
ball.transform.position = LevelGenerator.holes[3].transform.position;
Debug.Log("Moving ball to " + LevelGenerator.holes[3].transform.position);
curHoleIndex = 2;
}
float stopCooldown = 0;
public bool isGrounded;
public static Vector3 lastPosition;
void Update(){
float distToFirst = ball.transform.position.x - LevelGenerator.holes[curHoleIndex].transform.position.x;
float distToLast = LevelGenerator.holes[curHoleIndex+1].transform.position.x - ball.transform.position.x;
if(distToFirst < -11 || distToLast < -11){
//Out of bounds, return to safe
ball.transform.position = lastPosition;
ball.velocity=Vector2.zero;
ball.simulated=false;
}
}
void FixedUpdate(){
Collider2D[] cols = Physics2D.OverlapCircleAll(ball.transform.position, holeCheckRadius);
isGrounded=false;
foreach(Collider2D col in cols){
if(col.tag == "Ground"){
isGrounded=true;
}
}
curVelocity = ball.velocity.magnitude;
ball.velocity = Vector2.Lerp(ball.velocity, new Vector2(0, ball.velocity.y), BallFriction);
if(isGrounded){ ball.velocity = Vector2.Lerp(ball.velocity, new Vector2(0, ball.velocity.y), ball.velocity.y > 0 ? BallFrictionStop : BallFrictionStop/10f);}
if(Mathf.Abs(ball.velocity.magnitude) < StopVelocity){
if(stopCooldown > StopTime){
ball.simulated=false;
CheckHole();
lastPosition=ball.transform.position;
}else{
stopCooldown+=Time.deltaTime;
}
@ -38,20 +92,57 @@ public class GameManager : MonoBehaviour
stopCooldown=0;
}
}
void Update(){
camTargetPos = ball.transform.position;
}
void LateUpdate()
{
cam.position = Vector3.Lerp(cam.position, new Vector3(camTargetPos.x, cam.position.y,cam.position.z), cameraSmoothness);
cam.position = Vector3.Lerp(cam.position, new Vector3(camTargetPos.x, cam.position.y,cam.position.z) + cameraOffset, cameraSmoothness);
}
private static bool cancelledHole = false;
public static void CancelHole(){
cancelledHole = true;
}
void CheckHole(){
Collider2D[] cols = Physics2D.OverlapCircleAll(ball.transform.position, holeCheckRadius);
foreach(Collider2D col in cols){
if(col.tag == "Hole"){
Hole(col.transform.position);
curHoleIndex++;
camTargetPos = (Vector2)col.transform.position;
Destroy(col.gameObject);
break;
}
}
//No hole found
if(CurStrokes <=0){
GameOverUI.SetActive(true);
}
}
public static async void Hole(Vector2 position){
while(instance.ball.simulated){
await Task.Delay(100);
if(cancelledHole){return;}
}
instance.ball.transform.position = position + new Vector2(0.6f, 0.75f);
instance.Score++;
if(instance.CurStrokes >= instance.MaxStrokes-1){
instance.HoleInOne.CrossFadeInFixedTime("Play",0.01f);
instance.Score++;
}
instance.CurStrokes = instance.MaxStrokes;
}
bool dragging = false;
Vector2 startPos;
public void OnMouseDown(BaseEventData e){
if(CurStrokes <= 0){return;}
if(ball.simulated){return;}
PointerEventData ped = (PointerEventData) e as PointerEventData;
@ -60,6 +151,7 @@ public class GameManager : MonoBehaviour
}
public void OnMouseUp(BaseEventData e){
if(CurStrokes <= 0){return;}
PointerEventData ped = (PointerEventData) e as PointerEventData;
if(dragging){
@ -69,18 +161,21 @@ public class GameManager : MonoBehaviour
ball.simulated=true;
ball.AddForce(-v * forceMultiplier);
CurStrokes--;
}
dragging = false;
ballProjection.position = Vector3.zero;
}
public void OnMouseDrag(BaseEventData e){
if(CurStrokes <= 0){return;}
if(ball.simulated){return;}
ballProjection.position = ball.position;
PointerEventData ped = (PointerEventData) e as PointerEventData;
Vector2 v = ((ped.position-startPos)/inputSensitivity);
Debug.Log(v.magnitude);
// Debug.Log(v.magnitude);
if(v.magnitude > 1){v = v.normalized;}
@ -91,4 +186,20 @@ public class GameManager : MonoBehaviour
float scaleDiff = ballProjectionScaleMax - ballProjectionScaleMin;
ballProjection.GetChild(0).localScale = new Vector3(ballProjection.GetChild(0).localScale.x,ballProjectionScaleMin + (scaleDiff*v.magnitude));
}
public void UpdateUI(){
ScoreTxt.text = Score.ToString();
StrokesTxt.text = CurStrokes.ToString();
}
void OnDrawGizmos(){
Gizmos.DrawWireSphere(ball.transform.position, holeCheckRadius);
}
public void Restrt(){
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}

22
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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hole : MonoBehaviour
{
public void OnTriggerEnter2D(Collider2D other){
if(other.tag == "Player"){
Debug.Log(other.name + " Entered hole");
GameManager.Hole(transform.position);
}
}
public void OnTriggerExit2D(Collider2D other){
if(other.tag == "Player"){
Debug.Log(other.name + " Exited hole");
GameManager.CancelHole();
}
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@ -6,23 +6,37 @@ using UnityEngine.U2D;
public class LevelGenerator : MonoBehaviour
{
public static LevelGenerator instance { get; private set; }
public SpriteShapeController spriteShapeController;
public GameObject spriteShapeControllerPrefab;
public int LevelCount = 1000;
public float groundLevel = -5.5f;
public float maxHeight = 5;
public Vector2 minDiff, maxDiff;
public Vector3[] points {get; private set;}
public GameObject holePrefab;
public GameObject flagPrefab;
public GameObject treePrefab;
public static List<GameObject> holes;
public int GoalDistance= 10;
void Start()
void Awake()
{
spriteShapeController.spline.Clear();
instance=this;
holes = new List<GameObject>();
GenerateBlock(lastOffset);
GenerateBlock(lastOffset);
}
float lastOffset=0;
void GenerateBlock(float offset){
SpriteShapeController spriteShapeController = Instantiate(spriteShapeControllerPrefab, new Vector3(offset,0),Quaternion.identity).GetComponent<SpriteShapeController>();
spriteShapeController.spline.Clear();
points = new Vector3[LevelCount+1];
for(int i=0; i < LevelCount; i++){
if(i ==0){
@ -42,39 +56,41 @@ public class LevelGenerator : MonoBehaviour
}
points[i] = new Vector3(newX, newY);
// spriteShapeController.spline.InsertPointAt(i, points[i]);
InsertNewPoint(points[i]);
InsertNewPoint(spriteShapeController, points[i]);
if(Random.Range(0f,1f) > 0.5f){
Vector2 newTreePosition = points[i];
Vector3 diff = points[i]-points[i-1];
Vector2 newTreePosition2 = points[i-1] + (diff/2f);
Vector2 newTreePosition2 = points[i-1] + (diff/2f) + new Vector3(lastOffset,0);
Debug.Log($"{points[i-1]} + {points[i]} - {points[i-1]} / 0.5f | diff = {diff}");
GameObject newTree = Instantiate(treePrefab, newTreePosition2, Quaternion.identity);
newTree.transform.localScale = Vector3.one * Random.Range(0.75f, 1.1f);
}
if(i % GoalDistance == 0){
InsertNewPoint(points[i] + new Vector3(0, -1f));
InsertNewPoint(points[i] + new Vector3(1f, -1f));
InsertNewPoint(points[i] + new Vector3(1f, 0f));
Instantiate(flagPrefab, points[i], Quaternion.identity);
if(i % GoalDistance == 0){
InsertNewPoint(spriteShapeController, points[i] + new Vector3(0, -1f));
InsertNewPoint(spriteShapeController, points[i] + new Vector3(1f, -1f));
InsertNewPoint(spriteShapeController, points[i] + new Vector3(1f, 0f));
Vector3 newHolePos = points[i] + new Vector3(lastOffset,0);
Instantiate(flagPrefab,newHolePos, Quaternion.identity);
holes.Add(Instantiate(holePrefab,newHolePos, Quaternion.identity));
}
}
points[LevelCount] = new Vector3(points[LevelCount-1].x, groundLevel);
InsertNewPoint( points[LevelCount]);
points[LevelCount] = new Vector3(points[LevelCount-1].x+maxDiff.x, groundLevel);
lastOffset = points[LevelCount].x - maxDiff.x;
InsertNewPoint(spriteShapeController, points[LevelCount]);
}
void InsertNewPoint(Vector3 point){
void InsertNewPoint(SpriteShapeController spriteShapeController,Vector3 point){
int index= spriteShapeController.spline.GetPointCount();
spriteShapeController.spline.InsertPointAt(index, point);
spriteShapeController.spline.SetLeftTangent(index, Vector3.zero);

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