Score & HP HUD

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Norbi Peti 2020-12-06 18:33:36 +01:00
parent cbabc6e6a2
commit 2b875bebbf
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16 changed files with 1414 additions and 3 deletions

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@ -59,11 +59,13 @@
<Compile Include="Assets\Scripts\CharacterControllerBase.cs" />
<Compile Include="Assets\Scripts\EnemyController.cs" />
<Compile Include="Assets\Scripts\EnemySpawner.cs" />
<Compile Include="Assets\Scripts\HUDManager.cs" />
<Compile Include="Assets\Scripts\ObjectPool.cs" />
<Compile Include="Assets\Scripts\OwnCharacterController.cs" />
<Compile Include="Assets\Scripts\Parallaxing.cs" />
<Compile Include="Assets\Scripts\PlatformSpawner.cs" />
<Compile Include="Assets\Scripts\RocketScript.cs" />
<Compile Include="Assets\Scripts\ScoreSystem.cs" />
<Compile Include="Assets\Scripts\Tiling.cs" />
<Compile Include="Assets\Scripts\WeaponFireController.cs" />
<Reference Include="UnityEngine">

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@ -13,12 +13,15 @@ public class EnemyController : CharacterControllerBase
private short _hitsToRemove;
private readonly Random _random = new Random();
private PlatformSpawner _platformSpawner;
private ScoreSystem _scoreSystem;
// Start is called before the first frame update
void Start()
{
_rb = GetComponent<Rigidbody2D>();
_platformSpawner = GameObject.FindGameObjectWithTag("Game manager").GetComponent<PlatformSpawner>();
var gm = GameObject.FindGameObjectWithTag("Game manager");
_platformSpawner = gm.GetComponent<PlatformSpawner>();
_scoreSystem = gm.GetComponent<ScoreSystem>();
}
private void OnEnable()
@ -61,6 +64,7 @@ public class EnemyController : CharacterControllerBase
_rb.mass = 0.00001f;
_rb.gravityScale = 0.01f;
_rb.freezeRotation = false;
_scoreSystem.AddScore(1);
}
public bool IsAlive() => _rb.mass > 0.001f;

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@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HUDManager : MonoBehaviour
{
public Image[] hearts;
public Sprite heartFull, heartHalf, heartEmpty;
public void UpdateHealth(float health)
{
int hpph = 100 / hearts.Length;
for (int i = 0; i < hearts.Length; i++)
{
if (health >= hpph * i + 3 * hpph / 4)
hearts[i].sprite = heartFull;
else if (health < hpph * i + hpph / 4)
hearts[i].sprite = heartEmpty;
else
hearts[i].sprite = heartHalf;
}
}
}

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@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Serialization;
using Random = System.Random;
public class OwnCharacterController : CharacterControllerBase
@ -11,6 +12,8 @@ public class OwnCharacterController : CharacterControllerBase
public float movementSpeed;
public float sprintSpeed;
public PlatformSpawner platformSpawner;
public ScoreSystem scoreSystem;
public HUDManager hudManager;
private Vector3 _spawnPos;
private float _health = 100f;
@ -73,7 +76,7 @@ public class OwnCharacterController : CharacterControllerBase
if (_checkpointPos.x > 0 && (tr.position - _checkpointPos).magnitude < 2f)
{
_spawnPos = _checkpointPos;
CheckpointReached();
_checkpointPosList.RemoveAt(0);
_checkpointPos = _checkpointPosList.Count > 0 ? _checkpointPosList[0] : Vector3.zero;
}
@ -82,17 +85,26 @@ public class OwnCharacterController : CharacterControllerBase
_animator.SetBool(Sprint, Input.GetButton("Fire3"));
}
private void CheckpointReached()
{
_spawnPos = _checkpointPos;
scoreSystem.AddScore(100);
}
public void Hit()
{
_health -= (float) _random.NextDouble() % 20f + 20f;
_health -= (float) _random.NextDouble() * 20f;
hudManager.UpdateHealth(_health);
if (_health <= 0f)
Respawn();
}
public void Respawn()
{
scoreSystem.AddScore(-20);
transform.position = _spawnPos;
_health = 100f;
hudManager.UpdateHealth(_health);
_rb.velocity = Vector2.zero;
}

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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreSystem : MonoBehaviour
{
public Text scoreText;
private int _score;
public void AddScore(int score)
{
_score += score;
scoreText.text = "Score: " + _score;
}
}

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