Remove enemy on many hits, multiple rocket hits
Also added an object pool limit but buffing the rockets seemed to be better
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d2750bd344
commit
eef0a307d0
6 changed files with 132 additions and 11 deletions
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@ -146,3 +146,4 @@ MonoBehaviour:
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speed: 6.5
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flyForce: 30
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finalHealth: 3
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@ -419,9 +500,9 @@ SpriteRenderer:
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@ -820,7 +901,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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spawnPos: {fileID: 1692511764}
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timeBetweenSpawns: 2
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maxEnemyCount: 3
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maxEnemyCount: 6
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enemyPrefab: {fileID: 7250562544566202694, guid: ef6e23d6fe1e28e8c809679081854c6a,
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target: {fileID: 2053847422}
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@ -1,13 +1,18 @@
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using System.Collections;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = System.Random;
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public class EnemyController : MonoBehaviour
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{
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public Transform target;
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public float speed;
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public float flyForce;
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public short finalHealth = 3;
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private Rigidbody2D _rb;
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private short _hitsToRemove;
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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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@ -15,6 +20,11 @@ public class EnemyController : MonoBehaviour
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_rb = GetComponent<Rigidbody2D>();
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}
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private void OnEnable()
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{
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_hitsToRemove = finalHealth;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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@ -33,7 +43,8 @@ public class EnemyController : MonoBehaviour
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}
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diff.Normalize();
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_rb.AddForce(diff * (speed * _rb.mass * _rb.gravityScale));
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float sp = ((float) _random.NextDouble() / 2f + 1f) * speed; //1 és 1.5 közötti szorzó
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_rb.AddForce(diff * (sp * _rb.mass * _rb.gravityScale));
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if (diff.x * transform.localScale.x < 0) //Ha másfelé néz, mint amerre megy
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{
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var scale = tr.localScale;
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@ -42,7 +53,7 @@ public class EnemyController : MonoBehaviour
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}
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}
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public void Die()
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private void Die()
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{
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_rb.mass = 0.00001f;
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_rb.gravityScale = 0.01f;
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@ -50,4 +61,22 @@ public class EnemyController : MonoBehaviour
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}
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public bool IsAlive() => _rb.mass > 0.001f;
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private void HitWhileFlying()
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{
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_hitsToRemove--;
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if (_hitsToRemove == 0)
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{
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_rb.velocity = Vector2.zero;
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gameObject.SetActive(false);
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}
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}
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public void Hit()
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{
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if (IsAlive())
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Die();
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else
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HitWhileFlying();
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}
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}
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@ -29,6 +29,7 @@ public class EnemySpawner : MonoBehaviour
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{
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var pos = transform.position + _diff;
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var enemy = _pool.GetObject();
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if (enemy is null) break;
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enemy.transform.position = new Vector3(pos.x, spawnPos.position.y, pos.z);
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var rb = enemy.GetComponent<Rigidbody2D>();
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rb.mass = 1f;
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@ -18,9 +18,10 @@ public class ObjectPool
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/// Visszaad egy új objektumot. Aktiválandó, használat után pedig deaktiválandó.
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/// </summary>
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/// <returns>Egy objektum a poolból.</returns>
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public GameObject GetObject()
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public GameObject GetObject(short maxCount = 0)
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{
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GameObject theRocket = null;
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int c = 0;
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foreach (var rocket in _objects)
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{
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if (!rocket.activeSelf)
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@ -28,6 +29,10 @@ public class ObjectPool
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theRocket = rocket;
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break;
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}
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c++;
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if (c == maxCount)
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return null;
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}
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if (theRocket is null)
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@ -8,6 +8,9 @@ public class RocketScript : MonoBehaviour
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private float _fired;
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private Rigidbody2D _rb;
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private bool _goingRight;
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private byte _hitCount;
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public byte maxHits = 3;
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// Start is called before the first frame update
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void Start()
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@ -19,6 +22,7 @@ public class RocketScript : MonoBehaviour
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{
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_fired = Time.fixedTime;
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_goingRight = transform.localScale.x > 0;
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_hitCount = 0;
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}
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// Update is called once per frame
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@ -38,11 +42,11 @@ public class RocketScript : MonoBehaviour
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{
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if (!other.gameObject.CompareTag("Enemy"))
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return;
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gameObject.SetActive(false);
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if (_hitCount >= maxHits)
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gameObject.SetActive(false);
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_rb.velocity = Vector2.zero;
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//other.gameObject.SetActive(false);
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var ec = other.gameObject.GetComponent<EnemyController>();
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if (ec.IsAlive())
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ec.Die();
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ec.Hit();
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_hitCount++;
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}
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}
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