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LupiNexMedia
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyX : MonoBehaviour
{
public float speed = 5;
private Rigidbody enemyRb;
private GameObject playerGoal;
// Start is called before the first frame update
void Start()
{
enemyRb = GetComponent<Rigidbody>();
playerGoal = GameObject.Find("Player Goal");
}
public void SetSpeed(float newSpeed)
{
speed = newSpeed;
}
// Update is called once per frame
void FixedUpdate()
{
// Set enemy direction towards player goal and move there
Vector3 lookDirection = (playerGoal.transform.position - transform.position).normalized;
enemyRb.AddForce(lookDirection * speed);
}
private void OnCollisionEnter(Collision other)
{
// If enemy collides with either goal, destroy it
if (other.gameObject.name == "Enemy Goal")
{
Destroy(gameObject);
}
else if (other.gameObject.name == "Player Goal")
{
Destroy(gameObject);
}
}
}
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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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotateCameraX : MonoBehaviour
{
private float speed = 200;
public GameObject player;
// Update is called once per frame
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
transform.Rotate(Vector3.up, horizontalInput * speed * Time.deltaTime);
transform.position = player.transform.position; // Move focal point with player
}
}
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using System.Collections;
using System.Collections.Generic;
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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