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@wwelder
Last active October 6, 2015 07:02
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Unity_SpaceShooter_Template
void OnTriggerEnter (Collider other)
{
if (other.tag == "Boundary" || other.tag == "Enemy")
{
return;
}
if (explosion != null)
{
Instantiate(explosion, transform.position, transform.rotation);
}
if (other.tag == "Player")
{
Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
gameController.GameOver();
}
gameController.AddScore(scoreValue);
Destroy (other.gameObject);
Destroy (gameObject);
}
public GameObject shot;
public Transform shotSpawn;
public float fireRate;
public float delay;
void Start ()
{
InvokeRepeating ("Fire", delay, fireRate);
}
void Fire ()
{
//the shotSpawn here is a transform which Scale is identity, position is (0,0,-0.5), and rotation is (0,180,0)
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
GetComponent<AudioSource>().Play();
}
public class Done_EvasiveManeuver : MonoBehaviour
{
public Done_Boundary boundary;
public float tilt;
public float dodge;
public float smoothing;
public Vector2 startWait;
public Vector2 maneuverTime;
public Vector2 maneuverWait;
private float currentSpeed;
private float targetManeuver;
void Start ()
{
currentSpeed = GetComponent<Rigidbody>().velocity.z;
StartCoroutine(Evade());
}
IEnumerator Evade ()
{
yield return new WaitForSeconds (Random.Range (startWait.x, startWait.y));
while (true)
{
targetManeuver = Random.Range (1, dodge) * -Mathf.Sign (transform.position.x);
yield return new WaitForSeconds (Random.Range (maneuverTime.x, maneuverTime.y));
targetManeuver = 0;
yield return new WaitForSeconds (Random.Range (maneuverWait.x, maneuverWait.y));
}
}
void FixedUpdate ()
{
float newManeuver = Mathf.MoveTowards (GetComponent<Rigidbody>().velocity.x, targetManeuver, smoothing * Time.deltaTime);
GetComponent<Rigidbody>().velocity = new Vector3 (newManeuver, 0.0f, currentSpeed);
GetComponent<Rigidbody>().position = new Vector3
(
Mathf.Clamp(GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp(GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
);
GetComponent<Rigidbody>().rotation = Quaternion.Euler (0, 0, GetComponent<Rigidbody>().velocity.x * -tilt);
}
}
using UnityEngine;
using System.Collections;
public class Done_GameController : MonoBehaviour
{
public GameObject[] hazards;
public Vector3 spawnValues;
public int hazardCount;
public float spawnWait;
public float startWait;
public float waveWait;
public GUIText scoreText;
public GUIText restartText;
public GUIText gameOverText;
private bool gameOver;
private bool restart;
private int score;
void Start ()
{
gameOver = false;
restart = false;
restartText.text = "";
gameOverText.text = "";
score = 0;
UpdateScore ();
StartCoroutine (SpawnWaves ());
}
void Update ()
{
if (restart)
{
if (Input.GetKeyDown (KeyCode.R))
{
Application.LoadLevel (Application.loadedLevel);
}
}
}
IEnumerator SpawnWaves ()
{
yield return new WaitForSeconds (startWait);
while (true)
{
for (int i = 0; i < hazardCount; i++)
{
GameObject hazard = hazards [Random.Range (0, hazards.Length)];
Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y, spawnValues.z);
Quaternion spawnRotation = Quaternion.identity;
Instantiate (hazard, spawnPosition, spawnRotation);
yield return new WaitForSeconds (spawnWait);
}
yield return new WaitForSeconds (waveWait);
if (gameOver)
{
restartText.text = "Press 'R' for Restart";
restart = true;
break;
}
}
}
public void AddScore (int newScoreValue)
{
score += newScoreValue;
UpdateScore ();
}
void UpdateScore ()
{
scoreText.text = "Score: " + score;
}
public void GameOver ()
{
gameOverText.text = "Game Over!";
gameOver = true;
}
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
GetComponent<Rigidbody>().velocity = movement * speed;
GetComponent<Rigidbody>().position = new Vector3
(
Mathf.Clamp (GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp (GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
);
GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt);
}
//Used to rotate the rock obstacles
public float tumble;
void Start ()
{
GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble;
}
private float nextFire;
void Update()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
GetComponent<AudioSource>().Play();
}
}
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