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gstuitje
RingMaster
Commits
68674c4b
Commit
68674c4b
authored
Jan 18, 2019
by
mmaluschnig
Browse files
changed the way that the triggerMaster works, Fixes
#1
. added arrow keys to show direction
parent
92967f4a
Changes
10
Hide whitespace changes
Inline
Side-by-side
RingMaster/RingMaster/Assets/Prefabs/Key.prefab
View file @
68674c4b
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RingMaster/RingMaster/Assets/Scenes/MimeMime.unity
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68674c4b
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0.5
m_SpriteTileMode
:
0
m_WasSpriteAssigned
:
1
m_MaskInteraction
:
0
m_SpriteSortPoint
:
0
---
!u!1
&1436390536
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -1183,7 +1546,7 @@ BoxCollider2D:
adaptiveTiling
:
0
m_AutoTiling
:
0
serializedVersion
:
2
m_Size
:
{
x
:
0.9
,
y
:
0.
4
}
m_Size
:
{
x
:
0.9
,
y
:
0.
6
}
m_EdgeRadius
:
0
---
!u!1
&1795598300
GameObject
:
...
...
RingMaster/RingMaster/Assets/Scripts/Key.cs
View file @
68674c4b
...
...
@@ -5,6 +5,7 @@ using UnityEngine;
public
class
Key
:
MonoBehaviour
{
public
float
speed
=
1f
;
public
int
points
=
10
;
// Use this for initialization
void
Start
()
{
...
...
@@ -14,5 +15,14 @@ public class Key : MonoBehaviour {
// Update is called once per frame
void
Update
()
{
transform
.
Translate
(
Vector3
.
down
*
speed
*
Time
.
deltaTime
);
if
(!
isVisible
()){
Destroy
(
gameObject
);
}
}
bool
isVisible
(){
Plane
[]
planes
=
GeometryUtility
.
CalculateFrustumPlanes
(
Camera
.
main
);
return
GeometryUtility
.
TestPlanesAABB
(
planes
,
GetComponent
<
Renderer
>().
bounds
);
}
}
RingMaster/RingMaster/Assets/Scripts/MimeMime.cs
0 → 100644
View file @
68674c4b
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
MimeMime
:
MonoBehaviour
{
public
static
float
playerScore
;
public
static
void
PerfectHit
(
Key
key
)
{
playerScore
+=
key
.
points
;
}
public
static
void
GoodHit
(
Key
key
)
{
playerScore
+=
key
.
points
*
0.8f
;
}
public
static
void
BadHit
(
Key
key
)
{
playerScore
+=
key
.
points
*
0.5f
;
}
}
RingMaster/RingMaster/Assets/Scripts/MimeMime.cs.meta
0 → 100644
View file @
68674c4b
fileFormatVersion: 2
guid: f97b2260046fd4ce0b2c794deecbd1ca
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
RingMaster/RingMaster/Assets/Scripts/TestTrigger.cs
0 → 100644
View file @
68674c4b
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
TestTrigger
:
MonoBehaviour
{
/* TODO:
* currently trigger will test perfect->good->bad hit boxes for any keys
* inside them and then choose the lowest of them i.e. perfect will always
* be picked even if its not the lowest key.
* Later:
* when the player presses a key, find the lowest of all the keys in that
* line and then test perfect-->good-->bad for that key alone.
* i.e. always calculate value of lowst key in the line the player presses.
*/
public
Collider2D
perfectCollider
;
public
Collider2D
goodCollider
;
public
Collider2D
badCollider
;
public
GameObject
perfectRope
;
//the distance between the centre of each trigger area.
public
float
sepparation
=
1f
;
public
ContactFilter2D
filter
=
new
ContactFilter2D
();
enum
keys
{
left
=
0
,
right
=
3
,
up
=
1
,
down
=
2
}
// Use this for initialization
void
Start
()
{
filter
.
SetLayerMask
(
LayerMask
.
GetMask
(
"Key"
));
}
// Update is called once per frame
void
Update
()
{
//Check which key the player presses
if
(
Input
.
GetKeyDown
(
KeyCode
.
LeftArrow
))
{
moveColliders
((
int
)
keys
.
left
);
checkAllColliders
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
RightArrow
))
{
moveColliders
((
int
)
keys
.
right
);
checkAllColliders
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
UpArrow
))
{
moveColliders
((
int
)
keys
.
up
);
checkAllColliders
();
}
if
(
Input
.
GetKeyDown
(
KeyCode
.
DownArrow
))
{
moveColliders
((
int
)
keys
.
down
);
checkAllColliders
();
}
}
bool
checkCollider
(
Collider2D
c
)
{
Collider2D
[]
results
=
new
Collider2D
[
10
];
int
numColliders
=
c
.
OverlapCollider
(
filter
,
results
);
//print("Num: " + numColliders);
if
(
numColliders
<=
0
)
{
return
false
;
}
else
if
(
numColliders
==
1
)
{
//("YES");
Destroy
(
results
[
0
].
gameObject
);
return
true
;
}
else
{
//find the gameobject with the lowest y value.
//another (less opperation heavy option could be to hold an
//ordered list of the falling keys but thats too much admin.
int
lowestIndex
=
0
;
float
lowestValue
=
results
[
0
].
GetComponentInParent
<
Transform
>().
position
.
y
;
for
(
int
i
=
0
;
i
<
numColliders
;
i
++)
{
float
thisValue
=
results
[
i
].
GetComponentInParent
<
Transform
>().
position
.
y
;
if
(
thisValue
<
lowestValue
)
{
lowestIndex
=
i
;
lowestValue
=
thisValue
;
}
}
Destroy
(
results
[
lowestIndex
].
gameObject
);
return
true
;
}
}
void
moveColliders
(
int
key
)
{
perfectCollider
.
offset
=
new
Vector2
(
key
*
sepparation
,
perfectCollider
.
offset
.
y
);
goodCollider
.
offset
=
new
Vector2
(
key
*
sepparation
,
goodCollider
.
offset
.
y
);
badCollider
.
offset
=
new
Vector2
(
key
*
sepparation
,
badCollider
.
offset
.
y
);
}
void
checkAllColliders
()
{