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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 EnemyX : MonoBehaviour
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{
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public float speed = 5;
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||||
private Rigidbody enemyRb;
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private GameObject playerGoal;
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// Start is called before the first frame update
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void Start()
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{
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enemyRb = GetComponent<Rigidbody>();
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playerGoal = GameObject.Find("Player Goal");
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}
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public void SetSpeed(float newSpeed)
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{
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speed = newSpeed;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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// Set enemy direction towards player goal and move there
|
||||
Vector3 lookDirection = (playerGoal.transform.position - transform.position).normalized;
|
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enemyRb.AddForce(lookDirection * speed);
|
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}
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private void OnCollisionEnter(Collision other)
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{
|
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// If enemy collides with either goal, destroy it
|
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if (other.gameObject.name == "Enemy Goal")
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{
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Destroy(gameObject);
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}
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else if (other.gameObject.name == "Player Goal")
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{
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Destroy(gameObject);
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}
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}
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}
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerControllerX : MonoBehaviour
|
||||
{
|
||||
public bool hasPowerup = false;
|
||||
private float speed = 500;
|
||||
private float normalStrength = 10; // how hard to hit enemy without powerup
|
||||
private float powerupStrength = 25; // how hard to hit enemy with powerup
|
||||
private Rigidbody playerRb;
|
||||
private GameObject focalPoint;
|
||||
public GameObject powerupIndicator;
|
||||
public int powerUpDuration = 5;
|
||||
|
||||
public float dashStrength = 30f;
|
||||
public float dashDuration = 0.15f;
|
||||
public bool isDashing = false;
|
||||
public float dashEndTime = 0f;
|
||||
public float dashCooldown = 5f;
|
||||
public float nextDashTime = 0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
playerRb = GetComponent<Rigidbody>();
|
||||
focalPoint = GameObject.Find("Focal Point");
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Add force to player in direction of the focal point (and camera)
|
||||
float verticalInput = Input.GetAxis("Vertical");
|
||||
playerRb.AddForce(focalPoint.transform.forward * verticalInput * speed * Time.deltaTime);
|
||||
|
||||
// Set powerup indicator position to beneath player
|
||||
powerupIndicator.transform.position = transform.position + new Vector3(0, -0.6f, 0);
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space) && !isDashing && Time.time >= nextDashTime)
|
||||
{
|
||||
StartDash();
|
||||
}
|
||||
if (isDashing && Time.time >= dashEndTime)
|
||||
{
|
||||
isDashing = false;
|
||||
}
|
||||
}
|
||||
|
||||
void StartDash()
|
||||
{
|
||||
isDashing = true;
|
||||
dashEndTime = Time.time + dashDuration;
|
||||
nextDashTime = Time.time + dashCooldown;
|
||||
playerRb.linearVelocity = focalPoint.transform.forward * dashStrength;
|
||||
}
|
||||
|
||||
// If Player collides with powerup, activate powerup
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag("Powerup"))
|
||||
{
|
||||
Destroy(other.gameObject);
|
||||
hasPowerup = true;
|
||||
StartCoroutine(PowerupCooldown());
|
||||
powerupIndicator.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
// Coroutine to count down powerup duration
|
||||
IEnumerator PowerupCooldown()
|
||||
{
|
||||
yield return new WaitForSeconds(powerUpDuration);
|
||||
hasPowerup = false;
|
||||
powerupIndicator.SetActive(false);
|
||||
}
|
||||
|
||||
// If Player collides with enemy
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
if (collision.gameObject.CompareTag("Enemy"))
|
||||
{
|
||||
Rigidbody enemyRigidbody = collision.gameObject.GetComponent<Rigidbody>();
|
||||
Vector3 awayFromPlayer = collision.gameObject.transform.position - transform.position;
|
||||
|
||||
if (hasPowerup) // if have powerup hit enemy with powerup force
|
||||
{
|
||||
enemyRigidbody.AddForce(awayFromPlayer * powerupStrength, ForceMode.Impulse);
|
||||
}
|
||||
else // if no powerup, hit enemy with normal strength
|
||||
{
|
||||
enemyRigidbody.AddForce(awayFromPlayer * normalStrength, ForceMode.Impulse);
|
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}
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}
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}
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}
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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 RotateCameraX : MonoBehaviour
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{
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private float speed = 200;
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||||
public GameObject player;
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// Update is called once per frame
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void Update()
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{
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float horizontalInput = Input.GetAxis("Horizontal");
|
||||
transform.Rotate(Vector3.up, horizontalInput * speed * Time.deltaTime);
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transform.position = player.transform.position; // Move focal point with player
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}
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}
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using System.Collections;
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||||
using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
|
||||
public class SpawnManagerX : MonoBehaviour
|
||||
{
|
||||
public GameObject enemyPrefab;
|
||||
public GameObject powerupPrefab;
|
||||
|
||||
private float spawnRangeX = 10;
|
||||
private float spawnZMin = 15; // set min spawn Z
|
||||
private float spawnZMax = 25; // set max spawn Z
|
||||
|
||||
public int enemyCount;
|
||||
public int waveCount = 1;
|
||||
public float baseEnemySpeed = 5f;
|
||||
public float speedIncreasePerWave;
|
||||
|
||||
public GameObject player; // to reset players position after wave
|
||||
|
||||
void Start()
|
||||
{
|
||||
SpawnEnemyWave(waveCount);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
enemyCount = GameObject.FindGameObjectsWithTag("Enemy").Length;
|
||||
|
||||
if (enemyCount == 0)
|
||||
{
|
||||
SpawnEnemyWave(waveCount);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Generate random spawn position for powerups and enemy balls
|
||||
Vector3 GenerateSpawnPosition ()
|
||||
{
|
||||
float xPos = Random.Range(-spawnRangeX, spawnRangeX);
|
||||
float zPos = Random.Range(spawnZMin, spawnZMax);
|
||||
return new Vector3(xPos, 0, zPos);
|
||||
}
|
||||
|
||||
|
||||
void SpawnEnemyWave(int enemiesToSpawn)
|
||||
{
|
||||
Vector3 powerupSpawnOffset = new Vector3(0, 0, -15); // make powerups spawn at player end
|
||||
// If no powerups remain, spawn a powerup
|
||||
if (GameObject.FindGameObjectsWithTag("Powerup").Length == 0) // check that there are zero powerups
|
||||
{
|
||||
Instantiate(powerupPrefab, GenerateSpawnPosition() + powerupSpawnOffset, powerupPrefab.transform.rotation);
|
||||
}
|
||||
|
||||
speedIncreasePerWave = Random.Range(0.5f, 0.8f);
|
||||
|
||||
// Spawn number of enemy balls based on wave number
|
||||
for (int i = 0; i < enemiesToSpawn; i++)
|
||||
{
|
||||
GameObject enemy = Instantiate(enemyPrefab, GenerateSpawnPosition(), enemyPrefab.transform.rotation);
|
||||
float finalSpeed = baseEnemySpeed + (speedIncreasePerWave * (waveCount - 1));
|
||||
enemy.GetComponent<EnemyX>().SetSpeed(finalSpeed);
|
||||
}
|
||||
|
||||
waveCount++;
|
||||
ResetPlayerPosition(); // put player back at start
|
||||
|
||||
}
|
||||
|
||||
// Move player back to position in front of own goal
|
||||
void ResetPlayerPosition ()
|
||||
{
|
||||
player.transform.position = new Vector3(0, 1, -7);
|
||||
player.GetComponent<Rigidbody>().linearVelocity = Vector3.zero;
|
||||
player.GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
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}
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}
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