Respawn, fixed pool size, fix enemy spawn position
This commit is contained in:
parent
eef0a307d0
commit
247e630c46
7 changed files with 51 additions and 33 deletions
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@ -647,6 +647,9 @@
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<Reference Include="Unity.Rider.Editor">
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<Reference Include="Unity.Rider.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="Unity.Mathematics">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
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</Reference>
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<Reference Include="Unity.2D.Psdimporter.Editor">
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<Reference Include="Unity.2D.Psdimporter.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
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</Reference>
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</Reference>
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@ -671,6 +674,9 @@
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<Reference Include="Unity.2D.Animation.Editor">
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<Reference Include="Unity.2D.Animation.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="Unity.Mathematics.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
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</Reference>
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<Reference Include="Unity.2D.Common.Editor">
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<Reference Include="Unity.2D.Common.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
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</Reference>
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</Reference>
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@ -679,12 +685,6 @@
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</Reference>
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</Reference>
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<Reference Include="UnityEditor.UI">
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<Reference Include="UnityEditor.UI">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Mathematics">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Mathematics.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@ -634,6 +634,9 @@
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<Reference Include="Unity.Rider.Editor">
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<Reference Include="Unity.Rider.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="Unity.Mathematics">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
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</Reference>
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<Reference Include="Unity.2D.Psdimporter.Editor">
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<Reference Include="Unity.2D.Psdimporter.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
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</Reference>
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</Reference>
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@ -658,6 +661,9 @@
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<Reference Include="Unity.2D.Animation.Editor">
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<Reference Include="Unity.2D.Animation.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Animation.Editor.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="Unity.Mathematics.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
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</Reference>
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<Reference Include="Unity.2D.Common.Editor">
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<Reference Include="Unity.2D.Common.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
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</Reference>
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</Reference>
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@ -666,12 +672,6 @@
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</Reference>
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</Reference>
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<Reference Include="UnityEditor.UI">
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<Reference Include="UnityEditor.UI">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Mathematics">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
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</Reference>
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<Reference Include="Unity.Mathematics.Editor">
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<HintPath>/D/Unity/Projects/Projekt/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@ -720,7 +720,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1692511763}
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m_GameObject: {fileID: 1692511763}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.67, y: 2.4, z: -2.796909}
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m_LocalPosition: {x: 2.27, y: 2.74, z: -2.796909}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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@ -743,7 +743,7 @@ GameObject:
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- component: {fileID: 2053847427}
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- component: {fileID: 2053847427}
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m_Layer: 0
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m_Layer: 0
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m_Name: Character
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m_Name: Character
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m_TagString: Untagged
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m_TagString: Player
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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@ -79,4 +79,13 @@ public class EnemyController : MonoBehaviour
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else
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else
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HitWhileFlying();
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HitWhileFlying();
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}
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}
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private void OnCollisionEnter2D(Collision2D other)
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{
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var go = other.gameObject;
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if(!go.CompareTag("Player"))
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return;
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if (IsAlive())
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go.GetComponent<OwnCharacterController>().Hit();
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}
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}
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}
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@ -28,7 +28,7 @@ public class EnemySpawner : MonoBehaviour
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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var pos = transform.position + _diff;
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var pos = transform.position + _diff;
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var enemy = _pool.GetObject();
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var enemy = _pool.GetObject(true);
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if (enemy is null) break;
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if (enemy is null) break;
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enemy.transform.position = new Vector3(pos.x, spawnPos.position.y, pos.z);
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enemy.transform.position = new Vector3(pos.x, spawnPos.position.y, pos.z);
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var rb = enemy.GetComponent<Rigidbody2D>();
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var rb = enemy.GetComponent<Rigidbody2D>();
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@ -18,10 +18,9 @@ public class ObjectPool
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/// Visszaad egy új objektumot. Aktiválandó, használat után pedig deaktiválandó.
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/// Visszaad egy új objektumot. Aktiválandó, használat után pedig deaktiválandó.
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/// </summary>
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/// </summary>
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/// <returns>Egy objektum a poolból.</returns>
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/// <returns>Egy objektum a poolból.</returns>
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public GameObject GetObject(short maxCount = 0)
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public GameObject GetObject(bool fixedPool = false)
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{
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{
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GameObject theRocket = null;
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GameObject theRocket = null;
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int c = 0;
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foreach (var rocket in _objects)
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foreach (var rocket in _objects)
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{
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{
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if (!rocket.activeSelf)
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if (!rocket.activeSelf)
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theRocket = rocket;
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theRocket = rocket;
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break;
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break;
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}
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}
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c++;
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if (c == maxCount)
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return null;
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}
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}
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if (theRocket is null)
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if (theRocket is null)
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_objects.Add(theRocket = Object.Instantiate(_prefab));
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if (fixedPool)
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return null;
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else
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_objects.Add(theRocket = Object.Instantiate(_prefab));
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return theRocket;
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return theRocket;
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}
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}
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}
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}
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@ -1,28 +1,29 @@
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using System.Collections;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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public class OwnCharacterController : MonoBehaviour
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public class OwnCharacterController : MonoBehaviour
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{
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{
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private Rigidbody2D rb;
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private Rigidbody2D _rb;
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private Collider2D collider;
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private Vector3 _spawnPos;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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rb = GetComponent<Rigidbody2D>();
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_rb = GetComponent<Rigidbody2D>();
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collider = GetComponent<Collider2D>();
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_spawnPos = transform.position;
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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{
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{
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if (Mathf.Abs(rb.velocity.x) > 3)
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if (Mathf.Abs(_rb.velocity.x) > 3)
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return;
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return;
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float input = Input.GetAxis("Horizontal");
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float input = Input.GetAxis("Horizontal");
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if (input < 0 && rb.transform.localScale.x > 0
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if (input < 0 && _rb.transform.localScale.x > 0
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|| input > 0 && rb.transform.localScale.x < 0)
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|| input > 0 && _rb.transform.localScale.x < 0)
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{
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{
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var tr = transform;
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var tr = transform;
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var scale = tr.localScale;
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var scale = tr.localScale;
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if (Input.GetButton("Fire3"))
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if (Input.GetButton("Fire3"))
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input *= 10;
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input *= 10;
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rb.AddForce(new Vector2(input * 5, 0));
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_rb.AddForce(new Vector2(input * 5, 0));
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if (Input.GetButtonDown("Jump") && IsOnGround())
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if (Input.GetButtonDown("Jump") && IsOnGround())
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rb.AddForce(new Vector2(0, 4), ForceMode2D.Impulse);
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_rb.AddForce(new Vector2(0, 4), ForceMode2D.Impulse);
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}
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public void Hit()
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{
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Respawn();
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}
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private void Respawn()
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{
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transform.position = _spawnPos;
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}
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}
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private bool IsOnGround()
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private bool IsOnGround()
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{
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{
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var res = new List<Collider2D>();
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var res = new List<Collider2D>();
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rb.OverlapCollider(new ContactFilter2D(), res);
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_rb.OverlapCollider(new ContactFilter2D(), res);
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return res.Any(col => col.CompareTag("Ground"));
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return res.Any(col => col.CompareTag("Ground"));
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}
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}
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}
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}
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