Character health, tiling randomization
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247e630c46
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3 changed files with 174 additions and 8 deletions
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@ -3,11 +3,14 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Random = System.Random;
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public class OwnCharacterController : MonoBehaviour
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{
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private Rigidbody2D _rb;
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private Vector3 _spawnPos;
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private float _health = 100f;
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private Random _random = new Random();
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// Start is called before the first frame update
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void Start()
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@ -41,12 +44,15 @@ public class OwnCharacterController : MonoBehaviour
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public void Hit()
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{
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Respawn();
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_health -= (float) _random.NextDouble() % 20f + 20f;
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if (_health <= 0f)
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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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_health = 100f;
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}
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private bool IsOnGround()
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@ -1,9 +1,9 @@
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using UnityEngine;
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using Random = System.Random;
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public class Tiling : MonoBehaviour
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{
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private const int LEFT = -1;
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private const int LEFT = -1;
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private const int RIGHT = 1;
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public int offsetX = 2; // the offset so that we don't get any weird errors
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@ -12,16 +12,21 @@ public class Tiling : MonoBehaviour
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public bool hasARightBuddy;
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public bool hasALeftBuddy;
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public Sprite[] randomSprites;
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public bool reverseScale; // used if the object is not tilable
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private float spriteWidth; // the width of our element
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private Camera cam;
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private Transform myTransform;
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private Random _random;
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void Awake () {
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cam = Camera.main;
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myTransform = transform;
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}
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if (randomSprites.Length > 0)
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_random = new Random();
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}
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// Start is called before the first frame update
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void Start()
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@ -66,6 +71,9 @@ public class Tiling : MonoBehaviour
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// instantating our new body and storing him in a variable
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Transform newBuddy = Instantiate (myTransform, newPosition, myTransform.rotation);
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if (randomSprites.Length > 0) //Randomizált háttér
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newBuddy.GetComponent<SpriteRenderer>().sprite = randomSprites[_random.Next(randomSprites.Length)];
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// if not tilable let's reverse the x size og our object to get rid of ugly seams
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if (reverseScale)
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{
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