Parallaxing, enemy

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Norbi Peti 2020-11-06 22:30:54 +01:00
parent 92f929fc2b
commit 338ab550f0
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10 changed files with 380 additions and 4 deletions

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</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Assets\Scripts\CameraController.cs" /> <Compile Include="Assets\Scripts\CameraController.cs" />
<Compile Include="Assets\Scripts\EnemyController.cs" />
<Compile Include="Assets\Scripts\OwnCharacterController.cs" /> <Compile Include="Assets\Scripts\OwnCharacterController.cs" />
<Compile Include="Assets\Scripts\Parallaxing.cs" />
<Compile Include="Assets\Scripts\RocketScript.cs" /> <Compile Include="Assets\Scripts\RocketScript.cs" />
<Compile Include="Assets\Scripts\Tiling.cs" /> <Compile Include="Assets\Scripts\Tiling.cs" />
<Compile Include="Assets\Scripts\WeaponFireController.cs" /> <Compile Include="Assets\Scripts\WeaponFireController.cs" />

147
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyController : MonoBehaviour
{
public Transform target;
public float speed;
private Rigidbody2D _rb;
// Start is called before the first frame update
void Start()
{
_rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate()
{
var diff = target.position - transform.position;
diff.Normalize();
_rb.AddForce(diff * speed);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Parallaxing : MonoBehaviour
{
private Transform _background;
private float _parallaxScale;
public float smoothing = 1f;
private Transform _cam; // reference to the main cameras transform
private Vector3 _previousCamPos; // the position of the camera in the previous frame
// Is called before Start(). Great for references.
void Awake () {
// set up the camera reference
_cam = Camera.main.transform;
_background = transform;
}
// Start is called before the first frame update
void Start()
{
// The previous frame had the current frame's camera position
_previousCamPos = _cam.position;
// asigning coresponding parallaxScale
_parallaxScale = _background.position.z * -1;
}
// Update is called once per frame
void Update()
{
// the parallax is the opposite of the camera movement because the previous frame multiplied by the scale
float parallax = (_previousCamPos.x - _cam.position.x) * _parallaxScale;
// set a target x position which is the current position plus the parallax
var position = _background.position;
float backgroundTargetPosX = position.x + parallax;
// create a target position which is the background's current position with it's target x position
Vector3 backgroundTargetPos = new Vector3(backgroundTargetPosX, position.y, position.z);
// fade between current position and the target position using lerp
position = Vector3.Lerp(position, backgroundTargetPos, smoothing * Time.deltaTime);
_background.position = position;
// set the previousCamPos to the camera's position at the end of the frame
_previousCamPos = _cam.position;
}
}

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@ -33,4 +33,13 @@ public class RocketScript : MonoBehaviour
_rb.AddForce(new Vector2(_goingRight ? 10 : -10, 0)); _rb.AddForce(new Vector2(_goingRight ? 10 : -10, 0));
} }
private void OnCollisionEnter2D(Collision2D other)
{
if (!other.gameObject.CompareTag("Enemy"))
return;
gameObject.SetActive(false);
_rb.velocity = Vector2.zero;
Destroy(other.gameObject);
}
} }

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@ -5,6 +5,7 @@ TagManager:
serializedVersion: 2 serializedVersion: 2
tags: tags:
- Ground - Ground
- Enemy
layers: layers:
- Default - Default
- TransparentFX - TransparentFX