Character health, tiling randomization

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Norbi Peti 2020-11-07 14:47:31 +01:00
parent 247e630c46
commit 2bf74cb2ca
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3 changed files with 174 additions and 8 deletions

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View file

@ -3,11 +3,14 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = System.Random;
public class OwnCharacterController : MonoBehaviour
{
private Rigidbody2D _rb;
private Vector3 _spawnPos;
private float _health = 100f;
private Random _random = new Random();
// Start is called before the first frame update
void Start()
@ -41,12 +44,15 @@ public class OwnCharacterController : MonoBehaviour
public void Hit()
{
Respawn();
_health -= (float) _random.NextDouble() % 20f + 20f;
if (_health <= 0f)
Respawn();
}
private void Respawn()
{
transform.position = _spawnPos;
_health = 100f;
}
private bool IsOnGround()

View file

@ -1,9 +1,9 @@
using UnityEngine;
using Random = System.Random;
public class Tiling : MonoBehaviour
{
private const int LEFT = -1;
private const int LEFT = -1;
private const int RIGHT = 1;
public int offsetX = 2; // the offset so that we don't get any weird errors
@ -12,16 +12,21 @@ public class Tiling : MonoBehaviour
public bool hasARightBuddy;
public bool hasALeftBuddy;
public Sprite[] randomSprites;
public bool reverseScale; // used if the object is not tilable
private float spriteWidth; // the width of our element
private Camera cam;
private Transform myTransform;
private Random _random;
void Awake () {
cam = Camera.main;
myTransform = transform;
}
if (randomSprites.Length > 0)
_random = new Random();
}
// Start is called before the first frame update
void Start()
@ -66,6 +71,9 @@ public class Tiling : MonoBehaviour
// instantating our new body and storing him in a variable
Transform newBuddy = Instantiate (myTransform, newPosition, myTransform.rotation);
if (randomSprites.Length > 0) //Randomizált háttér
newBuddy.GetComponent<SpriteRenderer>().sprite = randomSprites[_random.Next(randomSprites.Length)];
// if not tilable let's reverse the x size og our object to get rid of ugly seams
if (reverseScale)
{