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m_SortingOrder: 1 + m_SortingOrder: 2 m_Sprite: {fileID: 21300000, guid: 945baed7357a5d9c69e6f65181575af1, type: 3} m_Color: {r: 0.5707547, g: 1, b: 0.63111734, a: 1} m_FlipX: 0 @@ -541,6 +691,7 @@ MonoBehaviour: offsetX: 2 hasARightBuddy: 0 hasALeftBuddy: 0 + randomSprites: [] reverseScale: 0 --- !u!114 &1372634520 MonoBehaviour: @@ -682,6 +833,7 @@ MonoBehaviour: offsetX: 2 hasARightBuddy: 0 hasALeftBuddy: 0 + randomSprites: [] reverseScale: 0 --- !u!114 &1508769558 MonoBehaviour: diff --git a/Assets/Scripts/OwnCharacterController.cs b/Assets/Scripts/OwnCharacterController.cs index f8fc915..32eff1a 100644 --- a/Assets/Scripts/OwnCharacterController.cs +++ b/Assets/Scripts/OwnCharacterController.cs @@ -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() diff --git a/Assets/Scripts/Tiling.cs b/Assets/Scripts/Tiling.cs index 2c05dfe..a02b270 100644 --- a/Assets/Scripts/Tiling.cs +++ b/Assets/Scripts/Tiling.cs @@ -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().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) {